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Seigen

Desert Dragon

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Posted (edited)

Hitsugaya Tōshirou

--

"Shall I freeze the heavens for you?"

_____

 

User Data:

Username: Hitsugaya Toushirou.
Posting: Whenever possible.
Time Zone: Eastern Standard.

 


Basics and Appearance:

Name: Toushirou Hitsugaya.
Village: Originates from Suna.
Clan: Not a member of any clan.
Age:

  • Time of creation: 13.
  • After time skip: 15.
  • Current age: 20

Gender: Male.

Height: 5 foot, 10 inches.
Weight: 157 pounds.
Hair Color: White.
Eye Color: Emerald.
Clothing: Toushirou wears a white undershirt underneath a black kimono and pants. He also wears a white haori.
Physical Description: His skin has a light tan tone, while his physique is muscular. Toushirou has a scar going across his chest and straight on his left cheek.

History:

Timeskip: His facial appearance seems to be more rugged. The scar going down his cheek seems to be fading away slightly. Due to the ninja's constant moving around , sparing and getting cardio during his missions, his physic has become more built.

Background: Hitsugaya Toushirou had been born into a pretty average family. His father was away on missions a lot of the time and even when he had been home, he paid no mind to Toushirou. In response he was forced to rely on his mother when it came to learning basic life skills and techniques.

Though he could have hung out with his peers, Toushirou preferred art. Creating drawings of things that was not possibly in this reality intrigued him, and he let his mind go wild imagining how it would feel to see or do such things. Unfortunately, future events to come would change the young boy.

At age nine, an incident happened with his father. The man came through the house drunk after failing a B ranked mission. Hitsugaya curiously asked why was he acting weird and in response, was cursed out. That was only the beginning though, as he began to punch Hitsugaya in his mouth for asking him that same question. Hitsugaya had struggled to hold his ground but to no avail as he was easily overpowered. Pulling out his kunai, Toushirou’s father had gave Hitsugaya two scars, one across the chest in a zig zag style while the other ran down his face in a straight line just below his left eye.

His academy days were like most other students. He would strive to get the best marks he could, though his genjutsu was poor in comparison to his Ninjutsu and Taijutsu, barely passing. Soon enough, he became a Gennin and gained his teacher. Toushirou wax now in the real world, he was ready to learn more in order to become strong and to survive in the world in front of him.

Though he had only been with his teacher for a short period of time, he had gained a good amount of experience along the way. This had ranged from meeting new people to gaining new techniques. The time of growth didn’t last very ong though, as Kumo had began its worldwide invasion. Though Hitsugaya joined a group of ninja to repell the attack, they had ultimately failed. That very same day was the last time he had saw is parents, as they had most likely been killed fending the village. The destruction of Suna had been completed, and all who did not join the cloud village were forced to exile themselves until the right time to make there move arrived.

Two years later….

Toushirou had met up with another Suna ninja that went by the name of Kata and over the past two years, has been training him further in the ways of the shinobi. The two wondered through the desert while training there body, mind and spirit.Finally, they had come across the resistance army.With new and old allies, the group had carefully planned and complete missions that could disrupt the flow of control and give them all a shot at taking back what was theirs to begin with.


Wandering Shinobi: Eventually, Hitsugaya had been separated from all of his companions. During this time, his resolve had led him to leave the village hidden in the sand. His first stop in Kohona led to an encounter with the league of shadows. After he had stated his purpose, he was welcomed by the Kohona shinobi there.There he had befriended a ninja known by others as Nara Arashi.The visit didn’t last long however, as the NCIA had closed in and forced the ninja to leave there own country for a time. This had led Arashi and Hitsugaya to Iwa, a free village. When they had reached the borders, they were ambushed, and captured. After enough interrogating, they had been released. While wondering through the village, they had met a shinobi by the name of Sakuya. He quickly showed them that Iwa ninjas weren’t to be played with as he proceeded to not only challenging them, but defeating the two with relative ease.Soon after, they had been employed by Iwa to take missions for them.

Returning Home: With his comrade and friend,he and Kata had return back to the very place they were forced to flee. During there time apart, Suna had somehow broke free from the NCIA with the help of Iwa. It was a coincidence that the village they stayed in was the one that gave freedom back to their home, yet he was not told of it, and wasn't even apart of the liberation. Still, Hitsugaya was glad to be able to walk safely from point A to point B, even if it was for a little while. Once there, they had met the new Kazekage, and after a few questions and answers, the two were promoted to the rank of Jounin, much to Toushirous surprise. He knew it was only going to get tougher from here.

Personality:

His attitude had use to be a straight forward one before the war. Preferring Isolation, Toushirou had stayed away from most people whenever he could and had begun to have a "I'm superior than you " Complex. Since the war though, he had tried to lighten up and gain a few friends when he could, with a hint of his old complex still there. In the last two years, he's laughed and made jokes more than ever, most likely trying to hide his pain.

Likes: Nature, art, games, jokes, food, and hot showers.
Dislikes: Stupidity. One who boast about how powerful they are and then get beat down within moments.

Favorites:
  • Food: Pizza.
  • Color: Red.
  • Book Genre: Fantasy, action, adventure.
  • Hangout: Hanging out in the trees when there was one around. No longer has an hang out.
Edited by Seigen
Posted (edited)

Ninja Stats:

Rank: Jounin.
[Level: 78
TXP: 28197/37,800 to complete buyback) 

 

Stat Points:8300
(Health Power) 1150
(Stamina)940
(Chakra) 810
(Taijutsu) 1400
(Defense)0
(Ninjutsu) 750
(Resistance) 0
(Genjutsu) Sealed.
(Concentration) 0
(Speed) 800 [+500]
(Accuracy) 1300
(Evasion) 1250 [+80]

 

Skills:

Skill Points: 45
Total SP: 45. [+5 from rank advancements.]
Next Point: Level 80
Positive Skills:
 

 
Skill Points: 5
Total SP: 45. [+5 from rank advancements.]
Next Point: Level 80

 

Positive Skills:
Sandcastle Sovereign -0
- The user can use Sand jutsu without having the ability to use Earth, Wind, or even Twisted Colors.
 
Fire Specialty
-User can use fire based ninjutsu (no need for Subtle Elements) and has a +10% chance to dodge any attack. Fire-derived jutsu cost one less JP to a minimum of 1.
 
Quick Learner -2
- +10% EXP from Missions and Training.
 
Subtle Elementals (Lighting)(Water)-1
- Once for every village.
 
Successful -2
- Character begins with $75 extra and monetary mission rewards are 5% higher.
 
Petal over drive mastery -3
-The user of the jutsu " (6 petal overdrive and 12 petal overdrive) Only has to pay the upkeep cost for every other petal broken.
 
Taijutsu Style (Tiger Style) -1
-The user has managed to learn the basics of a taijutsu style, and, knowing this, the path is opened to powerful techniques.User is able to access techniques of style
 
The Path of the Scholar -1
- Character gains 1 extra Jutsu Point per level
Scholarly Mastery: Choose Two:
-May gain 2 ranks of 'Merchant' for 1 skill point.
-May gain 2 'Subtle Elements' skills for 1 skill point.
 
Merchant
-you get a 5% discount at stores. n/a -5 Rank 10(Max)*
 
Name: Superluminal Essence of Sleipnir-2
Type: General; must obtain permission from the creator to use.
Effect: Character may, in place of their standard modifiers, apply 50% of their Taijutsu and 50% of their Speed--both modified at +5 for every 20 points per stat--to all basic attacks. All such modifiers produced in this way cannot exceed the maximum value of the lower stat (likewise decided between Taijutsu and Speed). Certain weapon-types--such as gloves, etc.--may also benefit from this skill, so long as they fall within reason.
Description: Sheer alacrity defines the very aspect of combat that this character delves into. Manipulating the momentum gained from such remarkable levels of attained speed heighten the precision and the damage that may be caused to the outer layers of tissue. The blend between natural physical strength and the impeccable force that is tied with speed -build-up of kinetic energy- provides for an incalcuable advantage to be had in the dire circumstances of melee combat. This character tends to boast a proficiency in the martial arts, particularly those involving unarmed strikes, and excels beyond the expectations of many.
 
The Seeing Mind Rank 1 -2
-Once per your rank in this skill you may negate either the damage or the effect from one Genjutsu attack against you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own.
 
Power Flux -2
- Once per five turns, roll a die of 1-10. If you roll 5-10 your taijutsu increases by thirty percent. If it is below 5, your Taijutsu wavers by 20%. A double edged sword.
Second Wind -2
-Upon reaching 0 health, user regains 1Hp, but only once per battle.
 
Dominance of the North -1
-User does not suffer the penalties of Ice or Deep Snow. User gains 20% speed in Ice and Deep Snow
 
Collision -2
-When a close range taijutsu technique is used, the user can launch a taijutsu technique of their own in their response phase, provided it has a base damage of at least equal value to the incoming attack, effectively nulling the incoming attack. If the user's modifier damage is 2x the opponent's, there is a three in five chance (1-3 on a d5) your attack could break through and hit the opponent, dealing the reamaining value of damage, providing there is any. May only be used two times per battle, per opponent. User may not take offensive action in the main phase.
Restrictions: User must have at least the same taijutsu score as the opponent at the time they launched an attack. May not be used by someone who knows 'Clash'
 
-Stroke of Genius! -1
Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):
1. You may not lose your next Response Phase. When dodging during your next Response Phase, roll twice for each attack and use the better of the two numbers.
2. Your next attack is considered a critical hit.
3. Recover 5% Total Stamina and 5% Total Chakra
Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Guts Pose!' or 'Hooray for the Big Boned People!'
 
-Savior -1 Rank 1
Effect: Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to the relevant defense stat. Cannot be used against Genjutsu.
 
-Iron Will -2 Rank 1
-Effect:Once per your rank in this skill you may negate the damage from a Taijutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu.
 
Contract Manager(Frogs)-1
-Every time you take this skill, you may summon one additional type of animal (You must still get a contract)You may take this as many times as you want additional contracts. You cannot summon anything without this skill
 
:Mount up!:-1
-Effect: If the user of this skill is a ninja, they may choose to ‘mount’ a summon that is either level 4, 5, or 6. This allows that ninja to use the summon’s evasion as their own for as long as they remain mounted. If the user of this skill is a summon, they may mount their summoner if they are half their size or less, or another member of their ‘tribe’ that is larger then them, and use their evasion as their own. While mounted, the user may only use long range attacks unless the opponent also mounted the summon. Mounting requires the user’s setup phase.
Summon Affinity
-Effect You may have more than one summoned creature out at a time with each rank in this skill. You may take this 4 times. n/a -1
Walking a Different Path (Path Of The Scholar)
Restriction:
-May only take this trait -ONCE- and only when reaching a new Ninja Rank (if you took a 'Path' when you were a Gennin, you may change 'Paths' when you become a Chuunin, Jounin, or Sennin/Kage). You must meet the requirements of the new 'Path.'
 
The Twisted Colors -1
- You may create and use techniques using combinatorial elements of complexity equal to or less than your rank in this skill plus one. The ability to use a number of elements greater than or equal to your rank in this skill plus one.
 
Skill Name: I Dare You To Move(Personal)-3
-Effects:
-When struck by an attack that gives the status of Bound(Arm or Paired Arms) And Shackled(Leg or Paired Legs) the effects are negated.
-Must pay un reductable 30 stam at the end of each turn where you was suppose be affected by the effects.
-The user's taijutsu modifiers are lowered by 10% during those following turns.
-Speed becomes cut by 25% during the turns as well.
 
Flight of Sleipnir -2
-Requirements: Superluminal Essence of Sleipnir
-Effect: Whenever this character possesses double the speed of an enemy, that enemy will have a 40% base chance of striking the character. Likewise, whenever this character has triple the speed of an enemy, that enemy will have a 20% base chance of striking the character. (Note: Does not apply to Genjutsu; the base chance drops, before any modifiers are applied.)

 

Negative Skills:
Sealed Genjutsu +2
Edited by Seigen
Posted (edited)

Jutsu:

Jutsu Points: 52.

Total JP: 247.

Jutsu Point Log:

+4 (Creation)

+15 (Levels 1-15)

+30 (Levels 16-30)

+42 (Levels 31-45)

+96 (Levels 46-78)

+5 (Chuunin Rank)

+37 (Scholar Skill)

+2 (Christmas bonus)

+10 (Achieving Jounin)

Ninjutsu:
Kuchiyose no Jutsu (Summoning Technique)

Type: Ninjutsu

Rank: Gennin (Summoning)

Cost: x Chakra (depends on summon level, see summoning rules)

Damage: N/A

Effect:: Allows you to summon one animal. (See Summoning rules for more info). Requires the skill "Contract Manager" to preform.

Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more.

Points: 4 (Erosion 1)

Mythical Fire Flower (Katon Housenka)

Type: Ninjutsu (Fire)

Rank: Gennin

Cost: 20 per fireball, Max 60

Damage: 20 per fireball, Max 60

Effect: This skill may be used to launch multiple fireballs in one action. Each fireball beyond the first becomes progressively easier to dodge; +5% to dodge when attempting to dodge any fireball beyond the first. This skill may also be used to target multiple people. One fireball per target suffers no negative penalties, but if ever multi-targetting and striking any target with more than one fireball, that target receives a bonus of 30 to the relevant stat to dodge each fireball.

Description: The ninja draws in a large breath of fire and shoots it out in many quite fast, small fireballs. Due to the nature the fireballs deal less damage than a single attack but may be used to hammer a target or strike multiple foes.

Points: 3(2)

Sand Body Flicker (砂瞬身, Suna-Shunshin)

Type: Ninjutsu [sand]

Rank: Gennin

Cost: 80

Effects: Close range Taijutsu of Gennin rank and basic attacks are completely evaded. May not take Main Phase action and may only be used twice per battle in this way. May alternatively be used in any phase but only once per turn to move from short range to mid range or mid range to long range for half the base cost.

Description: This jutsu is a high-speed movement technique, allowing a ninja to move short distances at an almost untraceable speed. To an observer, it appears as if the user has teleported. The use of element occasionally used to disguise the user's movements. It is accomplished by using chakra to temporarily boost the user's reflexes. The amount of chakra required depends on the overall distance between the user and their intended destination.

Points: 4

Shadow Clone Skill (Kage Bunshin no Jutsu)

Type: Ninjutsu (Fire)

Rank: Chuunin

Cost: 60 Per Clone

Damage: N/A

Effect:: Creates multiple clones. All clones have stats equal to the original's stats divided by the number of clones created + the original + 1. The original retains full HP, but all clones are destroyed in one hit. Clones gain phases every other turn that the user has. May have 2 simultaneous clones at Gennin, 5 at Chuunin, 8 at Jounin, and 15 at Sennin/Kage level.

Description: Unlike the normal Bunshin no Jutsu, this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones. Because the clones are basically real, they can perform jutsu and cause real damage to their target. They can also take some hits themselves, even being able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.

Points: 4(3)

Four Man Purple Flame Array (Shishienjin)

Type: Ninjustu

Rank: Chuunin

Cost: 40 Ninjutsu too activate, 15 per turn afterwards. User's chakra does not regenerate while using this technique.

Effect: Requires 4 people who know this technique to perform. This creates a large box where no one can exit or enter. The box stays until one of the users stops, either from an attack or from lack of chakra.

Description: This Jutsu, which is done in co-operation with four people, creates a large cube shaped shield; a barrier which can surrond a person or battle. Any person who touches this barrier will burst into a purple flame.

Points: 2

Rend the Heart (Katsu wa Chusshin)

Type: Ninjutsu (Fire)

Rank: Chuunin

Cost: 60 chakra, 10 health points

Damage: 100

Effect:: Severe burning: 10 damage to user.

Description: A Chuunin can't fully control the sheer volume of flame that is created by this fireball. It does massive damage for a chuunin level jutsu of it's cost, but because of that it has backlash and burns the hands holding the fireball quite badly when it is used.

Points: 2(1)

Dragon Fire Skill (Katon Ryuuka no Jutsu)

Type: Ninjutsu (Fire)

Rank: Chuunin

Cost: 60

Damage: 70

Effect:: This skill causes severe burning over the body; target receives five additional damage for each post other than taking care of their wounds for the next five posts. If this skill MISSES the nin who performed the technique must spend one post "recovering" from the effects of the chakra used.

Description: This technique requires an immense amount of chakra; the nin focuses enough chakra that the very air around him explodes into flame, then proceeds to send forth a incredibly fast stream of flame from their mouth at the target. Best used on an immobilized target due to the downside of missing.

Points: 2(1)

Armor of Sand: Rank 1(Suna no Yoroi)

Type: Ninjutsu (Sand)

Rank: Chuunin

Cost: 120; 90 to repair.

Effect:: Used in the Response Phase. Creates an Armour of Sand around the user with 150 health points. May prevent damage (not effects) from any non-Genjutsu attacks aimed at the user. If the health of the armour is reduced to 0 it may be repaired in the immediate set-up phase in the turn which it was broken for 90 Chakra; else they will have to pay the full intial cost when next used. May repair the Armor to full health points for the same repairation cost of 90 in the set-up phase. User may act in the turn as normal. Armor of Sand does not stack with one another.

Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.

Points: 5

Slashing Wind Skill (Kamaitachi no Jutsu)

Type: Ninjutsu (Wind)

Rank: Chuunin

Cost: 50

Damage: 55

Effect:: This is an incredibly fast, invisible attack, making it very hard to dodge. Reduce the effective evasive skill by 40 when trying to dodge this move.

Description: A mighty blow of wind infused with chakra lacerates the skin. Due to the nature of the chakra seeking wind, it is very hard to see and dodge.

Points: 2

Freeze the Heavens, Six-Petal Overdrive

Type: Ninjutsu (Ice)

Rank: Chunnin

Cost: 150, 22 Chakra Upkeep per petal broken

Damage: N/A

Effect: Upon casting this jutsu, Six "Ice Petals" will appear, floating behind the user. This jutsu ends one turn after all six Petals are destroyed, or worn away. Petals may be the target of jutsu instead of the user, and are destroyed when they are hit (petals evade with the same chance the user does). The user may also break petals manually. One petal will break every other turn regardless. Each time a petal breaks, the user will gain +20 Taijutsu and +10 Resistance. The user can only break one petal at a time. Upkeep costs for this jutsu are dependant on the number of petals currently broken before the user's turn. Petals broken during the user's turn do not count until the upkeep is paid during the next turn. Upkeep is determined by taking the upkeep cost of each petal itself, and paying an upkeep cost for each petals currently active and giving stat boosts.

Description: The Six Petal Overdrive. Some say that it is a blessing given by god. Some say it is only given to the worthy. Some say it doesn't exist. The Six Petal Overdrive is a magnificient, deadly, and beautiful technique. At the start of the technique, six floating petals made of ice will appear behind the user, shaped like a lily, with all the petals opened up to the world. Chakra holds them in place, and each one works like a steroid injection. As the petals slowly break apart, chakra carries the petals to layer the skin in a coating of ice. The ice often represents an animal of the user's choosing, but the effect is always the same. Physical power will increase the most, as punches or kicks from hands or weapons layered in ice will sting much more. Resistance to the elements will exist too, since the ice provides a powerful defensive coating. In the end, the petals will be completely gone, and the image will be a near perfect replication of whatever the chosen animal is, but only in skeletal form surrounding the user. The replication, however, will not last long, as, since the chakra has been spent, the ice will melt rather quickly.

Restrictions:You must be wielding "Hyourinmaru" to use

Cost: 5

Chou-Kuchiyose no Jutsu (Hyper Summoning Technique)

Type: Ninjutsu (Void)

Rank: Jounin

Cost: X Health + X Chakra + X Stamina [X is defined in the summoning table]

Effect: Allows you to summon one animal. (See Summoning rules for more info). Requires the skill "Contract Manager" to perform. Summons an animal one rank higher than what is rolled for [X is equal to the cost of the higher summon]. User skips their next Setup and Main phases.

Description: By exerting themselves fully, a Ninja is able to draw out enough chakra to summon a creature greater than what they are normally capable of doing. This amount of exertion, however, is sufficient to keep them from acting for a few moments, where they will need to catch their breath. If pressed, they will only be able to defend themselves.

Requirement: Kuchiyose no Jutsu

Restriction: Usable once per battle

Points: 6

Name: Fire Type - Confining Serpents

Type: Ninjutsu

Rank: Jounin

Cost: 25 Chakra +60 chakra per serpent (min 2, max 6)

Damage: 45 fire/serpent

Effect: Burned for 20 damage for x turns, Target is Ensnared for one turn. x = number of snakes that hit.

Description: The nin using this creates a string of hand seals and finally faces their open palms to a target. From their palms come a number of serpents made of fire, which no matter how many there are take up the whole surface of both hands. These serpents of fire fly in winding paths at the enemy, and due to their composition allow the enemy less room to maneuver after all have attempted to strike him/her.

Points: 8(7)

Fire Dragon Flame Blast (Katon Karyuu Endan)

Type: Ninjutsu (Fire)

Rank: Jounin

Cost: 120

Damage: 150

Effect:: This skill causes severe burning over the body; if used by an Uchiha this technique will cause an additional five damage for the next five posts if the burns are not tended. A non-Uchiha will only cause these effects for two posts. Due to the nature of this jutsu, any attempts to dodge without using a jutsu have their relevant stat reduced by 20 points.

Description: The ninja draws in a deep breath and lets it out in a flame that flies at their opponents in a huge wall of incendiary might. This move is for obvious reasons very difficult to avoid.

Points: 6(5)

Blaze (Kaen)

Type: Ninjutsu (Fire)

Rank: Jounin

Cost: 100

Damage: 75

Effect: Inflicts 75 damage to anyone that enters melee with the user for the next three posts. Does not prevent the user from taking damage.

Description: A blaze of flame rises around the user about a foot away from them in all directions. Anyone that gets to close will be burned.

Points: 3(2)

Blood on the Wind (Chi o za Kaze)

Type: Ninjutsu (Wind)

Rank: Jounin

Cost: 110

Damage: 70

Effect:: If this technique strikes an opponent they begin to bleed. Deal an additional twenty damage every post made by the opponent that isn't attempting to stop the bleeding. Bleeding may be stopped with a makeshift bandage, but requires a post to do so.

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

Water Type; Explosion Skill (Suiton Daibakufu no Jutsu)

Type: Ninjutsu (Water)

Rank: Jounnin

Cost: 265

Effect:: Deals 300 damage to opponent. Shock causes opponent to lose 60 evasion points for 2 posts.

Description: User gathers water in the surroundings with chakra and creates a sort of "bomb" made out of the water. The "explosion" is actually the water bursting and shooting at the opponent at an incredibly high speed. The impact gives the opponent an after-effect that makes them lose their sense of balance.

Points: 6

Thunder and Lightning (Raiden)

Type: Ninjutsu (Lightning)

Rank: Jounin

Cost: 260

Damage: 180

Effect: In addition to damage, reduces the Accuracy of all except user by 50, and speed of all except user by 20 for one turn.

Description: A great thunderstorm is summoned by the user, casting darkness over the battlefield. Storm conditions arise, the gale force winds slowing all except the user. When bolts of lightning appear in the sky, this technique begins to peak. Said bolts are under the user's control, and strike any target they are commanded to.

Points: 6

Name: Tyrant of the Dunes; Spawn of the Underworld.

Type: Ninjutsu (Countdown)

Rank: Jounin

Special: The user of this jutsu is able to have three options while using this jutsu, each with a different cost/damage/ turn ratio. The order is as follows: Stage 1/Stage2/Stage3.

Cost: 100/175/214

Damage: 150/262/320

Effects: Histugaya becomes unequipped from Hyourinmaru for a set amount of turns. These turns count as the sword being under the ground ‘preparing'. The time spent underground may be one, three or five turns, which does not count for the first turn and may not be used on the first turn of battle. Depending on the set amount of turns, the ratios change. The turn this is set up counts as the jutsu action and the time when it attacks does not. Option choice must be made clear when using this jutsu. May only be Used Twice Per Battle.

Description: Stage One; one turn (Imperfect Form): Before Hyourinmaru is drawn, Toushirou quickly strings together a set of hand seals. However, the jutsu that he is preparing for is not one that is being expected; he draws his trusted sword. In the process, his chakra swarms into the sword expelling off his body and being absorbed in to the blade. Toushirou then propels his sword in to the ground, creating a tunnel only as large as the sword itself, then the tunnel covers itself over while sinking deep in to the ground below. Mortal eyes can not bear witness to the events transpiring under the depths of the land; the sword has released the chakra from its core and begins to form a cocoon around it. It does not take long for the sword to hatch from its cocoon and savagely arise from its depths in the pure chakra from of fiendish desert worm enlarged greatly, thrashing at the target of opposition. The figure of the beast will recede and the sword will return to normal.

Stage Two; three turns (Grand form): By allowing even more time in its cocoon, the sword develops in to an even greater fiend, relying on more chakra has mutated its form, growing larger and more blood thirst. The greater amount of chakra given to the beast, the sharper its fangs become as it uses them to rip apart the target. The sword will return it its normal state after this.

Stage Three; five turns (Purgatory's Wyrm): The chakra drained from Toushirou has gone to no waste when this grand beast reveals itself as an entirely new creature of destruction. Its form has been morphed as it grows feet, claws and a tail. There is no reasoning within this creature as it will viciously annihilate any opposition thought by its master. Afterwards, the sword returns to its normal state.

Points: 12

Freeze the Heavens, Twelve-Petal Overdrive

Type: Ninjutsu (Ice)

Rank: Jounin

Cost: 360, 30 Chakra Upkeep per Petal Active

Damage: N/A

Effect: Upon casting this jutsu, Twelve "Ice Petals" will appear, floating behind the user. This jutsu ends two turns after all twelve Petals are destroyed, or worn away. Petals may be the target of jutsu instead of the user, and may be destroyed when they are hit (petals evade with the same chance the user does). The user may also break petals manually. User is limited to breaking one petal per turn. One petal will break every other turn regardless. Each time a petal breaks, the user will gain +25 Taijutsu, +10 Defense and +10 Resistance. Upkeep costs for this jutsu are dependant on the number of petals currently broken before the user's turn. Petals broken during the user's turn do not count until the upkeep is paid during the next turn. Upkeep is determined by taking the upkeep cost of each petal itself, and paying an upkeep cost for each petals currently active and giving stat boosts.

Description: The Twelve Petal Overdrive. Some say that it is a blessing given by god only to those who can control the weather itself. Some say it is only given to the worthy. Some say it doesn't exist. If, the Six Petal Overdrive is a magnificient, deadly, and beautiful technique, then the Twelve Petal Overdrive is the end of all man in an art form. At the start of the technique, twelve floating petals made of ice will appear behind the user, shaped like a lily, with all the petals opened up to the world. Chakra holds them in place, and each one works like a steroid injection. As the petals slowly break apart, chakra carries the petals to layer the skin in a coating of ice. The ice often represents an animal of the user's choosing, but the effect is always the same. Physical power will increase the most, as punches or kicks from hands or weapons layered in ice will sting much more. Rsistance to the elements will exist too, since the ice provides a powerful defensive coating. This time, hte ice becomes thick enough to ward off physical blows as well In the end, the petals will be completely gone, and the image will be a perfect replication of whatever the chosen animal is, made entirely of ice, coating the user and making them seem like they are that beat. The replication, however, will not last long, as, since the chakra has been spent, the ice will melt rather quickly.

Restrictions:You must be weilding "Hyourinmaru" to use

Cost: 8

• Freeze the Heavens• [ • Hyougetsu Kyuuten • ]• Rank • Jounin

• Type • Ninjutsu (Water)

• Cost • 120

• Damage • 180

• Effect • The Jutsu May be Modified by "Swallow,” "Crash,” "Solidify," and "Continuance.” The user may use these at the same time, but does not have to. Cost after Additions may not exceed the Damage Cap [380].

"Swallow [Water]”

The user may pay an additional chakra cost of X, where X is equal to 2 times the cost of an opponent's jutsu, or ½ the cost of an opponent's fire type jutsu. If they do so, this technique can be done in the response, and the aforementioned technique, and all effects, are negated, and this technique's damage is halved. This cannot be used on Taijutsu or Genjutsu.

"Crash”

The user may pay an additional chakra cost equal to 2/3 the base cost of this jutsu. If they do so, then, at the conclusion of this jutsu, the terrain is changed to "Deep Water” for two turns. People suffering from Deep Water suffer -30% Speed, and -10% to hit with Taijutsu.

"Solidify"

Pay 2/3 X Chakra, where X is a number between 1 and 200. For every two units of X, there is a 1% chance that the enemy will become "Frozen" for one turn and "Stunned" for One Turn.

If this jutsu misses, the user may pay 80 chakra, and this jutsu will remain on the field until next turn, where it can be used again at ½ of its normal cost. If the terrain is "Snow,” "Hailstorm,” "Ice,” "Deep Water,” "Raining,” or "Deep Snow”, then the 80 chakra is reduced to 30 Chakra. This ability must be activated at the start of the jutsu to take effect.

• Description • Hyourinmaru's signature attack, the user will lift the blade into the air, and then swing it forward. From the hilt of the blade, a monstrous blue dragon of water and ice will spew forth, raging at the enemy, and crashing into them. The dragon is so real, that is can even swallow other techniques launched at the user, if logical. The jutsu can be launched in a specific fashion to crash upon the ground when completed, sending a wave of water across the field, flooding it for a short period. If the jutsu misses, however, the user can send it into the air, using chakra to hold it together fro another pass at the enemy. They can continue to do this until the jutsu hits the enemy, if needed.

• Cost • 8

• Restrictions • User Must be Wielding Hyorinmaru

• Some no Mai: Tsukishiro • [The First Dance: White Moon]

Type: Ninjutsu [ice]

Rank: Jounin

Cost: 375

Damage: 20

Effect: Tsukishiro is an Area of Effect Jutsu. All Enemies are Prone and Stunned. The following turn, they are Immobilized. The turn following that, they are Hypothermic (Stage 3). The turn that follows THAT they are Frostbite (Stage 2). Finally, in the turn that follows that, the enemy is Cold (Stage 1).

Description: "Some no Mai, Tsukishiro.” The name itself should warn somebody of the grace that is soon to overtake them. Sode no Shirayuki is a blade made for beauty, the immense power of this technique is only equaled by the flashy presentation it gives. First, Sode no Shirayuki will be drawn, and the user will channel chakra through it, quickly inverting the point of the blade to face the ground. The ribbon on Sode no Shirayuki's hilt will form a circle in front of the user, as the chakra leaves the blade to form a white circle on the ground, with the center being the user. The circle will widen, capturing a large portion of ground around the user. This will set the stage for the assault to come, because immediately after this is done, the white line turns into a pillar of snow-white chakra, trapping everyone within the circle inside the jutsu. Once this is done, it is too late to avoid the jutsu, so one's only hope is to leap backwards fast enough to avoid the circle before its enlarging is complete.

The final move, the one that will finish the assault, is that all of the chakra, and everything inside it, will suddenly freeze. The chakra will turn to crystal clear ice, like staring into a window. The faceted ice resembles that of a giant diamond, perfectly cut and beautiful to behold. Within the pillar of ice that extends to the moon above, the user alone will sit, completely unharmed, inside of the pillar's center. Then, with one motion, the user will lift the sword's tip from the ground, and the pillar will shatter, dropping everyone inside of it to the ground inside of large chunks of ice that will take more than just a moment to thaw out.

Requirements: Sode no Shirayuki [sleeve of White Snow] must be Equipped

Cost: 8

• Tsugi no Mai: Hakuren • [The Next Dance: White Ripple]

Type: Ninjutsu [ice]

Rank: Jounin

Cost: 160

Damage: 240

Effect: The user may, but is not required to, apply any of the following abilities when they use this jutsu.

Debilitate

Effect: The user pays an extra chakra cost equal to 2/3X, where X is equal to 50Y, 60Y, or 75Y, with Y being a number of turns Equal to or Less Than Three. For Y Turns, the enemy will be either Cold, Hypothermic, or Frostbitten, depending on which Equation the user chose. (Cold = 50Y, Frostbite=60Y, Hypothermia=75Y)

Bite

Effect: The user will pay an extra chakra cost equal to 2/3X, where X is a number between 1 and 160 Times Y, where Y is a number of turns between 1 and 5. The enemy hit by this jutsu will now Bleed X Damage for Y Turns.

Sing

Effect: The User will pay an extra chakra cost equal to 2/3X, where X is equal to a number between 1 and 380. Any enemy jutsu, skill, or armor that reduces the damage, accuracy, or effects of the abilities of this jutsu will now cost X more chakra, even if it didn't normally cost any chakra to begin with.

Description: "Tsugi no Mai, Hakuren.” Just like before, the coldness with which this attack is named should prepare one for the worst. Clearly the most powerful of Sode no Shirayuki's jutsu arsenal, its strength comes with the suddenness and the completion of the strike. The user mrely has to draw Sode no Shirayuki, and this attack is ready to be launched. One then has to utter the name, Tsugi no Mai, while scraping the sword tip against the ground, creating sparks which freeze against the ground as soon as they are released, the user's chakra running into them through the blade of the pure white sword that created them. The user will continue to lift his arm, bringing the sword from one foot all the way to into the air above the opposite shoulder. Doing so, constantly releasing chakra, will cause a large wave of ice to rocket forward at the enemy, encasing them inside of the ice. The user will then drop the sword from its position, causing it to hang low. The ice that covers the enemy will then dive inward of itself, skewering the enemy where they stand. The ice will generally shatter afterwards, leaving the enemy cold, beaten, and tired. All the while, the user can remain completely calm, maintaining the required beauty to fight with Sode no Shirayuki.

Requirements: Sode no Shirayuki [sleeve of White Snow] must be Equipped

Cost: 8

• Sen no Mai: Shirafune • [The Third Dance: White Sword]

Type: Ninjutsu [ice]

Rank: Jounin

Cost: 212

Damage: 320

Effect: This jutsu may be used, EVEN if Sode no Shirayuki is broken. The user may, but is not required to, apply any of these abilities to this jutsu if they wish.

Accelerate

Effect: The user will pay an Extra Chakra cost Equal to 2/3X, where X is equal to a number between 1 and 380. Any Enemy who attempts to dodge this technique will treat their Evasion (or any other Relevant dodging stat) as if it was X points lower than normal. In this way, the user has the power to drop an enemy's evasion BELOW 0 if it is low enough, ending up in bonuses to hit, instead of negatives to hit.

Sing

Effect: The User will pay an extra chakra cost equal to 2/3X, where X is equal to a number between 1 and 380. Any enemy jutsu, skill, or armor that reduces the damage, accuracy, or effects of the abilities of this jutsu will now cost X more chakra, even if it didn't normally cost any chakra to begin with.

Guide

Effect: The user will pay an extra chakra cost of 2/3X, where X is equal to a number between 1 and 380. For all purposes of hitting with this attack, the user will treat their Accuracy as if it had an extra X points in it.

Description: "Sen no Mai, Shirafune.” The name, said with cold malice, is once more a symbol of the beauty ready to strike. Unlike the other dances, Sode no Shirayuki does not need to move much in this attack. This makes most people see it as a less powerful, less beautiful attack, even though it can cause more damage than Hakuren. The user merely has to lift their arm, with the sword pointing at the enemy, and begin to chant "Sen no Mai,” as they charge chakra into the blade. When they choose, the user will then merely name the attack, releasing the stored up chakra. The word "Shirafune.” releases the energy, as ice will erupt from the blade of Sode no Shirayuki, moving in a straight line, often aiming for the head, heart, or another vital part of the body. This piercing motion is incredibly fast, and is insanely hard to dodge unless one knows it is coming. The beauty of this technique, however, is that, one can form the ice even if the weapon is broken, with no blade. This allows this jutsu to be used even in a pinch, when the user aught to be weaponless. This surprise is very useful for finishing a match.

Requirements: Sode no Shirayuki [sleeve of White Snow] Must be Equipped

Cost: 8

:Kuchiyose: Gamaguchi Shibari (Summoning: Toad Mouth Bind):.

Type: Ninjutsu (Void)

Rank: Kage/Sennin

Cost: 500

Effect: The terrain is changed to: Fire-Toad Stomach:

--Opponents may not use any Jutsu or Skills to change their location with the exception of Amaterasu [which gains the following effect: dispels Kuchiyose: Gamaguchi Shibari, it may not be used again for the remainder of combat]

--Speed is at 60%; Accuracy, and Evasion are at 75%

--Negative effects do not apply to characters with Summoning Contract: Frogs -or- Summoned Frogs

--Weathered Shinobi does not apply to this terrain effect

Description: This jutsu encloses the surrounding area with the esophagus of a great, fire-breathing toad from Mount Myoboku: Rock Lodging ("Myoboku-san: Iwayado"). This Jutsu was a favroite of the famous Konoha Sennin, Jiraiya, who could control the stomach, causing it to expand, contract, or grow in whatever direction he wished. When first used, Jiraiya claimed that no one had ever escaped from this jutsu. Itachi Uchiha and Kisame Hoshigaki managed to escape, however, with the use of Amaterasu to burn through the stomach.

Points: 8(16)

Requirement: Summoning Contract: Frogs

.:Gamahara; Zennou Shuushuku [Toad Stomach; Almighty Constriction]:.

Type: Ninjutsu [Void]

Rank: Sennin

Cost: 350

Damage: N/A

Effects:

-The terrain ‘Fire-Toad Stomach' must be active for this jutsu to be preformed.

-The second effect of ‘Fire-Toad Stomach' is changed to ‘Speed is at 30%, Accuracy and Evasion is at 50%'.

-The third effect of ‘Fire-Toad Stomach' is changed to ‘Negative effects do not apply to allied characters with Summoning Contract: Frogs -or- Summoned Frogs'

Description: Gaining full control over the frog stomach, the user of this jutsu will use the newly created terrain around them to trap even those who possess the legendary frog summons in it's slimy, rubbery grip. The ‘floor' below the ninjas will tighten around their feet, making it even more difficult for them to move around and evade incoming strikes. Additionally, a sticky liquid begins to seep out of the ground, signaling that beginning of digestion within the frog's stomach. This jutsu is usually used to keep the opponent at bay until the stomach is finally prepared to devour its meal entirely, rather then having any true offensive value.

Points: 6 (12)

Edited by Hitsugaya Toushirou
Posted (edited)
Taijutsu:
Leaf Gale (Konoha Reppū, 木ノ葉烈風)

Type: Taijutsu (Tiger Style)

Rank: Gennin

Cost: 80

Damage: 30

Effect: Target is Stunned for 1 turn. May only be used once a battle per enemy by Genin, three times by Chuunin and six times by Jounin.

Description: Using quickness and agility, one may perform a spinning kick to sweep their opponent off their feet.

Points: 4

Leaf Rising Wind (Konoha Shōfū, 木ノ葉昇風)Type: Taijutsu (Tiger Style)

Rank: Chuunin

Cost: 120

Damage: 100

Effect: All items that the target is holding at the time this jutsu hits, are dropped and unequipped. It will take 1 Setup Phase to retrieve each weapon.

Description: Using quickness and agility, the user will do a swift upwards kick at their opponent or at a weapon the opponent is wielding.

Points: 4

Leaf Strong Whirlwind (Konoha Gōriki Senpū, 木ノ葉剛力旋風)Type: Taijutsu (Tiger Style)

Rank: Chuunin

Cost: 120

Damage: 100

Effect: The next Ninjutsu or Taijutsu used by the user of this jutsu, on the target, has a +20% chance to hit, inclusive of modifiers, if this attack hits.

Description: A mastered version of Leaf Great Whirlwind, requireing absolute mastery of the basic form.

Requirement: Must know Leaf Whirlwind (Konoha Senpū, 木ノ葉旋風)

Points: 4

Shadow of the Dancing Leaf (Kage Buyō, 影舞葉)Type: Taijutsu (Tiger Style)

Rank: Chuunin

Cost: 120

Damage: 100

Effect: +100 Taijutsu for this attack. May only be used if Leaf Whirlwind (Konoha Senpū, 木ノ葉旋風) or Leaf Strong Whirlwind (Konoha Gōriki Senpū, 木ノ葉剛力旋風) was successfully used on the target in the prior turn.

Description: While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack.

Requirement: Must know Leaf Whirlwind (Konoha Senpū, 木ノ葉旋風)

Points: 4

Name:Akuma Dearou Hitogoe(Devil May Cry)

Type:Taijutsu

Rank:Chuunin

Cost:140

Damage:90

Effects:Full Chain Opening(Akuma Konrinzai Hitogoe,)

Description:A technique created by the ninja known as Hitsugaya Toushirou.Hitsugaya first lowers himself to knee height, using a sweep kick knock the opponent off there feet. Once they lose ground, Hitsugaya will then knee them in the back and comes down with his hands clutched together that goes straight to the stomach with the force sending the opponent straight to the ground. He then picks the user back up, grab him, then body slam the enemy right back into the ground. Finaly, he gets behind the enemy, and both leap into the air, leaving Toushirou to detach himself leaving an opportunity for the Akuma Konrinzai Hitogoe. Such a brutal move.

Jp:4

Name: Assault of the Desert Dragon; Oblivion’s Maw (Personal to Histugaya Toushirou)

Type: Taijutsu

Rank: Jounin

Cost: 190

Damage: 380

Effects: N/A

Description: With his experience in wind and sand, Toushirou is able to thrust his fists in the air and create small wind bursts that slice the opponent. That ability is used in conjunction with a deadly combination of martial art moves create a mighty imprint of his target. The sand shinobi starts with two quickly executed jabs to the target’s stomach, then an upper cut at their chin. While stuck in midair transit, Toushurou finishes his assault with a round house kick at their head, allowing them to crash in to the ground at an angle, with sever bruises and perhaps a broken bone or torn skin.

Points: 5

Name: The Wave Needs Hit Only Once

Type: Taijutsu

Rank: Jounin

Cost: 210

Damage: 80 per hit (4 hits)

Effect: Half Chain Opening: "The Wave Needs Hit Only Once"; Usable twice per battle.

Description: A technique where the user gets in too close for the opponent to get away from the unrelenting chain of attacks that seem to come from all directions at once.

JP: 5

Hakai (Destruction)

Type: Taijutsu

Rank: Sennin

Damage: 203 per Hit (Max 3)

Cost: 270 per attack

Effects: Bound (Single) (2 Turns), Dizzy (1 turn), Bleeding (2 turns) (30 per turn) If the user misses any of the attacks, the effects are cut in half. (Min= 1)

Description: Taking brutalization to the next level, Toushirou starts of with a sweep to the legs, knocking the enemy off balance. Hitsugaya then follows up with consecutive blows the arms, numbing them and making it painful for the enemy to use hand seals or Taijutsu correctly. Pulling out his blade he slashes the enemy in the chest and sheathing it just as quick, soon catches the foe with a powerful hook to the jaw, sending them spinning through the air.

Jp: 12(24)

Edited by Hitsugaya Toushirou
Posted

Items:

Head: None.

Neck: None.

Body: Yokito.

Attributes: Indestructible (+$50)

Chakra Shield: You take 25% of physical void damage. (+$655)

Description: A full body robe woven in a brightening white hue; this robe fit neatly around most figures and is not too heavy or thick for that matter, allowing movement with only a slight difference. The material that ties the robe together has gold fabric lining the top and bottom with a royal blue stripe riding throughout. The ends of the robe are also lined with the same blue. The fabric sewn in to this is designed to hold a defense against physical assaults, diverting most of the pain..

Chest: Sunagakure no Sato Jounin Vest.
Sunagakure no Sato Jounin Vest

Body Placement: Chest

Special:

+80 Defense

+80 Resistance

+80 Evasion

+25 Weapon Slots

Description: Beige colored, On there right side of the vest is a patch with an ice blue dragon on it. On the left is a white patch with pure white snow, representing his two blades..

Waist: None.

Forearm(s): None.

Hand(s): None.

Thigh(s): None.

Calve(s): Broken Angel And Falling Angel.

Armor Kind: Shin gaurds

Body Placement: Calves

Attributes:

Special: +500 speed to the user

Description:Leather shin guards made for Toushirou over the during the two years of hidding. One of the guards have a gray color with an angel and a hand engraved on it. The angel seems to be falling, as iftossed down from the heavens by the large hand over top of it. The second guard was white. It also had an angel engraved on it, one that had one wing missing. Some think of it as biblical, Toushirou thinks of it as just being there for the heck of things..

Feet: Taijutsu weights.
Rank 3: All taijutsu cost 20 less stamina and do 40 more damage/effect..

Hyorinmaru

Type:Medium

Level:10

Special: Bite of the North, Frosted Blade, Aided Apendage, Extension of the Arm

Description: The Alchem Clan. A once proud clan of righteous ninja, who had the power to transform the very earth itself into other forms of matter. The Alchem Clan of today respect life, and know that the art of human Alchemy is the greatest sin against god they could ever create. In the past, the Clan's most rebellious members did not protect this sacred vow. They performed experiments against god, trying to become masters of human life. In many of respects, they failed, often with disastrous results that destroyed the unlucky alchemists.

Some of their experiments succeeded.

The Alchem Clan created a well of incredibly powerful super weapons. Each one had abilities that were never seen in normal weapons. They were steel, yet they were not. These weapons lived, they thought and moved all on their own. Some of them possessed great strength. Others possessed great Wisdom. Some of them had the power to change form. The weapons were imbued with a power that, the Clan leaders understood, could only come from the Forbidden Art.

They confronted the members of their clan, and called out the perpetrators, several alchemists who has fashioned these wonderful weapons. They described the method of creating these weapons, the vile and wicked process, which they had discovered upon seeing the weapons.

”Hundreds of Souls, ripped from their body in unholy crimes. Several hundred weapons lifeless, and dull, the soul rejecting its metal sarcophagus. Few weapons find a binding connection. Few weapon come to consciousness, imbued with the soul of a human whose life was extinguished. Immortal, and indestructible are these sins against god. Forever hidden, it is our only choice of action.”

Special prisons were designed for the weapons. The weapons could not be unmade, and the souls could not be detached, but they could be pulled apart, their powers dimmed, their might broken. The Alchem Clan altered the minds of these weapons, forcing from them their identities, their true names. These names were given to the God of Death, and were locked away inside of his head, inside of his palace. This knowledge could be moved, taken from the weapons, and unable to be recalled by any but a human with a soul that is compatible with the trapped one. The weapons were still extremely powerful, and very dangerous. To protect everyone involved, prisons were designed. The weapons would be hidden, as weapons. The Alchem crafted the failed experimental weapons, each holding a life force, but not mind, into living prisons of metal. The true weapons were hidden within, and the living souls distorted their identity, and silence their power. Alchemic symbols were given to each shell, ensuring it to be unlocked only by one who knew the name of the true weapon, or was of the Alchem Clan, and was strong enough the break the seals themselves.

The exact number of these weapons is unknown, but there is assumedly only thirteen, one to each Alchem creator, but since the weapons were never recorded, this number is unreliable. One such weapon was created by Alchem Sai-jin. Granted with insight, he designed his blade with souls of mercenaries. In order to remained hidden, Sai-jin crafted his blade in cold northern mountains, hiring mercenaries to kill him, then capturing them and using them in his experiments. Four hundred and twenty-two souls were lost to this experiment, before a soul combined with the blade, forging a new soul, a new existence, that was crafted into a magical weapon.

The weapons create their own abilities based off their past lives, but this one drew from its environment. Renaming itself "Hyourinmaru” ("Ice Ring”), the sword held sway over the ice and snow in the hard climates. Sai-jin had found a worthy weapon, and Hyourinmaru, a worthy owner.

When the Alchem blew the lid off of the conspiracy, Sai-jin found he was not alone in crafting his weapon. Others had repeated his experiment, and had been discovered. Since his information was shared in a close circle, they revealed seven of the thirteen alchemists who had used the research of others to make their weapons. Sai-jin was on that list. Imbued with time before they reached his snowy home, Sai-jin planted into Hyourinmaru a failsafe memory. He built a second personality. When Hyourinmaru was sealed, this second personality sent to the Death God instead of Hyourinmaru. He was put into a sleep, until a mercenary used him battle.

Placed inside of a spear, Hyourinmaru slept for thirty years before he was used in battle but a mercenary. When he did, he awoke, and told the man everything he needed to remove him from the casing. The man did as he was told, and Hyourinmaru's true from, a katana, was freed. However, when the seals were broken on his spear prison, Hyourinmaru was discovered for what he was, and the Death God, in terrible retribution, ripped his soul from the metal, leaving the sword lifeless.

The sword was lifeless, its soul ripped from its metal body, wholly in Death, yet tethered by an unconscious strand to its metal body. It stayed dormant for many years, until a boy, named Toushirou, discovered the blade and challenge the Death God, with another ninja at his side, guiding him. In rage, the boy spoke Hyourinmaru's name, their souls melding for that moment he needed it. Broken from its prison, the second of many, Hyourinmaru flared to life, its powers restored to its metal form, and its true self unleashed…

Hyourinmaru, The Ice Ring.

Bite of the North

Weapon:Hyorinmaru

Description: Like the biting winds at the North pole, by channeling chakra, this weapon's steel has the ability to chill the chakra into an ice-like sensation to freeze bones, and to sap the warmth from the skin. Slowly, without thought, the body will become more and more prone to the numbing cold, and before long, they will be unable to deny simply freezing to death by the bite of this sword.

Effect: Every time this weapon scores a hit on any enemy, the user MAY activate this ability. The opponent must then roll a D100. Rolling a 51-100 merits the status effect "Frozen" for 1 turn. Rolling a 1-50 means they may continue normally.

Effect Costs: 50 Chakra per use

Restrictions: This effect does not work while the enemy is already under the status effect "Frozen." "Scoring a hit" can also be defined as hitting the enemy with an assault-type jutsu that specifically states the use of this weapon.

Frosted Plains

Weapon:Hyorinmaru

Description: The sword's hunger, and its ability to spew forth immense cold, makes any user of water a deadly aid for this sword. Whether a friendly aiding strategy, or an enemy's attack, using water near this blade will cause the ground to change to suit this weapon's master, for he is of the North, and the cold is his home.

Effect: Anytime a Water-Type Jutsu is used in battle, the Terrain will also gain the effects of "Ice" for two turns. This does not affect the jutsu that causes this effect, and it is used normally, however.

Effect Costs: 60 Chakra

Requirements: Suna Ninja or Subtle Elements "Wind," and Twisted Colors

Extension of the Arm

Weapon:Hyourinmaru

Description: The ice caused by the use of the "Six Petal Overdrive" and the "Twelve Petal Overdrive" cause the user's arm to be entirely encased in ice. This, of course, forces the user's sword to be stuck in their hand, unable to be dislodged or removed. It also shields the sword from damage, as think ice encases the entire blade. It also, unfortunately, disables use of one of the user's hands.

Effect: As long as the jutsu "Six Petal Overdrive" or "Twelve Petal Overdrive" is in use, "Hyourinmaru" cannot be unequipped or broken by any character or jutsu or equal or lesser rank to the user. However, during the duration of those jutsu, the user is unable to use any jutsu which require two hands for handseals (unless the user has other means of making seals). Seal less jutsu, Taijutsu, and Basic Attacks may still be used. Also, the user only has 1/2 as many basic attacks as normal, rounded down, to a minimum of 1, per turn.

Effect Costs: N/A

Aided Appendage

Weapon:Hyourinmaru

Description: The frozen sword, bonded to the arm, can turn out to be an amazing aid to the user of it when needed. It can actually replace the arm that it occupies, although it is tougher to use it, and makes fighting with it much more expensive in terms of the strength required.

Effect: Taijutsu-Based Attacks (not weapon Attacks) gain a bonus Modifier, which is equal to the base damage of "Hyourinmaru" for each strike in the jutsu (if there are multiple hits). However, the user must pay an additional stamina cost equal to that of attacking with Hyourinmaru.

Effect Costs: N/A

Requirements: Extension of the Arm

Sleeve of White Snow[sode no Shirayuki ]

Weapon Type: Nin-To

Size: Medium

Level: 10

Special: Sentient Thoughts, Frosted Plains, Bite of the North, Dancing Step, Balanced Blade, Glaring Beauty

Description: The Alchem Clan. A once proud clan of righteous ninja, who had the power to transform the very earth itself into other forms of matter. The Alchem Clan of today respect life, and know that the art of human Alchemy is the greatest sin against god they could ever create. In the past, the Clan's most rebellious members did not protect this sacred vow. They performed experiments against this holy law, trying to become masters of human life. In many of respects, they failed, often with disastrous results that destroyed the unlucky alchemists.

Some of their experiments succeeded.

The Alchem Clan created a well of incredibly powerful super weapons. Each one had abilities that were never seen in normal weapons. They were steel, yet they were not. These weapons lived, they thought and moved all on their own. Some of them possessed great strength. Others possessed great Wisdom. Some of them had the power to change form. The weapons were imbued with a power that, the Clan leaders understood, could only come from the Forbidden Art.

They confronted the members of their clan, and called out the perpetrators, several alchemists who has fashioned these wonderful weapons. They described the method of creating these weapons, the vile and wicked process, which they had discovered upon seeing the weapons.

”Hundreds of Souls, ripped from their body in unholy crimes. Several hundred weapons lifeless, and dull, the soul rejecting its metal sarcophagus. Few weapons find a binding connection. Few weapons come to consciousness, imbued with the soul of a human whose life was extinguished. Immortal, and indestructible are these sins against god. Forever hidden, it is our only choice of action.”

Special prisons were designed for the weapons. The weapons could not be unmade, and the souls could not be detached, but they could be pulled apart, their powers dimmed, their might broken. The Alchem Clan altered the minds of these weapons, forcing from them their identities, their true names. These names were given to the God of Death, and were locked away inside of his head, inside of his palace. This knowledge could be moved, taken from the weapons, and unable to be recalled by any but a human with a soul that is compatible with the trapped one. The weapons were still extremely powerful, and very dangerous. To protect everyone involved, prisons were designed. The weapons would be hidden, as weapons. The Alchem crafted the failed experimental weapons, each holding a life force, but not mind, into living prisons of metal. The true weapons were hidden within, and the living souls distorted their identity, and silenced their power. Alchemic symbols were given to each shell, ensuring it to be unlocked only by one who knew the name of the true weapon, or was of the Alchem Clan, and was strong enough the break the seals themselves.

The exact number of these weapons is unknown, but there is assumedly only thirteen, one to each Alchem creator, but since the weapons were never recorded, this number is unreliable. It has recently been discovered that Alchem Sai-jin crafted, not one, but TWO of these accursed blades, attributing ever more to the fact that our number of thirteen swords is an unreliable guess. Several years after his death, Sai-Jin's will was discovered among the items in his house. Inside of his will was a piece of paper that depicted two blades, and he was deemed to give each one to one of his children. Since the first blade, Hyourinmaru, was confiscated and sealed, that could not happen, but the second blade, whose name can only be assumed as "Sleeve of White Snow” was never found, so it is also assumed that this one was properly delivered to a child.

In fact, it was. Alchem Hai-me, the granddaughter of Sai-jin, was given the blade in the weeks Sai-jin was preparing to be arrested and executed in his mountain home. She fled from the clan with this blade in hand, and her story is lost, for she was never found. Only the blade was, found on the dead body of a mercenary assassin, who was said to have attempted to steal the other sentient blades from the Alchem Clan. We can assume that Hai-me was killed for this, but we are not certain. We do know that the blade was then properly sealed, and the Sleeve of White Snow was locked away. Without any form of living metal to use as a shield (they used it all on Hyourinmaru), The Sleeve of White Snow could not be hidden. This was a small problem, as the Sleeve of White Snow was a beautiful weapon. It was or the purest white, its blade, hilt, and guard being nothing but white, like fallen snow. Black cloth criss-crossed the hilt, which lead into a solid white ribbon that trailed behind the weapon for some time. It was a striking weapon, and could not simply blend in with other weapons. Unfortunately, they had no way to disguise it, since the sin was immune to being altered alchemically. So it was simply shipped off like the rest of the weapons, looking for a master who could set it free…

Sentient Thoughts

Description: The weapon has a mind of its own. Through mental pathways in its owner's mind, the weapon can converse with the user, giving hints in battle, and giving companionship to its owner. It seems that this allows the weapon to move on its own, although not to the extent of altering the course of a battle. In the case of this Nin-To, moving on its own is not possible, since the blade is fixed in its composition.

Effect: The Weapon Can Speak With the User

Cost: $5 [Pure RP Powers]

Bite of the North

Description: Like the biting winds at the North pole, by channeling chakra, this weapon's steel has the ability to chill the chakra into an ice-like sensation to freeze bones, and to sap the warmth from the skin. Slowly, without thought, the body will become more and more prone to the numbing cold, and before long, they will be unable to deny simply freezing to death by the bite of this sword.

Effect: Every time this weapon scores a hit on any enemy, the user MAY activate this ability. The opponent must then roll a D100. Rolling a 51-100 merits the status effect "Frozen" for 1 turn. Rolling a 1-50 means they may continue normally.

Effect Costs: 50 Chakra per use

Restrictions: This effect does not work while the enemy is already under the status effect "Frozen." "Scoring a hit" can also be defined as hitting the enemy with an assault-type jutsu that specifically states the use of this weapon.

Cost: $400

Frosted Plains

Description: The sword's hunger, and its ability to spew forth immense cold, makes any user of water a deadly aid for this sword. Whether a friendly aiding strategy, or an enemy's attack, using water near this blade will cause the ground to change to suit this weapon's master, for he is of the North, and the cold is his home.

Effect: Anytime a Water-Type Jutsu is used in battle, the Terrain will also gain the effects of "Ice" for two turns. This does not affect the jutsu that causes this effect, and it is used normally, however.

Effect Costs: 60 Chakra

Requirements: Suna Ninja or Subtle Elements "Wind," and Twisted Colors

Cost: $350

Dancing Step

Description: The Sleeve of White Snow is a perfectly balanced blade, and it seems to weigh nothing in the hands of its rightful owner. Thus, the user is easily able to hop from foot to foot, wielding the weapon quite like they would wield a feather. This allows faster movement, and makes dodging an enemy strike that much easier.

Effect: As long as the user is Equipped with Sleeve of White Snow, they are granted a +150 Evasion.

Cost: $750

Balanced Blade

Description: The Sleeve of White Snow is a blade with no faults of balance. It is the most easily twirled, tossed, dropped and recovered. It is able to be set on one finger and not tip to either side. This fantastic, yet rare, quality makes the Sleeve of White Snow difficult to dislodge, or break. If one would break the weapon, the user and flip the weapon, dispersing the momentum that would break it. If the weapon would be dislodged, the user can simply let go for a moment, trusting that the blade will fall a predictable rate to be caught again.

Effect: This weapon cannot be broken, or unequipped by any means other than the user's own free will.

Cost: $100

Glaring Beauty

Description: The Sleeve of White Snow is a pure white sword of the greatest beauty. It is flawless in its reflections of the sun, and is often a very large distraction to its enemies. This strange trait makes one see exactly how beauty can tip the scales of battle.

Effect: When this sword is first drawn in battle, all enemies are inflicted with "Distracted” for one turn on a roll of 1-50 on a D100. Anytime a Light Type Jutsu, or Fire Type Jutsu, or any jutsu that would produce light is used, all enemies on the field receive the status "Blind” for one turn on a roll of 1-50 of a D-100.

Cost: $850?

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Posted (edited)

Leveling Log: 

June 25th, 2006: 100 exp, level up. Training

July 2nd,2006:25 Exp:Sparing
July 8th, 2006:227exp, Level up twice:Escape from capture.
August 19th, 2006:755 expTraining+Spar
September 30th, 2006: 100 expFrom Mission.
October 21st,2006: 300 exp:C Rank Mission
October 22nd, 2006:230 exp: Fight With Kata.
October 24th, 2006:165 exp:Fight With Kata Again
November 18th, 2006:1627:Training
November 26th, 2006:1351 exp:Training

January 28th, 2007:1485 exp:B Rank Mission

December 30th, 2007 1320 exp :Capture Fugitive (Approval thread)

March 8th,2008: 1539 exp: Training [Final breaths before the great wind]

April 2008: 330 C Rank Mission

June 2008: 2090: A Rank Hunter Killer

July 2008: 1609 exp : From The Ashes

August 2008: 776 exp (Please Hold)

October 2008: 3168 exp Sundered Earth

August:28th, 2009: 4000 exp for timeskip, from level 72-78

 

Misson Log

D Rank:

C Rank:

B Rank: 

A Rank:

S Rank: 

 

Money Log

 

Edited by Seigen


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