- " I view myself as an artist like any other, where my field of passion lies is in warfare and battle. Others may view this as barbaric and insensible, but they fail to see that we were placed in this world to spill blood, to cause pain and suffering, and to end lives... This is what the purpose of "man" is, to kill all others until there is noone left. The battle of the fittest where only the strong survive. "
- " My canvas is this world and all within it, my sword is the brush, your blood that which I will use as self expression, and destruction and chaos my inspiration. I am an agent of Chaos... and my greatest masterpiece has yet to come. "
.:: HISTORY ::.
.:: THE LAND OF SPRING ::.
The Land of Spring was said to be the most beautiful of all the countries in the shinobi world, some believed the reason for its beauty was because of the small country being isolated by the vast sea from the war torn affairs on the mainland. The people from the Land of Spring along with its Daimyo knew that despite the long and prosperous times they had in the recent past, war would inevitably reach their doorstep and began tinkering with mechanical devices along with fuinjutsu to arm their brave warriors in preparation to defend their homeland from the mighty 5 great nations of Earth, Fire, Water, Lightning, and Wind Countries. It was in this moment when the order of the Runic Knights were born in servitude of the Land of Spring's Daimyo, who also was a leading figure of this prestigious order.
.:: ENDLESS WINTER ::.
The vibrant and lively country of Spring would begin to face the winter which they had dreaded and anticipated for quite some time... War has reached their coasts. As the King and his Knights marched into battle, they would face the tremendous force of shinobi which demonstrated why the 5 Great Hidden Villages were so feared and loathed by the other smaller nations. It was over a great many years of struggling which tainted the land making it bitter and cold much like its people. That once treasured Spring air had become nothing but a fairy tale now and almost all but forgotten... On the verge of being wiped out the Spring Daimyo had no other choice but to sign a pact with the Water Country Daimyo in an alliance, giving hope back to the crippled nation. Since then Water Country assisted in forming a new hidden village in the land of Spring and teaching its people the way of the shinobi forming the Village Hidden in the Snow. Now the once regal order of Runic knights had all but used up their purpose with the rise of Spring Countries very own army of Shinobi. Ever since then the Land of Spring and Water Country would continue to fight side by side against any foe that dared challange them.
.:: KNIGHTS OF THE ROUND ::.
The once proud order of Runic Knights continued to be practiced by future Spring Daimyo successors and their guardians. One of the Daimyos that would continue this tradition was the proud, noble, and just Hattori Hanzo who was said to be the most exceptional Runic Knight since the foundation of the order. A great man like Hattori Hanzo was not without his best friend and trusted guardian Fuma Kotaro, who was like the Spring Daimyo's very own brother having been raised together from a very early age. Reaching Adult-hood Hattori would travel the shinobi world experiencing its splendor before he was to be crowned Daimyo of Spring, and would stumble upon an enchanting snake charmer by the name of Salera Nomei... his soon to be wife. Salera's beauty and charm would also grab the attention of Fuma Kotaro, and despite her true feelings for Hattori Hanzo there were mixed emotions felt for Fuma.
Hattori Hanzo would be oblivious to the fact of Salera's adultry with Fuma, until a battle broke within the noble realm of the knights over the heart of the beautiful maiden. Salera revealed her pregnancy to both Hattori and Fuma, but it was Fuma who desperately wished that the child his love was carrying was his - however once the child was born it was evident that it was not his by the appearance being a spitting image of Hattori as a baby. In desperation and vengance Fuma sought the head of Hattori and assassinated him in his sleep, afterwards crowning himself Daimyo over the land of Spring... and sought his sights on killing Salera's baby so that she would provide him with a true heir. However Salera pleaded desperately with Fuma and even went as far as threatening to take her own life should the baby boy be taken from her. Fuma in questioned the decision and decided not to go through with killing the child for the sake of Salera and the heir she promised to give him. The baby Salera gave birth to was a boy, and his name would be Deivus Kagutsuchi Hanzo.
.:: CHILD-HOOD ::.
.:: ONCE UPON A TIME ::.
The young Deivus would be grown up in a secluded environment often alone while his mother is enslaved to a tyranical Daimyo who has subjugated everyone within the land to his will. Fuma would constantly belittle and even rape the boys mother who would at times be unwilling to satisfy her lord, and Deivus forced to hear his mother's screams from down the Palace Halls. His servants felt pity for the boy and fear, knowing the fate of the child would be sealed once Salera has provided Fuma Kotaro with an heir, but several years would pass without a child being given...
On Deivus' 10th birthday he would be sent away by Salera to experience the shinobi world much like his father did, and hope to find his place within it so that he should never return to the land of Spring. Alas it was not to be as the young prince would begin making his trek back to the Land of Spring from Wind Country, his caravan would stop seeing a boy walking along the dunes of the deserts alone and lost in more ways possible. Deivus saw pity in the boy finding him to be in even worst a state than he was at home, and sought to keep the depressed boy as a "pet" of sorts - but more so a friend who he would never have had until that fateful day. The start of a tale that would focalize Deivus and his friend Kiryu Takuma Inka.
.:: A HAPPILY EVER-AFTER THAT NEVER CAME ::.
Deivus would reach the age of 12 when he would take notice the suffering Salera had endured all these years by the hands of Fuma have impacted her health and well being. She was terminally ill and sickened - while Fuma would already begin his search for a new wife now that Salera had begun to grow old and her luster faded. Deivus from that day achieved a burning hatred from within that could not fathomed, but would meet with another of Salera's servants who was also one of his father's guardians. Salera would instruct this man to take Deivus and his friend Kiryu to Water Country and find the means to live a well enough life - even saving money all this time should her son need it. On her death bed, she had hoped to see Deivus grow to become a man much like his father and felt proud to have raised such a brave soul like him despite the troubled life he had to face and endure. She wished that Deivus and Kiryu stay safe and away from Spring Country, until the time was right to return home and bring spring back to the land who had never shed its winter season. After his mother's death, Deivus and his comrade Kiryu would make their way into Kirigakure along with his father's guardian who had supplied them with shelter and a decent life style. They are to train and become strong and capable shinobi so that one day... They could return home and return the land to what it once was, the beautiful nation it used to be... The land of Spring.
A last gift offered to Deivus by his mother was a cursed seal to protect and strengthen him, in the times where he would be targetted by his enemies...
The tale of the Ouroboros was said to have originated from the dawn of man and when the first act of sin was committed. The Ouroboros is a serpentine creature that represents the endless cycle of hate, pain, and destruction that is found in the shinobi world's system. Although the Ouroboros has no physical appearance it dwells within every living creature's heart, as it is the darkness from within that feeds and grows stronger eventually bringing to ruin those around the host and eventually the host itself. Its power is only as capable as those who feed it dark emotions, thus enabling this dark spirit to rival that of a Jinchuriki should there be enough souls for it to feed from.
The Ouroboros is not a true tailed-beast and in comparison does not hold the same power as one, but it has the potential to provide the host capabilities to match any Jinchuriki with enough darkness festering in the hearts around them. There was one particular individual who knew of this dark spirit and worshipped it as a means to lend its gifts unto her as she achieved revenge for her clan who were slaughtered in Steel Country by their own. Salera Nomei and the female ancestors of her life would pass on the knowledge and lore of the Ouroboros to future generations, and it was also true when it came to her last will and testimony on her death bed to offer her son the means of achieving revenge for the both of them... Killing her beloved husband Hattori Hanzo - Suffering for years by the hands of their attacker - the same man that has spread fear and hate to the hearts of his countrymen of Spring Country. Deivus was to manifest this hate and use it as an unfathomable weapon... only in turn to continue this cycle.
Forest Emerald Green, with flecks of Violet that when angered become slit like a snakes
HAIR:
Warm Earthly Brown, capable of turning reddish-brown in the heat of battle
SKIN:
Fair and very soft / smooth as he moisturizes it daily
VOICE:
Haley Joel Osmond
BUILD:
Slender yet appealing, more of a swimmer's body
OUTFITS:
A Kenjutsu master in training who usually wears sporty and light clothes while practicing his kenjutsu skillsets. His clothes would also denote his former status as a prince - mainly through the material used in crafting the clothes. He carries on his back a sword sheathe fit for a buster sword, which used to belong to his father the great Hattori Hanzo. His father's sword is in his possession however he is incapable of wielding it at his age and current strength, but is training to one day be sufficient in wielding it.
SPECIAL:
- A Curse-Seal of Zero-Tails Ouroboros, located over his heart.
CREATION:
Several Insiprations for Deivus include: - Naruto, Orochimaru: Very ambitious, innocents lost at a young age forced by powers greater than his, seeking to be a Snake Sage. - Family Guy, Stewy: Very synical, Humorous at times, Pompous, and has an extreme hate for people with Red Hair. - Batman, Joker: Although he is playful and childish at present time, Deivus will mature into a tactical serial killer - seeking to spread carnage and chaos.
"Legendary, Hell's Beloved Harbinger" - Hanzo: After the legendary Samurai / Ninja Hattori Hanzo who possessed a great many abilities some percieved as psionics. Also known as Oni no Hanzo " Devil Hanzo " - Deivus: After my youngest brother David, which means "Beloved". - Kagutsuchi: After the Japanese fire god, whose birth and existance represents carnage and destruction.
- Kirigakure - Kurayomi Clan - Snake Scroll Wielder - Daimyo of Spring Country
LIKES:
Physically training, Kenjutsu, Fuinjutsu, Fighting & Violence, Abusing Kiryu / Ryouta / Mitsubasa, and Blue Icecream
DISLIKES:
Intimacy, Being Weak, Poverty, and Working to get ahead
GOALS:
[X] - Graduate Academy [X] - Find Sensei [X] - Learn 1 Kenjutsu [X] - Become Chunin [X] - Join Seven Swordsmen [X] - Become Jounin [X] - Kill his Parent's murderer [X] - Obtain an Animal Summon ??? - Learn Every Kenjutsu ??? - Collect the sword of Kiri's greatest Kenjutsuist ??? - Collect the sword of Konoha's greatest Kenjutsuist ??? - Collect the sword of Suna's greatest Kenjutsuist ??? - Collect the sword of Kumo's greatest Kenjutsuist ??? - Collect the sword of Iwa's greatest Kenjutsuist Life Mission - Make Inka, Kiryu Takuma's life a living hell
BEHAVIOR:
Very spoiled, cocky, and can be a vile human being if crossed. Despite the apparent negatives to his character, he is attune to the arts and quite stern in the discipline of Kenjutsu. He has a great fear of attachment and intimacy.
THEME SONGS:
.:: Main Theme ::.
.:: Happy Theme ::.
.:: Memory Theme ::.
.:: Training Theme ::.
.:: Battle Theme ::.
.:: Hate (Love) Theme ::.
.:: Rivalry Theme ::.
.:: Naughty Theme ::.
.:: Gay-Pride Theme ::.
.:: Killing Theme ::.
.:: Party Theme ::.
☬ FRIEND / ENEMY ☬
# 1
Mitsubasa Dragil
Kenshin Shimura
# 2
Ryouta Aoki
Lenaore Hateshinai
# 3
Kiryu Takuma Inka
Mahae Hyuuga
# 4
Mitsuru Kamikachi
Naku Ukia
# 5
Vincent
All of Sunagakure
# 6
Kondo
Adelin Kurayomi
# 7
[INSERT]
[INSERT]
# 8
[INSERT]
[INSERT]
# 9
[INSERT]
[INSERT]
Capture Rewards: S Rank - 10 Tokens A Rank - 8 Tokens B Rank - 6 Tokens C Rank - 3 Tokens D Rank - 2 Tokens
DESCRIPTION:After his long awaited return to land of Spring, Deivus has come back to face his uncle that has stolen not only what little purity he had left in this world - love which was devoted to his parents and then molded that into complete hate. It was through hate that he had survived as long as he did, and also manifested a more potent evil inside of him as a weapon. In the event of him defeating his uncle, Deivus reclaims his birth-right by inheriting the throne of Spring Country as its daimyo.
+ 10 Skill Roll in Spring Country 2 Yukigakure ANBU Guards in Spring Country (Rank 3 Summon, 20 Mods, Can Perform C-Rank or Lower Non-Elemental Jutsu. Except Medical) (Political Influence with Yukigakure and Kirigakure)
19-20 Crit Range (18-20 via Hidden Mist Technique) Weapon DMG + (2d4 + Ninjutsu Stat DMG Bonus Ice DMG) 5 Cp) Used before an ATK, - 2 ATK / DEF if weapon hits for 1d4 Rounds by being frozen.
ABILITIES:
_____ABILITY_____ [Embodiment of Evil] INT Subs WIS (Includes Stat Bonuses) Lvl 15: - 2 DR / CR (Min. 1), + 1d6 DMG
3 Cp) Use Weapon / Ninja Tools via INT at no penalty (- 2 if Dual-Wielding)
Lvl 25: - 3 DR / CR (Min. 1), + 1d8 DMG
5 Cp) Free Action on hit, Prevent User's DR from being Bypassed (Vs C-R ATKs deal DMG equal to DR).
Lvl 35: - 4 DR / CR (Min. 1), + 1d10 DMG
10 Cp) Block + 3, If Successful store the ATK for later use at no cost (Max. 1 ATK stored)
[Blood Sorcery] Free Action once per Round, Swap HP for CP (or Vice-Versa, Can Drain another at + 2 INT and Bypass DR) Lvl 15: 2 HP > CP Lvl 25: 3 HP > CP Lvl 35: 4 HP > CP
[Zero-Tails - The Great Deceiver] Gain Rank 1 Snake & Undead Summons for free with access to Rank 5 Snake & Undead Summons (Pay for Rank 2 - 5 Snake). Lvl 15: Max. 1 Summon Active Lvl 25: Max. 2 Summons Active Lvl 35: Max. 3 Summons Active Lvl 40 + 100 Tokens, Gain Imperfect Sage-mode
[Sages and Natural Chakra]
Natural Chakra is the life-force of plants which has leaked into the air. Very few have harnessed this awesome power as many have died from it's dangerous overuse. Sages are the peak of this use of natural chakra by mixing Natural chakra into the machinations of their body. This greatly increases all the Ninja's attributes and has become known as a great equalizer in times of need. However, the secrets of Natural chakra are held only in the minds of the ninja animal clans there for all sages are inclined to be friendly with one of these clans. Almost all sages are deeply rooted in the lore of their chosen animal.
Natural Chakra:Sages gain a second pool of chakra called SP or “Sage Chakra Points”, it is half the size of their normal CP pools. SP is inaccessible until the player has entered Sage mode after which 3SP is lost per turn regardless of the users actions. When SP hits '0', Sage mode is forced to deactivate. All chakra deductions whilst in sage mode are take from SP.
SP = 51 / 51, 3 SP Degen
Sage Mode:The player takes their turn to activate one of two sage modes. During Sage mode, they have any Clan or Bloodline bonuses or abilities disabled and unusable. There is a 1 week cooldown on each sage mode so a player may activate one form and then another within one week.. but -never- during the same combat.
Sage Sight:whilst in Sage mode, the player is allowed to use a spot check that bypasses normal means of hiding oneself (similar to Byuakugan or Inuzuka scent marking).
A player may choose to push past this cooldown but take a penalty equal to the bonuses given by the form when it is used up. This must be logged with Dms. If they use -both- forms despite the cooldown, both penalties stack. (So maximum a -8 ).. until the original cooldown has been met.
Imperfect form: +3 ATK/DEF +3 DR +1d4+2 damage (except Genjutsu)
Notes: - Imperfect form may call 2 summons at once. Requires Rank-3 Summon + 100 tokens
Description: A seal was placed over the Ouroboros - Zero Tails mark on his chest, with 666 values in a very tiny ring that would frame the Zero-Tails tattoo. Through it, Deivus' armor would be amplified substantially as if he vanishes into thin air when infact would have slipped into a pocket dimension called the "Shadow Realm". PvP: + 50 Hide (Cloak) / + 50 MS (Boots)
RECORD:
.:: Wins ::. [ 5 ] Vs Layie Vs Arisia Vs Saoren Vs Arisia Vs Arisia
.:: Losses ::. [ 5 ] Vs Kazuo Yotsuki Vs Zhai Jintoki Vs Ayatsuri & Layie Vs Layie Vs Kenshin
[Dual Dragon Blizzard] Jutsu Type: Ninjutsu Rank: S Cp: 20 Description: Makes Two black dragons of which the eyes and mouths are glowing red, they are made out of snow. They fly into the air and spiral, creating a huge black blizzard. Hitting everyone in the area besides the caster. PvP Effect: +4 VS Block, Deals 2d20 to 1d6 targets not including the user
.:: TAIJUTSU ::.
Taijutsu (体術; Literally meaning "Body Techniques") is a basic form of jutsu that typically does not require chakra, but chakra may be used to enhance techniques. Taijutsu generally require no hand seals to perform and are much quicker to use than ninjutsu or genjutsu. Taijutsu is simply put, hand-to-hand combat, or weaponry.
Although it is used by nearly all ninja, some characters use taijutsu almost exclusively like Rock Lee and his teacher Might Guy, and are experts of many taijutsu techniques. Example of taijutsu techniques are Dynamic Entry and Leaf Whirlwind. The Hyūga clan's Gentle Fist, however, makes extensive use of chakra and demands great skill in its control. The taijutsu techniques are the right choices for those that want to save their time and chakra, or for those who rely on their physical attributes. It can also be used in collaboration with ninjutsu to create nintaijutsu techniques.
Spoiler:
RANK
JUTSU
TEACHER
D
[ Insert Here ]
.:: NINJUTSU ::.
Ninjutsu (忍術; Literally meaning "Ninja Techniques") refers to any technique that utilizes chakra and allows the user to perform actions that a normal person otherwise would be incapable of doing. Unlike genjutsu, which causes the opponent to experience illusions, the effects of ninjutsu are real. Ninjutsu relies on chakra and, most of the time, hand seals to be effective. The hands are put in sequential positions that molds and manipulates chakra in the necessary manner to perform a jutsu. This is not always needed, however, and some jutsu become second nature to experienced ninja, after which they can perform them at will. Additionally, many ninjutsu can be classified as an elemental jutsu, in those cases where a specific element (wind, water, fire, earth, lightning) is used. It can be used in collaboration with Taijutsu to create Nintaijutsu techniques.
Spoiler:
RANK
JUTSU
TEACHER
E
[ WALL / TREE WALKING ] Jutsu Type: Ninjutsu Rank: N/A Cp: - Description: The ability to use chakra to make your feet/hands stick to trees and walls so you can walk up them. (Roleplay only.)
Auto: DM Suigetsu 11 / 3 / 10
E
[ WATER WALKING ] Jutsu Type: Ninjutsu Rank: N/A Cp: - Description: The ability to use chakra to stand and walk on water. (Roleplay only.)
Auto: DM Suigetsu 11 / 3 / 10
E
[ ROPE-ESCAPE ] Jutsu Type: Ninjutsu Rank: E Cp: - Description:: A basic jutsu taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this technique. (Roleplay only)
Auto: DM Suigetsu 11 / 3 / 10
E
[ CLOAK OF INVISIBILITY ] Jutsu Type: Ninjutsu Rank: E Cp: - Description: With this jutsu one uses a cloak or piece of cloth to make oneself blend in with the background, rendering oneself invisible. (Roleplay only.)
Auto: DM Suigetsu 11 / 3 / 10
E
[ BUNSHIN ] Jutsu Type: Ninjutsu Rank: E rank Cp: 4 + 2 per round maintained Description: This is a basic technique known to all Genin. Bunshin no Jutsu creates a clone of the user, which can used to create a diversion or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these clones aren't real, and thus cannot do any damage. PvP Effect: As long as the bunshin is maintained when being attacked the attacker must roll 1d6. On a 1-3 the bunshin is attacked, on a 4-6 the real target is attacked.
Auto: DM Suigetsu 11 / 3 / 10
C
[ CHAKRA FOCUS: MIND ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Forming three distinct handsigns Dragon, snake, and dog, the user channels a thin stream of chakra to their frontal lobes, the chakra is then used to bolster genjutsu for a short time. PvP Effect: 1d4 int rolls for 1d4 rounds.
Taught: Kiryu Takuma Inka 1 / 20 / 10
B
[ SPECIAL CHAKRA FOCUS: MIND ] Special Chakra Focus: Mind Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Manipulating their chakra on a masters level the user takes cunning mind to an all new height, pinpoint precision and chakra control meld into a formidable tool when coupled with the illusionary arts. PvP Effect: 1d6 to int mods for 1d4 rounds. (Required: Chakra Focus: Mind.)
Auto: DM Sasori Week of 7 / 18 / 11
.:: GENJUTSU ::.
Genjutsu (幻術; Literally meaning "Illusionary Techniques") are techniques that are employed in the same fashion as ninjutsu, requiring chakra and hand seals. However, the primary difference between the two is that the effects of genjutsu are illusory; instead of attacking the victim's body, genjutsu techniques manipulate the flow of chakra in the victim's brain, thus causing a disruption in their senses.
Genjutsu is created when a ninja extends their chakra flow through the cerebral nervous system of their opponent to control their mind's chakra, thereby affecting their five senses. Those with special abilities like the Uchiha clan's Sharingan or with high intelligence have an easier time executing and countering genjutsu, as attention to detail is key. Those under the influence of genjutsu either freeze in place or lose consciousness, depending on how capable they are in recognizing and defending against it.
Spoiler:
RANK
JUTSU
TEACHER
E
[ ENCLOSING MIST ] Jutsu Type: Genjutsu Rank: E Cp: 2 Description: The user completes three handseals creating the illusion of a dense fog that disorient the target stunning them. PvP Effect: Stun for 1 turn or until hit. (Mist taught.)
Contest: DM Suigetsu 11 / 6 / 10
E
[ ETERNAL REFLECTION ] Jutsu Type: Genjutsu Rank: E Cp: 2 Description: The target would see himself trapped by a mirror, unable to move or anything. PvP Effect: Lasts 1 turn or until hit.
Contest: DM Suigetsu 11 / 6 / 10
E
[ BLOOM ] Bloom Jutsu Type: Genjutsu Rank: E Cp: 2 Description: Blinding the opponent, aswell holding him still by ropes created by light. PvP Effect: Stun for 1 turn or until hit.
Contest: DM Suigetsu 11 / 6 / 10
D
[ HAPPINESS CREATION ] Jutsu Type: Genjutsu Rank: D Cp: 3 Description: The target is overcome with fond and happy feelings for the world, fully aware of everything around them, but unable to react unless it's in a giddy and joyful way. They love everything and everyone, all the time. PvP Effect: The target may not attack for 1d4 rounds, but may defend as normal. If they are hit then the effect ends.
Contest: DM Suigetsu 11 / 6 / 10
D
[ WHIRLPOOL ] Jutsu Type: Genjutsu Rank: D Cp: 3 Description: The target sees the ground beneath them suck them down, as it spirals and fills with water, the torrent dragging them under. PvP Effect: Stun, Lasts 1d4 rounds or until hit. (Mist taught.)
Contest: DM Suigetsu 11 / 6 / 10
D
[ ENCASING POD ] Jutsu Type: Genjutsu Rank: D Cp: 3 Description: A large sac of flesh forms around the target, encasing them and holding them in place. PvP Effect: Stuns target for 1d4 rounds or until hit.
Contest: DM Suigetsu 11 / 6 / 10
D
[ HEARTBREAKER ] Jutsu Type: Genjutsu Rank: D Cp: 3 Description: The target finds themselves seeing life as deeply depressing. The will to fight is lost as they try to cope with their depression. PvP Effect: The target is stunned for 1d4/2 rounds or until hit, they can make a CHA check vs the original attack roll to break out.
Contest: DM Suigetsu 11 / 6 / 10
C
[ DEPTHS OF STARVATION ] Jutsu Type: Genjutsu Rank: C Cp: 5 Description: The user creates the illusion of a river, with the target under just up to their neck. suddenly they feel intense pain as the water is dyed red with their blood, several bloodthirsty fish swarm about them. PvP Effect: Stuns and drains 1d4 cp for 1d4 rounds. (Mist taught.)
Taught: Kiryu Takuma Inka 11 / 10 / 10
C
[ INVISIBLE BLADES ] Jutsu Type: Genjutsu Rank: C Cp: 5 Description: The user creates the illusion of several copies of themself, able to freely move among them without the target noticing. though the target physically doesn't move, they believe they are fighting these dozens of "clones", as the caster is able to attack the targets body with weapons without disrupting the genjutsu. PvP Effect: Target is stunned for 1d4 rounds or until hit. Taking damage from Kunai or Shuriken does not break it. Only one Kunai or Shuriken at a time can be thrown. (Mist taught.)
Auto: DM Sasori Week of 6 / 27 / 10
C
[ CALL OF HELL ] Jutsu Type: Genjutsu Rank: C Cp: 5 Description: The target hears a screech and turns in horror, seeing the faces of several demons that grab them and slowly tear apart their body. Each time a demon does so, the target feels as though they are aging, as their body undergoes the stress of being maimed. PvP Effect: stuns the target for 1d4 rounds, draining 1d4 CP per turn. If the target is hit.. they are released, but their hair would be turning white... a few bright pale strands would be seen.
Auto: DM Sasori Week of 6 / 27 / 10
C
[ DEATH SENTENCE ] Jutsu Type: Genjutsu (INT) Rank: C Cp: 5 Description: (Handseals: Boar > Tiger > Dragon > Snake > Rat) The User creates an illusion where the target would be prepared to experience an execution, from either an attack or torture device. While caught the target would spend the remaining seconds of their life, before the final curtain would fall - if hit in reality the damage would be amplified. PvP: 2d6 CP DMG + 1d4 Round Stun or until hit / resist (WIS / INT), if hit while stunned deal + 1d6 DMG.
Auto: DM Sasori Week of 7 / 4 / 10
C
[ KILLING INTENT ] Jutsu Type: Genjutsu (INT) Rank: C Cp: 6 Description: User would cast a menacing glare with what would appear to be 3 handseals, causing the air around the target to grow heavy, blood rushing in an intense pace, fear for possibly the first time building up as a vision of their death is enacted in an illusion. A potent Intimidation technique to psyche out the opponent. PvP: Used prior Initiation. On Success - 2 ATK / DEF for 2 Rounds (Includes INIT Roll) Creator: Deivus Kagutsuchi Hanzo
Purchase: DM Mei 8 / 2 / 11
B
[ MENTAL PAIN TECHNIQUE ] Jutsu Type: Genjutsu Rank: B Cp: 8 Description: The user performs a short series of handseals before he tries to ensnare the opponent in a Genjutsu, this Genjutsu causes extreme pain inside the opponents body, rendering the unable to fight for a duration. PvP Effect: 1d6 stun until hit
Auto: DM Sasori Week of 7 / 4 / 10
B
[ BLUR ] Jutsu Type: Genjutsu Rank: B Cp: 8 Description: After a series of handseals the user claps his hands together, seemingly creating a wave of distortions that spread troughtout the air, causing problems whenever the target triest to attack. PvP Effect: -3 to all attack rolls for 1d4 rounds. No stun.
Auto: DM Sasori Week of 7 / 4 / 10
B
[ COLD FANG ] Jutsu Type: Genjutsu Rank: B Cp: 8 Description: With the use of chakra the user creates an illusion of a giant wold made of ice bitting down on its target, the deadly cold freezing their limbs and making it harder and harder to move. PvP Effect: 1d4 rounds of stun and 1d4 cp drain per round, after released from the Genjutsu the victim suffers a -2 to rolls for an additional 1d4 rounds.
Auto: DM Sasori Week of 7 / 4 / 10
B
[ DEJA VU ] Jutsu Type: Genjutsu (INT) Rank: B Cp: 10 Description: (Handseals: Dog > Horse > Snake > Rat > Ram > Monkey > Dragon > Rat > Snake) User would create an illusion as if a target was day dreaming, as they perform the previous attack once more and realize they just used that same jutsu. PvP: Substitution + 2, if successful Attacker is forced to perform the same ATK that just failed next round at - 2 Roll. Cooldown 1d4 Rounds.
Auto: DM Sasori Week of 7 / 11 / 10
.:: KENJUTSU ::.
Kenjutsu (剣術; Literally meaning "Sword Technique") pertains to techniques that entail the use of swords, whether the users be shinobi or samurai. Kenjutsu can be used in combination with taijutsu, ninjutsu and/or chakra flow in order to achieve more devastating techniques.
The entire military might of the lone samurai nation of the Land of Iron, have so-far all been depicted as practitioners of kenjutsu. Among the shinobi nations, the Seven Ninja Swordsmen of the Mist are particularly well known as kenjutsu practitioners. Also, a majority of Kumogakure shinobi are swordsmen.
Spoiler:
RANK
JUTSU
TEACHER
D
[ TWIN SLASH ] Jutsu Type: Kenjutsu Rank: D Cp: 3 +2 (If Dual-Wielding) Description: Two slashes instead of one! PvP Effect: Weapon Damage + 1d6.
Taught: Shingetsu Hozuki 3 / 7 / 11
C
[ OFFENSIVE STANCE ] Jutsu Type: Stance Rank: C Cp: 5 + 1Cp per round Maintenance. Description: The user adopts a stance which make it easier to perfrom Kenjutsu attacks. PvP Effect: +2 ATK rolls, - 2 DEF rolls with weapons. (Does not apply to counters) and + 2 DMG. Duration 1d6+2 Rounds.
Taught: Shingetsu Hozuki 3 / 25 / 11
C
[ DEFENSIVE STANCE ] Rank: C Cp: 5 + 1Cp per round Maintenance. Description: The user adopts a stance which make it easier to defence against incoming attacks. PvP Effect: +2 DEF Rolls, -2 ATK rolls with weapons. (Does not apply to counters) and +2 DR vs (Kenjutsu and Taijutsu). Duration 1d6+2 Rounds.
Auto: DM Sasori Week of 4 / 25 / 11
C
[ COUNTER STANCE ] Jutsu Type: Kenjutsu Stance Rank: C Cp: 5 + 1Cp per round Maintenance. Description: The user adopts a stance which make it easier to counter incoming attacks. PvP Effect: + 2 ATK rolls, - 2 DEF rolls with weapons. (bonus applied to counter attacks only) successful counters give -2 to targets rolls for 1 round.
Auto: DM Sasori Week of 4 / 25 / 11
C
[ FLICKERING SLASH ] Justsu Type: Kenjutsu Rank D Cp: 3 + 2 (If Dual-Wielding) Description: A blazingly quick attack that is difficult to predict. PvP Effect: -1 to Targets defence/counter roll against this attack. Deals Weapon Damage + 1d4.
Auto: DM Sasori Week of 3 / 27 / 11
C
[ SUNDER ARMOR ] Type: Kenjutsu Rank: C CP: 5 Description: The shinobi strikes their target in such a way that breaks their defence, weather that is making a hole in their armour so you can strike them directly or causing their tough flesh to rip open so you can strike them at a weak spot. PvP effect: +1d4 damage, Lowers DR by 1d4 for 1d4 rounds. Note: This does not stack Note: The reduced DR does not apply to this strike, it applies after.
Auto: DM Sasori Week of 3 / 27 / 11
C
[ FLICKERING DEFENSE ] Justsu Type: Kenjutsu Rank C Cp: 5 Description: A blazingly quick defence that relies on speed to prevent an incoming physical attack. PvP Effect: +2 to block Kenjutsu or Taijutsu.
Auto: DM Sasori Week of 3 / 27 / 11
C
[ DISARMING STRIKE ] Justsu Type: Kenjutsu Rank C Cp: 5 Description: The user would make attack using the side of their weapon to force their target to drop any weapon they may be holding. PvP Effect: No weapon damage, The target makes a STR/DEX roll against the attack or is disarmed for 1d4 rounds, then they may reclaim their weapon as a free action.
Auto: DM Sasori Week of 4 / 25 / 11
C
[ ARCH-PARRY ] Jutsu Type: Kenjutsu Rank: C Cp: 5 Description: User surges chakra along their weapon and would either fan it in a circular motion against an attack, leaving the target of a close ranged attack wide open. PvP: Block + 2, If successful Vs Tai / Ken ATKs, - 2 DEF Roll for 1 Round.
Auto: DM Sasori Week of 4 / 25 / 11
B
[ DIAMOND CUTTER ] Justsu Type: Kenjutsu Rank B Cp: 8 + 3 (If Dual-Wielding) Description: A powerful Kenjutsu attack created to cause a deep wound which would become a persistent source of pain for the target, unfortunatly due to the spercific targeting of this attack, it can be difficult to perform. PvP Effect: -2 to Attack Roll, Weapon Damage + 1d4 damage for 1d6 rounds due to bleeding.
Auto: DM Sasori Week of 6 / 20 / 11
B
[ SEVERE LACERATION / FORCEFUL BLOW ] Jutsu Type: Kenjutsu Rank: B CP: 8 Description: Depending on the weapon in hand, the user would slash an artery on the opponent or fracture their bone due to blunt force trauma. PvP Effect: Weapon DMG + Special - Slashing based weapon: 1d4 HP DMG bypassing DR for 1d4+1 Rounds or until healed. - Bludgeoning based weapon: - 2 to targets rolls for 1d4+1 Rounds or until healed.
Auto: DM Sasori Week of 6 / 20 / 11
B
[ RIPOSTE ] Jutsu Type: Kenjutsu Rank: B Cp: 8 Description: User sends a swift strike at an enemy target sometime during a block, that isnt noticeable until they realized they been hit - normally it is the gliding of a blade, or dislocation from a blunt counter-assault. PvP: Used as a free action after a successful Block via weapon Vs Tai / Ken ATKs, deal 2d6 DMG. (DMG Bonus not applied)
Auto: DM Sasori Week of 6 / 20 / 11
B
[ BOOMERANG THROW ] Type: Kenjutsu Rank: B CP: 8 Description: The shinobi hurls their weapon towards the enemy, causing it to spin violently. Hit or miss the weapon spins past the enemy and comes back for another strike. PvP: The user rolls to attack twice, each hit dealing rank weapon damage. Note: Only one weapon can be thrown (No duel weild damage) Note: Strength damage only applies to the first roll, if that misses then no strength damage is added. Note: Crits count seperatly not as one attack.
Nature Transformation (性質変化, Seishitsu Henka) is an advanced form of chakra control and a technique that is pivotal for the manipulation of chakra and the creation of new jutsu. While Shape Transformation changes the shape and movement of chakra, elemental nature transformation changes the actual nature of the chakra, altering its properties and characteristics. It is notable that few shinobi can use both shape manipulation and nature manipulation.
Nature Manipulation/Transformation is one of two necessary techniques for creating a jutsu, its counterpart being Shape Transformation. Nature Manipulation entails the molding and defining of one's chakra into a innate type of chakra nature.
~ FUTON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
N/A
[ WIND RELEASE ] Wind Release gains + 3 to roll Vs Lightning Release Wind Release lose - 3 to roll Vs Fire Release
[ FUTON / RAITON - COLLABORATION JUTSU ] Collaboration Jutsu: Requires a teammate who can perform Lightning Release. User and partner use their turn at the same time, User pays original CP cost of a Wind Jutsu and partner can pay the following CP for additional damage. (In terms of DoT effects, initial damage only.) Genin: 3 CP, + 1d8 Lightning Damage Chunin: 5 CP, + 2d8 Lightning Damage Jounin: 7 CP, + 3d8 Lightning Damage
Auto: DM Ino ??? / ??? / ???
E
[ GENTLE BREEZE ] Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: The user performs a ram handseal and blows a soft burst of wind. PvP Effect: 2 Wind Damage to 1d4 Targets.
Auto: DM Ino ??? / ??? / ???
E
[ STRETCHING EXCERCISE ] Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: User performs a basic training exercise in stretching as it opens the blood vessels and releases the tension of the body for swift and precise movements. PvP Effect: - 2 Cp to the next Wind Jutsu the User performs, + 1 Vs. DC roll when learning Wind Release lasts for 1 attempt.
Auto: DM Ino ??? / ??? / ???
E
[ MINOR BLAST ] Jutsu Type: Ninjutsu Rank: E Cp: 1 Description: The user blows a small gust from their mouth at their opponent. PvP Effect: 1d4 damage.
Auto: DM Ino ??? / ??? / ???
D
[ WIND FUNNEL ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The User performs a 3 handseals as wind begins to kick up around them into a mini whirlwind that is capable of redirecting a portion of an attack back at the source. PvP: Block, reflect 1d4 damage from an attack to the source.
Auto: DM Kakuzu Week of 6 / 13 / 11
D
[ OMINOUS WIND ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: A chilling gust blows through the area, and then an eerie calm. PvP Effect: Up to 1d4 Targets, 1d4 Wind Damage + - 2 to roll for 1 Round.
Auto: DM Kakuzu Week of 6 / 13 / 11
C
[ PIERCING WAVE ] Jutsu Type: Ninjutsu Rank: C Cp: 5 + User's Kunai / Shuriken / Senbon Description: User wings several ranged ninja tools at a target(s) and performs a series of 7 handseals as a burst of wind rushes with the weapons, it increases their speed capable of piercing through trees. PvP Effect: A Kunai / Shuriken / Senbon attack that has + 1 Attack & Damage roll per tool.
Auto: DM Kakuzu 6 / 13 / 11
C
[ RAZOR EDGE ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The User performs several slashes in the air with a weapon or finger tips as they channel their chakra so finely thin that can cut like razor blades. PvP Effect: Up to 3 Targets, 2d6 Wind Damage.
Auto: DM Kakuzu Week of 6 / 13 / 11
B
[ DUST DEVILS ] Jutsu Type: Ninjutsu (WIS) Rank: B Cp: 8 Description: (Handseals: Bird > Rat > Snake > Monkey > Horse > Boar > Dog > Hare > Bird) User would summon several small whirlwinds that would kick up dirt and debris around them or allies and obstructing their view. Enemies that try to target these individuals would have to figure out which one holds the real target. PvP: Up to 3 Targets (User or Allies), Enemies must roll 1d4 before an ATK Vs Targets: 1-2 Miss, 3-4 Normal ATK. Duration 1d4+1 Rounds.
Auto: DM Kakuzu Week of 7 / 25 / 11
B
[ AERO SHIELD ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The User performs 12 handseals as they begin to channel the wind to encircle them in a protective shell. PvP Effect: Used before a defense roll, User gains 10 DR for 1d4 Rounds (DR is not constant, it lowers with damage taken)
Auto: DM Kakuzu Week of 8 / 1 / 11
B
[ STREAMING WALL ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The User performs 10 Handseals and quickly thrusts their arms into the air as a torrent of wind bursts from the ground with intense force to cut flesh. PvP Effect: AoE Block. + 2 to roll, 2d6 Wind Damage to attacker of a close ranged Taijutsu / Kenjutsu attack.
Auto: DM Kakuzu Week of 8 / 1 / 11
B
[ WIND DRAGON ] Jutsu Type: Ninjutsu Rank: B CP: 8 Description: The user raises their arms as wind gathers forming into the head of a dragon which dives at the opponent. PvP Effect: +2 VS Block, Deals 5d6
Auto: DM Kakuzu Week of 8 / 1 / 11
B
[ BLASTING WAVE ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user creates a constant flow of wind in a single direction away from him making it virtually impossible for an opponent to get near him while it persists. PvP Effect: +2 VS Block, 1d8 Damage, and the target is unable to attack for 1d4 rounds.
Auto: DM Kakuzu Week of 8 / 1 / 11
B
[ WIND TUNNEL ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user creates a direct tunnel of wind between them and their opponent which they can then use to hurl weapons at an extremely fast speed. PvP Effect: the effect lasts for 1d4+1 rounds, the user's weapons and thrown weapons get +2 hit, can be ended prematurely with a STR/DEX roll vs the original attack roll.
Auto: DM Sasori Week of 10 / 3 / 11
B
[ WIND SWALLOW MISSLE ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user creates birds out of air that home in on specific targets and attempt to punch right through them at high velocities. PvP Effect: Deals 3d6 to 1d4+1 targets
Auto: DM Sasori Week of 10 / 3 / 11
~ SUITON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
N/A
[ SUITON RELEASE ] Water Release gains + 3 to roll Vs FireRelease Water Release lose - 3 to roll Vs Earth Release
[ SUITON / RAITON - COLLABORATION JUTSU ] Collaboration Jutsu: Requires a teammate who can perform Lightning. User and partner use their turn at the same time, User pays original CP cost of a Lightning Jutsu and partner can pay the following CP for additional damage. (In terms of DoT effects, initial damage only.) Genin: 3 CP, + 1d8 lightning Damage Chunin: 5 CP, + 2d8 lightning Damage Jounin: 7 CP, + 3d8 lightning Damage
Auto: DM Ino ??? / ??? / ???
E
[ WATER SPITTLE ] Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: With 2 hand seals, User releases a stream of water at a target's eyes blurring their vision for a moment. PvP Effect: 1d4 Water Damage + - 10 spot for 1 round.
Contest: DM Suigetsu 11 / 6 / 10
E
[ BALANCING EXERCISE ] Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: The User performs a basic training exercise in maintaining their balance either physically or spiritually to keep their chakra in a constant and subtle flow with the water jutsu yet to be performed. PvP Effect: - 2 Cp to the next Lightning Jutsu the User performs, + 1 Vs. DC roll when learning Lightning Release lasts for 1 attempt.
Contest: DM Suigetsu 11 / 6 / 10
E
[ SOAKING SPRAY ] Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: With a few basic handsigns the user is able to fire a small jet of water from their mouth. PvP Effect: 1d4 damage. (This jutsu requires no source of water.)
Contest: DM Suigetsu 11 / 6 / 10
D
[ AQUA VEIL ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The User performs 3 Handseals as they channel water from a source to rise swiftly to block an attack or at the very least hinder it. PvP Effect: Block, pass or fail - 2 Damage from the attack.
Taught: Kiryu Takuma Inka 11 / 10 / 10
D
[ WATER BULLET ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The user drinks the equivilant of a cup of water, forms the projectiles in thier mouth and fires a burst of water at the target. PVP Effect: 1d10 (Doesn't need water around.)
Taught: Kiryu Takuma Inka 11 / 24 / 10
D
[ WATER SPEAR ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The User performs 4 Handseals and then fires a pressurized stream of poisoned water with enough force to pierce a tree. PvP Effect: 1d8 Water damage + 2 CP damage.
Auto: DM Sasori Week of 5 / 2 / 11
D
[ BUBBLE STREAM ] Jutsu Type: Ninjutsu (WIS) Rank: D Cp: 3 Description: (Handseals: Dog > Hare > Snake) User takes deep breathe and begins frothing in the mouth before releasing a large wave of bubbles that burst with the force of a punch. PvP: 1d10 Water DMG + (- 2) ATK / DEF for 1 Round.
Auto: DM Sasori Week of 5 / 2 / 11
C
[ WATER WHIP ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: With 1 Handseal, the User creates an orb of water around their palm that can be formed and molded into a malleable whip. PvP Effect: Stun a target for 1d4 Rounds or until hit.
Taught: Zhai Jintoki 3 / 12 / 11
C
[ POND BASIN ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: User performs 7 Handseals and pours water from their mouth with an amount enough to perform Basic Water Jutsus. PvP Effect: For 1d4 Rounds, C-Rank and D-Rank Water Jutsus are given a water source to perform Water Jutsus.
Auto: DM Sasori Week of 5 / 2 / 11
C
[ WHIRLWIND OF WATER ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The suer creates a whirlwind of water around himself, either for offense or defense. PvP Effect: 1d8+2d4 Damage, but if used to block Taijutsu deals 1d8 to the target.
Auto: DM Sasori Week of 5 / 2 / 11
C
[ DARK CLOUDS ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user creates a cloud of liquid substance to rain down onto the target. PvP Effect: The Targets up to 3 are coated in oil that may be ignited for 2d8, OR create a slick battlefield requiring a Dex check vs User's Wisdom check to attack or fall down unable to act for 1 round.
Auto: DM Sasori Week of 5 / 9 / 11
C
[ GREAT EXPLODING CURRENT ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user summons an all destroying vortex of water, sucking down the target. PvP Effect: +1 VS Block, Must Be used on a Lake or River. Target takes 2d8 damage from the crushing current.
Auto: DM Sasori Week of 5 / 9 / 11
C
[ WATER PRISON ] Suiton:: Water Prison Jutsu Jutsu Type: Ninjutsu Rank: C Cp: 4 + 2 per round maintained Description: utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby. PvP Effect: No Damage, User can hold the target in the prison for 1d6 Rounds, and or they run out of chakra or until the opponent beats an opposed wisdom check made each round vs the Original wisdom roll they were trapped with. The prison breaks when the person holding the prison, or the person within the prison, get hit.
Auto: DM Sasori Week of 5 / 9 / 11
C
[ BLUNT WEAPON ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user creates a blunt weapon out of water. PvP Effect: Creates a mace usable as a weapon for 1d6 rounds that deals 2d8 damage, no penalties to attack rolls (str damage does not apply)
Auto: DM Sasori Week of 5 / 9 / 11
C
[ STICKY RAIN ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user creates water, which is heavier then it's normal variant. Making it harder to dodge PvP Effect: -2 to dodge for 1d6 rounds up to 1d4 targets
Auto: DM Sasori Week of 5 / 16 / 11
C
[ WET GROUND ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user coats the battlefield with slippery water, which just wont sink into the ground. PvP Effect: -1 to taijutsu rolls for 1d4 rounds to all targets besides the user
Auto: DM Sasori Week of 5 / 16 / 11
C
[ FIRE EXTINGUISHER ] Jutsu Type: Ninjutsu Rank: C Cp: 3 Description: The user hand signs, and then his body gets coated in a thin layer of water. Protecting him/her against fire. PvP Effect: 4 Dr against fire damage for 1d4 + 2 rounds
Auto: DM Sasori Week of 5 / 16 / 11
C
[ POISONOUS WATER ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user creates a poisoned amount of water, which is send towards the target PvP Effect: 2d4 damage for 1d4+1 rounds.
Auto: DM Sasori Week of 5 / 16 / 11
B
[ WATER DRAGON ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user makes a long list of hand seals, forming a dragon projectile made of water to crash down and strike the target. PvP Effect: 3d8+1d10, Unblockable
Taught: Shingetsu Hozuki 3 / 11 / 11
B
[ HIDDEN MIST ] Jutsu Type: Ninjutsu Rank: B Cp: 8 + 4 per round maintained. Description: Creates a thick fog concealing the user allowing for stealth attacks. PvP Effect: Lasts for 1d6+1 Rounds. The Following Effects then take place. 1. Before any attack is made you must first find your oponent. (Listen) 2. After you have found your oponent you roll MS to attack. 3. If the MS check fails you then roll your normal attack roll. (dex str wis) 4. Once a Genjutsu user passes their Listen roll they then roll INT. (No MS roll) 5. Doujutsu work at a -3 in the Mist. Special: Byukagun can see through the mist. Special: Inuzuka may roll a concentration in the stead of a listen check for there smell. Special: This jutsu has a cool down of one round after it has dissipated due to excess use of chakra to fill the area with mist. Special: Any B Rank or higher Wind Jutsu will automatically disperse the Mist. (Unless the Mist user rolls a higher Wisdom) (Must Be Hidden Mist Ninja. Doesn't need water around.)
Auto: DM Sasori 7 / 11 / 11
B
[ WATER DEFENSIVE WALL ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The ninja summons a wall of water to protect him from attacks. PvP Effect: Used as a defensive jutsu to block. +3 to your WIS roll to defend yourself. (Requires a near by water source.)
Auto: DM Sasori 7 / 11 / 11
B
[ VENOM STRIKE ] Jutsu Type: Ninjutsu Rank: B Cp: 8 + 3 CP to maintain. Description: User performs 1 Handseal and channels water to coat a weapon, they then take a portion of their blood and dabs into the water changing it into a crimson color thusly applying the poison. PvP Effect: For 1d6+2 Rounds, a target's weapon deals an additional + 2d4 Poison damage. Poison damage bypasses DR. Can be ended early.
Auto: DM Sasori 7 / 11 / 11
B
[ ACID ARMOR ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: User coats themselves in a thin veil of acid that can dull an impact of an attack and burn those trying to touch the target. PvP Effect: For 1d6 rounds, user gains 3 DR. If they are hit close ranged by a Taijutsu attack the attack takes 3 Damage bypassing DR.
Auto: DM Sasori 7 / 18 / 11
B
[ MASS WATER BULLETS ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user shoots a vast amount of chakra-engulfed-water bullets towards different targets. PvP Effect: 2d10 to up to 4 targets. (Doesn't need water around.)
Auto: DM Sasori 7 / 18 / 11
B
[ WATER CLONE ] Jutsu Type: Ninjutsu (WIS) Rank: B Cp: 8 + 2 Maintenance (Per Clone) Description: (Handseals: Boar > Hare > Ox > Snake > Dragon > Hare > Rat > Ram) By using a water source User can mold the water via their chakra and create a solid-clone with a fraction of their skill sets, even an ability to perform jutsu at the cost of using the water that created it. PvP: (Requires Water Source) Kage-Bunshin Rules, Clones have 10 HP (cannot be Healed), can ATK / DEF via WIS, and can perform C-Rank or Lower Water Jutsu (Except Stuns) via their HP for CP Costs.
Auto: DM Sasori 7 / 18 / 11
B
[ LIQUID BLAST ] Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user hand signs then creates a ball of water. The ball then shoots towards the target. PVP Effect: 3d8 + 1d4 damage
Auto: DM Sasori Week of 10 / 3 / 11
B
[ SHARK PROJECTILE ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user sends a blast of focussed water towards the target. PvP Effect: Damage- 1d20 + 2d6
Auto: DM Sasori Week of 10 / 3 / 11
~ INTON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
E
[ DARK BULLET ] Jutsu Type: Ninjutsu Rank: E Cp: 1 Description: Creates a small black ball that flys at the target. PvP Effect: 1d4 damage
Contest: DM Suigetsu 11 / 6 / 11
D
[ CLOAK OF SHADOW ] Jutsu Type: Genjutsu Rank: D Cp: 3 Description: Victims are surrounded by a darkness that would show what the user wants them to see. PvP Effect: -1 to all rolls for 1d4 rounds.
Taught: Kiryu Takuma Inka 12 / 3 / 10
D
[ RISING DARK HAND ] Jutsu Type: Genjutsu Rank: D Cp: 3 Description: The victim sees a giant shadowy claw that grows from the ground and holds them in place. PvP Effect: Stunned for 1d4 rounds or until hit.
Taught: DM Sasori 12 / 12 / 10
D
[ DARK BLAST ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The user summons chakra to their palms and fires a ball of shadows at the foe. PvP Effect: 1d10 damage.
Taught: DM Sasori 1 / 12 / 11
D
[ SHADOW SUBSTITUTION ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The user substitutes themselves with an object, though they appear as though they explode into shadows. PvP Effect: Substitution.
Taught: Kiryu Takuma Inka 12 / 27 / 10
D
[ LINGERING SHADOW ] Jutsu Type: Ninjutsu Rank: D Cp: 4 + Bunshin / Kage-Bunshin Cost Description: (Rat > Snake > Rat) User would enhance a Clone by building up a second reserve of shadow chakra inside of it, that when it would disperse it on hit the clone would remain intact. Useable just once per Clone. PvP: The Bunshin / Kage-Bunshin will require 2 Hits before it is Dispelled instead of 1. Creator - Deivus Kagutsuchi Hanzo
Created : DM Kankuro 8 / 22 / 11
D
[ CRAWLING DARKNESS ] Jutsu Type: Genjutsu Rank: D Cp: 3 Description: (Rabbit > Boar > Rat) User would create a substitution of their shadow, utilizing some form of creepy-crawly bug that would be multipled numerous times. When hit in close proximity the bugs would cling along the enemy, and crawl along the surface of their body. PvP: Substitution, On Success Vs C-R ATKs: - 2 ATK / DEF for 1 Round. Creator - Deivus Kagutsuchi Hanzo
Created : DM Kankuro 8 / 22 / 11
C
[ SHADOW LASH ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user dips their arm into a nearby source of shadow, wraping their arm in darkness, they then snap their arm, sending the darkness off of them and flying at the target like a whip. PvP Effect: 2d8 damage.
Auto: DM Kakuzu 5 / 30 / 11
C
[ SHADOW PATHWAYS ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Forming some handsigns, the user engulfs the entire area in darkness giving everyone but the user(allies and enemies alike). PvP Effect: +1 VS Block, -2 to their rolls for 1d4 rounds. Dex to get out of the orb, or Wis to sub out.
Auto: DM Kakuzu 5 / 30 / 11
C
[ SHADOW SPEAR ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user concentrates chakra to their finger tips, they then fire a blast of chakra from both hands at the target, each take the form of a spear. PvP Effect: 2d8 damage.
Auto: DM Kakuzu 5 / 30 / 11
C
[ UTTERLY ALONE ] Jutsu Type: Genjutsu Rank: C Cp: 5 Description: The victim sees themselves in complete darkness, and hears utter silence. They get the feeling of being completely alone, shaking their mind. The actual visual part of the genjutsu only lasts a few moments, but the effects last a bit longer. PvP Effect: The victim takes -2 to all rolls for 1d4 turns.
Auto: DM Kakuzu 6 / 6 / 11
C
[ FOCUSED PATH ] Jutsu Type: Genjutsu Rank: C Cp: 5 Description: The victim's vision is darkened, only allowing them to see one enemy target. PvP Effect: The user will OOCly tell the victim which of the user's allies the victim will target, and the victim may only attack that person for 1d4 turns
Auto: DM Kakuzu 6 / 6 / 11
C
[ BLADE OF DARKNESS ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user creates a blade of shadows to be wielded. PvP Effect: the blade does 2d8 damage for 1d8 rounds.
Auto: DM Kakuzu 6 / 6 / 11
C
[ VAMPIRIC FANG ] Jutsu Type: Ninjutsu (WIS) Rank: C Cp: 5 Description: (Handseals: Snake > Rat > Dog > Boar > Snake) Using the shadow chakra to imbue their weapons, a soft red aura would dimly glow around it and siphon life energy from a target when struck. PvP: + 2 HP Drain (Bypasses DR, Heals User) to User's Weapon / Ninja Tool ATKs for 1d4 Rounds.
Auto: DM Kakuzu 6 / 6 / 11
C
[ FLOCK OF RAVENS ] Jutsu Type: Ninjutsu Rank: C Cp: 6 Description: (Bird > Horse > Rat > Snake > Bird) User would cause the enemies shadow to ripple and sway before taking form of flocks of ravens as they caw, claw, peck, and even pierce through them. Leaving behind scattered black feathers. PvP: AoE, ATK up to 1d4 Targets. Deal 2d6+2 DMG. Creator - Deivus Kagutsuchi Hanzo
Created : DM Kankuro 8 / 22 / 11
C
[ HUNTING PREDATOR ] Jutsu Type: Ninjutsu Rank: C Cp: 6 Description: (Dog > Tiger > Snake > Dog > Rat) User would focus on concentrating the chakra around a shaded region, utilizing it as a temporal cloak as it would appear they would have visibly disappeared into thin air or portions of their body would. PvP: Free Action, + 20 Hide / MS / Set Trap Rolls for this Round. Cooldown 3 Rounds. Creator - Deivus Kagutsuchi Hanzo
Created : DM Kankuro 8 / 22 / 11
B
[ WEB OF BLACK WIDOW ] Jutsu Type: Ninjutsu (WIS) Rank: B Cp: 10 Description: (Handseals: Rat > Snake > Hare > Monkey > Dragon > Rat > Ram > Snake) User would bend the shadows around the area and mold them ever so slightly until they are pinpointed around the User, those who come close to the User and step on these shadows would remain held and their chakra drained. PvP: Stun target for 1d4+1 Rounds or until hit / resist (STR / WIS), 1d6 CP DMG per round (Bypassing DR). Can be used to Block Vs Close-Ranged ATKs.
Auto: DM Kakuzu Week of 8 /15 / 11
B
[ SHADOW DRAGON ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user molds the dark element to form a large gaping mouthed dragon. It is known as one of the larger dragons of all of the dragon jutsus, with very frightening features. PvP Effect: +2 VS Block, Deals 5d6
Auto: DM Sasori Week of 8 / 22 / 11
B
[ DARK RAVENS ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user creates a shadow-raven which flies at the target, viciously attacking them. PvP Effect: +2 VS Dodge, 3d8 damage.
Auto: DM Sasori Week of 8 / 22 / 11
B
[ EMPOWERED NIGHTMARE ] Jutsu Type: Genjutsu Rank: B Cp: 6 + Genjutsu Cost Description: (Snake > Dragon > Rat > Boar > Horse > Bird > Monkey > Rat) User would boost the depth of a genjutsu by relating a brief vision of a recurring nightmare in their lives, or a potent memory of fear to leave an opening wide enough that would ensure the genjutsu takes hold. PvP: + 2 Roll to Genjutsu. On Success Genjutsu DC & Resilience is increased by 3. Cooldown 2 Rounds. Creator - Deivus Kagutsuchi Hanzo
Created : DM Kankuro 8 / 22 / 11
~ HYOUTON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
D
[ SNOW BLIND ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: Creates Ice over the opponents eyes disrupting them from attacking and such as this makes it too difficult. PVP Effect: *Wisdom vs Wisdom only* The opponent takes -2 to all attack and defense rolls depending on caster rank. Gennin 1d4, Chunnin 1d6, Jounin 1d8
Auto: DM Kakuzu Week of: 5 / 23 / 11
D
[ ICE PILLAR ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: Causes an Ice Pillar to rise from the ground to smash into the target. PVP Effect: Deals 1d10 damage to the target.
Auto: DM Kakuzu Week of: 5 / 23 / 11
C
[ FROZEN BLADE ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Makes an Ice blade that has a hidden effect to break shards off in your skin. PVP Effect: Deals 1d8 + 1d4 per hit. The Iceblade lasts for 1d4 Rounds (Genin), 1d6 Rounds (Chuunin), 1d8 rounds (Jounin)
Auto: DM Kakuzu Week of: 5 / 23 / 11
C
[ ICE SPIKE ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Makes an Ice Spike from snow or water, and then sends it at the opponent to impale them. PVP Effect: Deals 2d8 damage straight up.. nothing extra.
Auto: DM Kakuzu Week of: 5 / 23 / 11
C
[ SNOW CLONE ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Makes an Ice Bunshin from snow. PVP Effect: Follow Bunshin rules for solid clones.
Auto: DM Kakuzu Week of: 5 / 30 / 11
B
[ SNOW CREATION ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Uses your wind to freeze enough water for a few snow jutsus. PvP Effect: Creates enough snow to use B Rank and below Snow Jutsu for 1d4+1 rounds. (Requires water to be present.)
Auto: DM Kakuzu Week of: 7 / 25 / 11
B
[ FREEZING BLAST ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Utilizing their wind and water elements the user is able to chill the air around them and send it arrowing towards their enemy, due to the frigid nature of the wind the jutsu is night impossible to block. PvP Effect: +2 VS Block, 2d8+1d10 (Does not require Snow to use.)
Auto: DM Kakuzu Week of: 8 / 8 / 11
B
[ DRAGON VS TIGER ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Creates a Giant Snow Tiger to destroy a "Dragon jutsu", Ice rains down and cuts up the Dragon jutsu user. PVP Effect: Used only to block Dragon jutsu "IE: Water Dragon, Fire Dragon, Ice Dragon" If successful the blocked user takes 1d20 from falling Ice shards. NOTE: When used, this is a BLOCK, not a counter.
Auto: DM Kakuzu Week of: 8 / 8 / 11
B
[ SNOW FLASH SWALLOWS ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user will create snow swallows which they can launch at their opponent. As they fly through the air, these deadly birds can hone in on their target. A sufficiently hot enough counter can melt the ice swallows. PVP Effect: +2 VS Dodge, does 2d8 damage.
Auto: DM Kakuzu Week of: 8 / 8 / 11
B
[ FROZEN RAIN TECHNIQUE ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Causes a sheet of ice to rise up and burst, raining ice on the targets in the area, the shards slice and cut into their skin PvP Effect: +2 VS Dodge, 1d20 to all in the area who fail the save.
Auto: DM Kakuzu Week of: 8 / 8 / 11
B
[ WOLF FANG AVALANCHE ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Giant ice Wolves run down at the user's target, and bite, and rip at them. The wolves are about 3x that of a human. PVP Effect: 2d8 + 1d6.
Auto: DM Kakuzu Week of: 8 / 15 / 11
B
[ ARCTIC TUNDRA ] Jutsu Type: Ninjutsu (WIS) Rank: B Cp: 10 Description: (Handseals: Dog > Ox > Horse > Bird > Dragon > Snake > Ox > Ram > Bird) A dry frozen wind would bellow around the area wildly, causing everything in its path to have frost cling to their form. The average human would shudder relentlessly as the bitter wind affects their chakra control and focus. PvP: 1d4+1 Rounds, all Enemies suffer + 1 to CP Costs & Maintenance and - 1d4 Rolls (Includes DMG).
Auto: DM Kakuzu Week of: 8 / 15 / 11
B
[ SNOW-MAN CREATION ] Jutsu Type: Ninjutsu (WIS) Rank: B Cp: 8 Description: (Handseals: Bird > Dog > Ram > Monkey > Rat > Dog > Monkey > Bird) User would create a substitution for a target of molded snow in their form that when struck would disperse into sub-freezing slush. PvP: Substitution + 2 (Can be used to defend another as a free action, once per round), If Successful Vs Tai / Ken ATKs deal 2d8 Snow DMG.
Auto: DM Kakuzu Week of: 8 / 15 / 11
A
[ BLACK DRAGON BLIZZARD ] Jutsu Type: Ninjutsu Rank: A Cp: 13 Description: A giant black dragon made of snow with red eyes, shoots out and slams into the User's target consuming and tossing them into the air. PvP Effect: 1d20 + 2d8.
Self Taught: DM Sasori 8 / 21 / 11
S
[ DUAL BLACK DRAGON BLIZZARD ] Jutsu Type: Ninjutsu Rank: S Cp: 20 Description: Makes Two black dragons of which the eyes and mouths are glowing red, they are made out of snow. They fly into the air and spiral, creating a huge black blizzard. Hitting everyone in the area besides the caster. PvP Effect: +4 VS Block, Deals 2d20 to 1d6 targets not including the user.
(An Adult Version of Deivus) -------------------------------------------------------------------------------------------------------------------------------------------------------------------
.:: KURAYOMI ::.
The Kurayomi Clan are group of Necromancer shinobi who have a profound gift and lust to understand things surrounding the human body, especially after death. They are an oddity and usually untrifled with for the fear of being bewitched or cursed by one of them, and eventually being turned into one of their slaves. They see things through a unique perspective in which Life has no purpose neither is it beautiful - instead it is but an illusion that masks its reality of pain, suffering, and enslavement through the weak human body. It is only through death, that one can truely discover purpose, beauty, and liberation... except for the pour souls that are bound in contract to the Kurayomi. It is because of these dark beliefs that made the members of the Kurayomi clan clash on more than one occasion with the members of the Inka Clan. Where one studies the spirit realm the other tries to master the physical one, a Yin and Yang of each other.
Spoiler:
RANK
JUTSU
TEACHER
D
[ PARVUS NOVO - LESSER ANIMATION ] Jutsu Type: Hijutsu, Atra Professio Rank: D Cp: 5 Description: A complex Hijutsu taught to the Daibolusfautor. It utilizes their mastery over their Death arts to animate a freshly fallen soul. PvP: Choose between 1 : 3 types of Undead (Max. 1, Rank 1 Active at a time.) HP: 10 ATK / DEF: + 1 DMG: 1d4 (Types: Skeleton + 1 DMG per Rank / Zombie + 5 HP per Rank / Ghost - 1 DR per Rank)
Auto: Clan 1 / 20 / 11
D
[ CANALIS - SIPHON ] Jutsu Type: Ninjutsu Rank: D Cost: 3 CP Description: Extending the minor knowledge of the bloodwork, the Daibolusfautor will draw from an opponents already existing wound, ripping the wound apart in a similar way to the Medical Ninjutsu Wound Extension, however, this steals away the inner bloodworks and harms both the internal and external body. PvP: 2d4 HP DMG to 1 Target [OR] 1d4 HP DMG to 2 Targets. Heal User for 1/2.
Auto: Clan 1 / 20 / 11
D
[ PLAGUE OF INSECTS ] Jutsu Type: Ninjutsu Rank: D Cost: 3 CP Description: User conjures a cloud of pestilence around them that begins to swarm around like a shield and latch onto any appealing morsel they can find. PvP: AoE around User (Except Allies / Summons), 2 HP / CP Poison DMG per round for 1d4-1 (Min. 1) Rounds.
Auto: Clan 1 / 20 / 11
D
[ CURSE OF REPRIEVE ] Jutsu Type: Genjutsu Rank: D Cost: 3 CP Description: User creates a substitution of a person in the ATKers life that had died, and they were close too that would cause some sense of hesitation - followed by frustration / regret / grief after striking the illusion. PvP: Substitution + 1, If Successful - 1 ATK / DEF for 1 Round.
Auto: Clan 1 / 20 / 11
D
[ CRUOR ERUS - BLOOD OF THE MASTER ] Jutsu Type: Ninjutsu Rank: D Cost: 3 CP Description: The User can transfer energies from one of the undead summons to either heal themselves or another ally target. PvP: Drain 1/10th Lore Mod (Max. 15) as HP from 1 Undead Summon to heal a target's HP.
Auto: Clan 1 / 20 / 11
C
[ MODICA NOVO - MODERATE ANIMATION ] Jutsu Type: Hijutsu, Letum Professio Rank: C Cp: 8 Description: A complex and more advanced Hijutsu taught the Daibolusfautor. It utilizes their mastery over their Death arts to animate a fairly old fallen soul. PvP: Choose between 1 : 3 types of Undead (Max. 1, Rank 2 Active at a time.) HP: 20 ATK / DEF: + 1 DMG: 1d6 (Types: Skeleton + 1 DMG per Rank / Zombie + 5 HP per Rank / Ghost - 1 DR per Rank)
Taught: DM Sasori 2 / 10 / 11
C
[ OMNIOUS CHILLING WIND ] Jutsu Type: Ninjutsu Rank: C Cost: 5 CP Description: User creates a soft whirlwind of shadows that flutter around the User and draw in other individual life sources to feed off of. PvP: AoE up to 3 Targets (Can be Undead Summons), 1d4 HP / CP DMG healing User.
Taught: DM Ino 2 / 15 / 11
C
[ SCINDO - REND ] Jutsu Type: Ninjutsu Rank: C Cost: 5 CP Description: Having delved further into the study of the body, the Daibolusfautor will draw from any existing wound(s) on the target(s) and draws them in, causing the body to unravel farther and deteriorate the internal and external body. PvP: 2d8 HP DMG from 1 Target [OR] 1d10 HP DMG from 2 Targets. Heal User for 1/2.
Taught: DM Ino 2 / 17 / 11
C
[ VEXING HALLUCINATIONS ] Jutsu Type: Genjutsu Rank: C Cost: 5 CP Description: User delves into the dark confines of the enemy's minds and casts an illusion that would turn the entire background pitch black, while ghostly figures would take form of the players on the battle field with their enemies lost in the crowd of passing phantoms. PvP: Up to 2 Targets must roll 1d4 per ATK made, 1-2 Miss, 3-4 Normal. Duration 1d4 Rounds.
Taught: DM Ino 2 / 19 / 11
C
[ PHASMA VENUM - SPIRIT POISON ] Jutsu Type: Ninjutsu Rank: C Cost: 5 CP Description: User would taint the soul of enemy targets around them that are trapped in a genjutsu causing much internal affliction from their damned hexes. PvP: Up to 3 Targets, 2d4 CP DMG + If targets are stunned in Genjutsu deal 2 CP DMG for remainder of genjutsu (CP DMG bypasses DR). Does not break stun useable once per genjutsu.
Taught: DM Ino 2 / 24 / 11
C
[ PURGO - PURGE ] Jutsu Type: Ninjutsu Rank: C Cost: 5 CP Description: Sliding their chakra in through the mouth or nose of the target, the user will pull any sort of status inducing effects from the targets insides and have them into the User's nose or mouth replenishing their energy PvP: INT + 2 Vs WIS / INT, Dispel up to 1d4+1 Jutsus that apply Negatives / Stuns / Poisons / Paralysis / Bleeding / Genjutsu from target and User heals for 5 CP per Jutsu dispelled.
Taught: DM Ino 2 / 25 / 11
B
[ TONDEO - REAP ] Jutsu Type: Ninjutsu Rank: B Cost: 8 CP Description: With a moderate understanding of the body tissues and blood network, the user will be able to glide their chakra into the target(s) even with no wounds open, normally through the mouth or nostrils and targeting the blood within the body(ies), ripping the flesh apart as the blood cells within the target(s) and creating open wounds on the body(ies). PvP: 3d8 HP DMG from 1 Target [OR] 2d6 HP DMG from 3 Targets. Heal User for 1/2.
Self-Taught: DM Kyuubi 4 / 1 / 11
B
[ PROVECTUS NOVO - ADVANCED ANIMATION ] Jutsu Type: Hijutsu, Atra Professio Rank: B Cp: 12 Description: A complex and highly advanced Hijutsu taught the Daibolusfautor. It utilizes their mastery over their Death arts to animate an old powerful soul. PvP: Choose between 1 : 3 types of Undead (Max. 1, Rank 3 Active at a time.) HP: 30 ATK / DEF: + 2 DMG: 1d8 (Types: Skeleton + 1 DMG per Rank / Zombie + 5 HP per Rank / Ghost - 1 DR per Rank)
Self-Taught: DM Ellispse 4 / 2 / 11
B
[ NECROPOLIS, LAND OF THE DEAD ] Jutsu Type: Ninjutsu Rank: B Cost: 8 CP Description: User would exude their vile chakra across the land, causing it to wither and die as it feeds off of the undead summons energy providing enhanced strength as it also seeps into their undead spawns. PvP: User gains + 1 ATK / DEF per Undead Summon Active and + 2 to Undead Summon's Special effects, Duration 1d4+1 Rounds.
Self-Taught: DM Ino 2 / 27 / 11
B
[ DEATH'S VEIL ] Jutsu Type: Genjutsu Rank: B Cost: 8 CP Description: User creates a thick red mist in the area, that very few would realize before the effects take hold that it is an illusion. The mist would carry with it a revolting aroma of death and decay, the redness beginning to stain along their body feeling warm and sticky to the touch until they come to the realization that it is infact blood... PvP: Mass AoE (Except User and Allies), - 2 ATK / DEF, Cannot perform Escape, and suffer 1d4+1 CP DMG per round. Duration 1d4+1 Rounds.
Self-Taught: DM Ino 3 / 15 / 11
A
[ ERUS NOVO - MASTER ANIMATION ] Jutsu Type: Hijutsu, Atra Professio Rank: A Cp: 15 Description: A complex and extremely advanced Hijutsu taught the Daibolusfautor. It utilizes their mastery over their Death arts to animate an extremely potent and ancient soul. These souls are old, powerful and dangerous. Never to be trifled with. PvP: Choose between 1 : 3 types of Undead (Max. 1, Rank 4 Active at a time.) HP: 40 ATK / DEF: + 2 DMG: 2d6 (Types: Skeleton + 1 DMG per Rank / Zombie + 5 HP per Rank / Ghost - 1 DR per Rank)
Self-Taught: DM Sasori 4 / 4 / 11
A
[ NARAKU, KING OF HELL'S DENILE ] Jutsu Type: Genjutsu Rank: A Cost: 15 CP Description: User creates an illusion as the environment begins to heat intensely and combust into flames, oxygen is devoured until there is none-left and a towering demonic figure standing off in the horizon that sets its piercing gaze with crimson eyes on its enemy - the eyes draining the target of their chakra depleting it making the target believe there is none left. PvP: Mass AoE (Except User and Allies), Seal Chakra or until hit twice. Duration 3 Rounds.
Self-Taught: DM Sasori 4 / 6 / 11
A
[ CRUOR PUTEUS - BLOOD WELL ] Jutsu Type: Genjutsu Rank: A Cost: 15 CP + 2d6 HP x 1 per battle Description: Blood will pour from the user's body, whether from open wounds, the mouth, nostrils, or eye sockets and gathers at their feet. The blood will begin to swell outwards around the battlefield and be used as a sort of pool for those the user considers an ally. Those considered so, may use this well to regenerate themselves. PvP: Create a HP Pool of 5 + User's Lvl which can be used when either User / Allies take DMG (Or Blood Magic Effect). Duration until HP Pool reaches 0.
Self-Taught: DM Sasori 4 / 8 / 11
A
[ EPULUM - FEAST ] Jutsu Type: Ninjutsu Rank: A Cost: 13 CP Description: With an ever advancing knowledge of the body, the user will set their sights on the target(s) and let their chakra flow into the body, slipping through the very pores on the target(s) body. While inside, the user will draw on the blood cells, deteriorating them and causing long gashes to form on the target(s), drawing from these opened gashes, the user may draw out life enery in a much larger pace than seen before in their lust for hunger. PvP: 5d6 HP DMG from 1 Target [OR] 2d8 HP DMG from 3 Targets. Heal User for 1/2.
Self-Taught: Eiko Fujiwara 4 / 10 / 11
A
[ NAVITAS CORRIPIO - ENERGY STEAL ] Jutsu Type: Ninjutsu Rank: A Cost: 15 CP Description: Flowing their chakra through the air, the user will lay a sort of underlying feeling over each enemy target that seems to drain them each time they use something dealing with their chakra network. PvP: AoE, For 1d4+2 rounds, each time an enemy unit uses anything that needs chakra, the user will drain 3 more cp from that target and get that back to their own cp.
Self-Taught: DM Sasori 4 / 11 / 11
S
[ MAXIUMUS ERUS NOVO - GRANDMASTER ANIMATION ] Jutsu Type: Hijutsu. Atra Professio Rank: S Cp: 20 Description: User draws a portion of their blood and places their hand on the ground as it begins to churn, something then begins to rise from beneath the earth into one of 3 undead forms. PvP: Choose between 1 : 3 types of Undead (Max. 1, Rank 5 Active at a time.) HP: 50 ATK / DEF: + 3 DMG: 2d8 (Types: Skeleton + 1 DMG per Rank / Zombie + 5 HP per Rank / Ghost - 1 DR per Rank)
Self-Taught: DM Ellipse 4 / 13 / 11
S
[ DEPOPULO - RAVAGE ] Jutsu Type: Ninjutsu Rank: S Cost: 20 CP Description: Having come as far as being possibly considered a master in their knowledge about the body and it's blood network, the user will openly seethe with a lust for blood, a red aura gliding around their very being while their chakra slithers into the target(s) body and begins to mutilate them from the inside out. At this stage, the user will make multiple openings in the target(s) body, blood flowing out of the open wounds like a flood and pouring into the user as a sick form of nourishment. PvP: 5d10 HP DMG from 1 Target [OR] 2d10 HP DMG from 5 Targets. Heal User for 1/2.
Self-Taught: DM Ayame / Choji 4 / 25 / 11
S
[ DARK RELEASE - DEATH EMBODIMENT ] Jutsu Type: Ninjutsu Rank: S Cost: 20 CP + 5 HP & CP per Round. Description: User performs a ritual that would begin to transform themselves into a living embodiment of death, becoming undead while maintaining its consciousness. All who stand in its presence would look on at this hideous monstrosity that seems to break the order of nature, and feel their very life essence drain into it. PvP: Duration 1d4+2 Rounds, User gains the following Bonuses 1) User is Immune to Critical Hits / Poisons / Genjutsu (Except Vs #2 Effect) 2) Medical Healing Ninjutsu deal DMG to User instead, Medical Healing Ninjutsu + Light automatically Critical Hit. 3) - 2 ATK / DEF to all Enemies and Drain 1d4 HP or CP per round (Bypassing DR) Healing User.
Self-Taught: DM Choji 4 / 26 / 11
S
[ ANGEL OF DEATH ] Jutsu Type: Genjutsu Rank: S Cost: 20 CP Description: User conjures an illusion of the sky becoming a dark shade of purple, with a beacon of light aimed down the middle of the area and with it black angel feathers falling from the sky with what seems to be a grim-reaper descending from the heavens. While on the field the Grim-reaper denies pass from the enemies to perform an attack unless they can bribe / trick / or outwit it or suffer its wrath. The enemy when struck would also feel a portion of their soul being depleted into the grim-reaper. PvP: Mass AoE (Except User and Allies), Enemies roll 1d4 per ATK made, 1-2 Target themselves, 3-4 Normal. While in effect +1d6 DMG to Enemies each time they are struck. Duration 1d4+2 Rounds.
[Sin: Path of Black Death] Jutsu Type: Stance Rank: C Cp: 5 + 2 Maintenance Description: Delving into the darkness of one's heart, a deep abyss capable of placing the User in a deep depression becoming heavily emotional as it begins to surface creating a eerie purple aura surrounding the User. The User's bones beginning to surface along their skin as if growing in size and their eyes swelling in a pool of darkness with murderous intent written along their face. PvP: Duration 1d6+2 Rounds, + 2 Round Jutsu Duration / + 1 Summon Special Bonuses
[Mass Epidemic] Jutsu Type: Genjutsu Rank: D Cp: 3 + Genjutsu CP Cost Description: Utilizing a new level of darkness, for an instant the User is more skilled in tapping into multiple individual's psyche. PvP: Perform a Genjutsu that affects an additional + 1d4-1 (Min. 1) Targets.
[Malicious Contagion] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Targets succumbed to a Genjutsu would begin to feel not only their Chakra system break down due to the effects of the illusion but also suffer damage on the cellular level as their blood cells tear apart due to the stresses. PvP: For remaining Duration of a Genjutsu, HP Drain (Bypassing DR) equal to Genjutsu CP Drain. (Once per Genjutsu)
[Survival of the Fittest] Jutsu Type: Ninjutsu Rank: B Cp: 6 + 1 Undead Summon Description: By offering one of the Undead Summons as a sacrifice, the soul of the damned hovers around in a great outcry before being absorbed into the User heightening their attacks significantly. PvP: Sacrifice 1 Undead Summon, User can perform 2 B-Rank or Lower ATKs to deal Max DMG Roll and are unblockable, but cannot Crit. Duration until 2 ATKs are made.
[River of Sticks] Jutsu Type: Fuinjutsu Rank: A Cp: 12 + 3 Maintenance Description: A purple flame ignites close to the user before slowly tracing around them, creating a summoning circle, the embers of the flames rising straight up to the sky as they appear to be weightless and any hostile force trying to enter this barrier is redirected back out as if it served like a dimensional worm-hole through some infernal plane. PvP: Duration 1d4+2 Rounds, Create a Barrier that reflects up to 3 ATKs for User and Allies. Block + 3 (Can block Unblockables) as a free action, if successful Reflect ATK back to Source. (Includes Genjutsu)
[Death Diety's Great Mausoleum] Jutsu Type: Summoning Rank: S Cp: 20 (x 1 per battle) Description: Weaving an intense amount of handseals and drawing blood, the target would perform a summoning that is sure to alter the terrain with a massive structure enveloping them and those partaking in the battle in the center of what appears to be a coliseum. On one side of the coliseum stands a large skull with outstretched wings fanning over the area, and two hands lifted up to serve as platforms to continue the battle. While in effect any positive / healing energy would be nullified as they are absorbed completely into the large skull fueling its energy. PvP: Summon 1 Undead Coliseum, 50 HP. It cannot ATK or DEF and can be targeted. For Duration of battle or until Undead Coliseum is destroyed, all Healing Effects / Abilities are disabled (Except User's.)
BLOOD ARTS (Limited to Kurayomi without Medical Affinity)
[Sin: Path of Final War] Jutsu Type: Stance Rank: C Cp: 5 + 2 Maintenance Description: Delving into the darkness of one's heart, a burning fire ignites filled with hate and malice that begins to surface creating a vile red aura around the user. The User's veins begin to strain as they tense their body and their eyes swelling in a pool of darkness and murderous intent written along their face. PvP: Duration 1d6+2 Rounds, + 2 ATK / + 1d6 DMG
[Greater Blood Magic] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: User focuses a more focused amount of chakra to assist in the transfer from the body chakra to the spiritual one, or vice versa. PvP: Apply Bonus to "Blood Magic" Effect equal to 1/10th Lore Skill (Max. 5)
[Evoking Sadism] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: By summoning an undead spawn, the user is capable of submitting their will in a synchronizing effect to place the damage they sustain onto the undead summon instead. PvP: (Requires Min. 1 Undead Summon Active) Direct DMG from an ATK done to User to an Undead Summon of up to 1/10th Lore Skill (Max. 10)
[Blood Spawn] Jutsu Type: Ninjutsu Rank: B Cp: 8 + 2 Maintenance (Per Clone) Description: Gathering the blood found in the vicinity from either having been spilled or from small animal creatures, the User molds the crimson liquid into an exact replica of a target. PvP: Kage-Bunshin Rules, ATK / DEF via INT, and has 10 HP + 1/10th Lore Skill (Max. + 15 HP, does not dispel on hit).
[Share the Pain] Jutsu Type: Fuinjutsu Rank: A Cp: 15 Description: User consumes the blood of a target, and then creates a blood-seal along their hand that would appear drawn on the target's hand as well. While in effect any damage dealt to one also deals damage to the other, as the two have been linked by this blood pact. PvP: Duration 1d6 Rounds, For Duration any Physical DMG done to User and Target also deal 1/2 to the other. (Bypasses DR, Round Up).
[Blood Diety's Blessing] Jutsu Type: Fuinjutsu Rank: S Cp: 20 (x 1 per battle) Description: The amount of blood drenching the field begins to mold and creep along the ground, gathering around a target as it creates a very thin film of armor seeping into the individual's pores and grants additional constitution to endure any damage taken mending the wound almost instantaneously. PvP: Target gains temporary HP equal to Total DMG they took (Max. 50, cannot be used for "Blood Magic") that lowers per DMG taken there after. Duration until Temporary HP falls to 0.
FROST ARTS (Limited to Kurayomi with Snow Affinity)
[Sin: Path of Frozen Chaos] Jutsu Type: Stance Rank: C Cp: 5 + 2 Maintenance Description: Delving into the darkness of one's heart, a bitter chill crawls along everyone's spine as if death itself is lingering about them and a misty blue aura surrounding the User. The host exudes a frigid aura that is capable of causing frost to cling onto any surface within a 20 foot radius, their skin paling, and their eyes swelling in a pool of darkness with murderous intent written along their face. PvP: Duration 1d6+2 Rounds, + 2 DEF / + 3 DR
[Chains of Guilt] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: Chains of steel-blue ice erupt from the ground linking onto a target and drag them down against the ground, these icey chains are as durable as refined steel. When the target is struck, these bonds shatter into splinters digging into the bound individual's flesh. PvP: Stun target for 1d4-1 (Min. 1) Rounds or until hit. STR / WIS to resist. On hit + 1d8 DMG.
[Chaos Frost Release] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The User would begin to dissolve into a mist blowing away in the wind before reemerging behind the target if using this technique offensively. PvP: Used before an ATK / DEF: ATK) Sneak ATK (Hide / MS Vs Spot) DEF) Nullify Rank Unarmed / Ninja Tool / Weapon DMG (Bonus DMG from Jutsu still apply if hit)
[Frost Demon Awakening] Jutsu Type: Ninjutsu Rank: B Cp: 10 + 2d6 HP Description: An frigid pulse exudes around the user with temperatures rivaling the coldness of space, harming the user's internal organs before anything that physically binds them or halting an illusion dead in its tracks. PvP: Useable only if Stunned (Genjutsu or Physical), lower Stun DC / Resilience / Duration on User by 3 per use.
[9th Hell: Shadow Realm] Jutsu Type: Summoning Rank: A Cp: 15 + 3 Maintenance Description: The User weaves an impressive amount of handseals before raising their hands up into the sky. With it clouds begin to gather swirling in a maelstrom and darkening the area blotting out natural light and leaving those in the vicinity caught in a brutal snow-storm within an area as dark as night. PvP: Duration 1d4+2 Rounds, Mass AoE (Except User) - 4 ATK / DEF Rolls and 2d6 HP DMG (bypassing 5 DR) per round for duration. Provide natural source for Snow / Water.
[Legendary Summoning: Frost Draco-Lich] Jutsu Type: Summoning Rank: S+ Cp: 30 (x 1 per battle) Description: The field is littered with remains of Undead Summons, bones, flesh, and ethreal energy lingering - death is everywhere as the User would utilize this large gathering of dark energy in summoning forth a great beast from the denizens of hell's prison. A large serpentine entity thought to be a myth with no signs of its species left in the face of the earth, a father to all dragons long since passed and the ultimate weapon for a Lich King. The remains of the previous Undead Summons sink into the ground before a large explosion erupts from deep underground and the Frost Draco-Lich rises again! PvP: (Requires Undead Summons of each Rank Used this battle) Summon "Frost Draco-Lich", Duration 3d4 Rounds.
100 HP + 7 ATK / DEF 5 DR 3d10 DMG + 1 Extra Action (Can be Used by User instead)
Special: Flight, Frost Draco-Lich cannot be targeted by Close Ranged ATKs for 1d4+1 Rounds. User and Allies can Mount this Summon but are then limited to Long Ranged ATKs (Must be done before Flight is Used) (Note: If hit by Fire / Light DMG it automatically Crits)
~ Custom Kurayomi Kenjutsu - The Reaping ~ (Created by Deivus Kagutsuchi Hanzo)
Spoiler:
KURAYOMI KENJUTSU STYLE - THE REAPING (75 Tokens)
[STANCE: THE REAPER] Jutsu Type: Stance Rank: C Cp: 5 + 1 Maintenance + (Kurayomi Stance Cost) Description: The User explodes with wrathful chakra that takes the form of myriad of tendrils called "Shadow Weave" consuming the user and reacting to every movement they make, capable of outstretching and striking numerous foes at once. PvP: + 1 Kurayomi Stance Bonuses, Kenjutsu ATKs can have additional targets: Lvl 15: 0 Target Lvl 25: 1 Targets Lvl 35: 2 Targets
[YOMI: NUMBING PAIN] Jutsu Type: Kenjutsu Rank: D Cp: 3 / + 1 (Dual-Wield) Description: User coats their blade with black tendrils that would cascade over the metal surface, and once dispersed it would leave the blade glowing an eerie icy-blue color that numbs the target's body. PvP: Weapon DMG + (- 2) ATK / DEF for 2 Rounds.
[YOMI: DEATH ON SWIFT WINGS] Jutsu Type: Kenjutsu Rank: D Cost: 3 / + 1 (Dual-Wield) Description: By manifesting the Shadow Chakra used to create the Undead Legion, the User amplifies themselves through the negative energy. PvP: 2 Functions: OFFENSIVE) + 1 ATK Roll per Undead Summon Active (Max. + 2), Weapon DMG DEFENSIVE) + 1 Block Roll per Undead Summon Active (Max. + 2), if successful Vs C-R ATKs deal Off-Hand DMG.
[YOMI: BLACK LOTUS MEDITATION] Jutsu Type: Kenjutsu Rank: C Cp: 5 Description: User enters a Zen state of mind, nearly subconsciously linking itself with the sight of death and gaining precognitive capabilities that would ease their movement and grant assassin like reflexes. PvP: Perform Init via INT + 3 [OR] 1 Round Charge, if hit effect ends premature. Store + 1 Basic Ken ATK Action (Max. 2) until used.
[YOMI: DARK VENOM] Jutsu Type: Kenjutsu Rank: C Cp: 5 Description: User coats their blade with the black tendrils, leaving behind a dark-iron coating around the weapons with jagged edges and refined tips. This black powdery substance when injected into the bloodstream rivals that of any poison. PvP: Apply 3 HP / CP Poison DMG to Weapon per hit, Duration 1d4 Rounds.
[YOMI: VAMPIRE STRIKE] Jutsu Type: Kenjutsu Rank: B Cp: 8 / + 3 (Dual-Wield) Description: User would lash out at the target, drawing blood that wouldn't spill out from the enemy's wound but rather cling onto the weapon for a time before it trails down to the handle and into the User. PvP: Weapon DMG + 2d6 HP Drain (Drain Bypass DR, Heals User's HP)
[YOMI: THE HAUNTING] Jutsu Type: Kenjutsu Rank: B Cp: 8 Description: User performs their initial attack, should it fail they disperse in a cloud of black smoke only to reappear from it striking the target once more. PvP: Used if Ken ATK fails, Reroll at + 2 but deal 1/2 Weapon DMG. Cool-down 3 Rounds.
[YOMI: BLOOD BATH - GENOCIDE] Jutsu Type: Kenjutsu Rank: A Cp: 13 / + 4 (Dual-Wield) Description: The user would harness a large sum of the shadow chakra festering inside their heart, and thrust the weapon into the ground injecting it with this malicious chakra that would sprout and impale a target binding them in a thorny prison of shadows. PvP: Weapon DMG + 2d6 DMG + 1d6 Round Stun or until hit / resist (STR / WIS) Temporary Resilience equal to 1/2 INT Mod.
[YOMI: THE BELL TOLLS FOR THEE] Jutsu Type: Kenjutsu Rank: S Cp: 20 / + 5 (Dual-Wield) Description: The edge of the User's weapon would begin to glow a radiant red chakra, with the capabilitity of cutting through an individual's life thread. The life thread is a woven strand made by death and determines how long one is to live, should the strand be cut or shortened so too does that individual's life expectancy. Only a Kurayomi of significant caliber is able to see this life-thread that is present in all living individuals, as they now serve as the judicator and executioner. PvP: Weapon DMG + Special DMG, Special DMG consists of total DMG the target hit had received this entire battle. (Max. 30) Afterwards, reset amount back to 0 and User is limited to C-Rank or Lower Jutsu for 1d4 Rounds. Special: RPly, the target's life would be cut short by 3 Years.
.:: SNAKE SCROLL ::.
The Snake Scroll was passed down over the line of female assassins from Deivus' mother's side that had worshipped a pagan god by the name of Ouroboros, who they believed is reincarnated as Manda the Snake Elder. With such a great treasure in his possession Deivus hopes to master the jutsu and fortify the bonds made with the Snake Species becoming a sage unlike any other.
Spoiler:
RANK
JUTSU
TEACHER
C
[ SOFT PHYSIQUE MODIFICATION ] Jutsu Type: Senjutsu Rank: C Cp: 5 Description: User would begin to dislocate their bones and utilize their chakra along their body to assist move / stretch / flex in a snake like motion. PvP: 2 Functions: [Offensive] Stun target for 1d4 Rounds, STR / WIS Vs ATK DC to break free. Target takes 1/2 Unarmed Rank DMG per round. [Defensive] Dodge + 2, if it fails User gains 1d6 DR Vs DMG.
Auto: Special Ability 11 / 6 / 10
C
[ SHADOW SNAKE ANESTHESIA ] Jutsu Type: Senjutsu Rank: C Cp: 5 Description: Target would fire a black snake in the shape of an arrow as it injects a serum capable of debilitating the opponent. PvP: Stun 1 target for 1d6+2 Rounds or until hit. If target breaks stun before duration ends - 2 to their rolls for remaining duration.
Auto: Special Ability 11 / 6 / 10
C
[ CASUALTY PUPPET ] Jutsu Type: Senjutsu Rank: C Cp: 5 Description: User would grapple an incapacitated target and push them toward the direction of an attack. PvP: (Requires a Stunned Target), Substitution + 2 and if successful stunned target takes the hit of the ATK.
Auto: Special Ability 11 / 6 / 10
C
[ HIDDEN SHADOW SNAKE HANDS ] Jutsu Type: Senjutsu Rank: C Cp: 5 Description: User extends their arm(s) at target(s) as snakes begin to slither out from their sleeve as they bite and inject a minor dose of venom. PvP: Have up to 2 Targets. 2d8 DMG + 1 Poison CP DMG for 1d6 Rounds (Poison Rules Apply, does not stack).
Auto: Special Ability 11 / 6 / 10
B
[ GATHERING OF SNAKES ] Jutsu Type: Senjutsu Rank: B Cp: 8 Description: Before getting struck user would utilize snakes to rapidly appear around them shielding the host from an attack or lessening the blow. PvP: Used before a Defense Roll. User gains 2d8 DR, Duration until hit.
Taught: Kiryu Takuma Inka 12 / 5 / 10
B
[ LEECH ALL CREATION: ATTACK PREVENTION TECHNIQUE ] Jutsu Type: Senjutsu Rank: B Cp: 8 Description: User melds into an object and nests slowly recooperating their energy, however leaving themselves wide open for an attack if they are found. PvP: "Hide" Action at + 25 to Hide / MS Check. While Hidden User cannot ATK / DEF, but does Regen 1d4 HP & CP per round. If User is hit while in effect the jutsu ends but gain 10 DR Vs ATK. Duration 1d6 Rounds.
Taught: Kiryu Takuma Inka 1 / 15 / 11
B
[ MANY HIDDEN SHADOW SNAKE HANDS ] Jutsu Type: Senjutsu Rank: B Cp: 8 Description: User extends their arm(s) at target(s) as a greater amount of snakes begin to slither out from their sleeve as they bite and inject a mild dose of venom. PvP: Have up to 3 Targets. 3d8 DMG + 2 Poison CP DMG for 1d6 Rounds. (Poison Rules Apply, does not stack).
Taught: Kiryu Takuma Inka 1 / 29 / 11
B
[ SLITHERING SNAKE MODE ] Jutsu Type: Senjutsu Rank: B Cp: 8 Description: User forms the lower half of their body to that of a snake's tail as it causes the user to move swiftly slithering along the landscape. PvP: For 1d6+2 Rounds. User can perform DEX based rolls via WIS.
Taught: Kiryu Takuma Inka 2 / 15 / 11
B
[ SNAKE AUTHORITY SPELL ] Jutsu Type: Senjutsu Rank: B Cp: 8 Description: User extends their arm(s) at target(s) as snakes are slither out and bind a target, slowly crushing their bones via constriction. PvP: Physically Stun up to 2 Targets for 1d4+1 Rounds, STR / WIS Vs ATK DC to break free. Each Round targets suffer 5 DMG that bypasses DR. + 3 Vs Block
Taught: Kiryu Takuma Inka 2 / 24 / 11
B
[ REGURGITATING ANIMATION ] Jutsu Type: Senjutsu / Summoning (WIS) Rank: B Cp: 10 + 3 Maintenance Description: One of the Snake summons would swallow a target whole, capable of regurgitating their torso almost instantly to allow access to attack all the while protected by their durable scales. PvP: Up to 1 Target per Snake Summon Active can get swallowed, and there for incapable of being targeted until the Snake Summon is Dispelled / Destroyed but are limited to L-R ATKs. (Useable as means of Travel)
Purchased: DM Mei 8 / 2 / 11
B
[ WILD WEAVE OF THE GORGON ] Jutsu Type: Senjutsu (WIS) Rank: B Cp: 10 + 3 Maintenance Description: User would concentrate chakra to lengthen their flowing hair as they begin to sway in the air appearing like wild tendrils that would begin to take shape of small snakes as they whip and snap at an enemy. PvP: Duration 1d4+1 Rounds, User can ATK an extra 2 times each dealing Kunai Rank DMG + 2 CP Poison DMG (Per hit)
Purchased: DM Mei 8 / 2 / 11
A
[ EBONY SERPENT - TAINTED HEART POSSESSION ] Jutsu Type: Senjutsu / Fuinjutsu (WIS / INT) Rank: A Cp: 15 + 3 Maintenance Description: The snake sage conjures a tiny black snake that would dart towards the target and try to enter the mouth, what would appear like a worm slithering its way down the throat would in actuality be a portion of the Zero-Tails marking the target's heart with a seal that would corrupt their soul to the User's bidding. PvP: Possess a target for 1d4+2 Rounds, each action can be resisted (WIS / STR) but effect lasts for Duration. Can be ended early as free action. Special: Requires KO Target. Duration 1 IRL Week or until Activation, on activation target is automatically possessed for 1/2 Duration at any time.
Purchased: DM Mei 8 / 2 / 11
A
[ SERPENTINE SWAMP OF THE UNDERWORLD - RIVER STICKS ] Jutsu Type: Senjutsu Rank: A Cp: 15 + 3 Maintenance Description: User would enter a series of handseals and press both palms firmly on the ground as if performing a summoning, only to have the landscaping change completely as the earth would become a muddy sink hole slowing everyone within the sink hole's movements. Snakes would be seen rising from this mud preparing to assault the prey in a moments notice. PvP: For 1d4+2 Rounds, Mass AoE Enemies recieves - 3 to defense rolls. Each round the User rolls 1d4 at the end of their turn for an additional effect, user can choose an effect equal to or lower than the number rolled. 1) Snakes ATK all enemies, dealing 5d4 DMG. 2) Snakes ATK all enemies, dealing 2d4 Poison HP DMG over 1d4 Rounds. 3) Snakes ATK all enemies, stun targets for 1d4 Rounds dealing 5 DMG (Bypassing DR) 4) Snakes ATK all enemies, drain 1d10 HP to each target healing user. (Bypassing DR)
Taught: DM Kankuro / Kakuzu 3 / 20 / 11
A
[ MYRIAD SNAKE NET FORMATION ] Jutsu Type: Senjutsu Rank: A Cp: 15 Description: User would regurgitate a growing myriad of snakes that would swell in number until it forms a wall of serpents nipping at the target(s) and injecting a strong dose of venom. PvP: Have up to 5 Targets. 4d8 DMG + 3 Poison CP DMG per round for 1d6 Rounds. (Poison Rules Apply, does not stack).
Self: Eiko Fujiwara 3 / 22 / 11
A
[ BODY SHEDDING ] Jutsu Type: Senjutsu Rank: A Cp: 13 Description: User would shed their body similar to that of a snake, feeling slightly rejuvenated afterwards at the cost of a great amount of chakra. PvP: Substitution + 4. If it fails User is healed for 2d10. if it succeeds user is healed for 1/2 (Round Up).
Self: Ryouta Aoki 6 / 23 / 11
S
[ TWIN SNAKES MUTUAL DEATH ] Jutsu Type: Senjutsu Rank: S Cp: 30 Description: User would extend their arm(s) at a target as snakes slighter out of the sleeves of both targets, binding them in a link as their heads bite down on their wrists injecting a deadly dose of venom. PvP: Affects User + Target, if it fails to hit User still takes the effect. Deal Unarmed Rank DMG + 1d10 Poison CP DMG per round for 1d6+2 Rounds. (Poison Rules Apply, does not stack).
Self: Ryouta Aoki 6 / 27 / 11
S
[ CRUSHING SNAKE STOMACH ] Jutsu Type: Senjutsu / Summoning / Fuinjutsu (WIS / INT) Rank: S Cp: 20 Description: User creates a summoning circle around them that would cause all targets near them to be instantly transported into one of the great snake elder's stomachs as they begin to be digested through the snake's intestines. PvP: AoE (Explosive Tag Radius), + 3 Roll. On Success Targets leave battle temporarily in another area and take 3 Cumulative DMG per round for 1d4+3 Rounds or Until resist (WIS / STR)
Purchased: DM Mei 8 / 2 / 11
S
[ VANISHING FACIAL COPY TECHNIQUE ] Jutsu Type: Senjutsu (DEX / STR) Rank: S Cp: 25 Description: Snake sage would place a hand over a target's face as black tendrils begin to manifest in an eerie swaying manner before it would dig deep into the target's head and begin to cause severe pain as if their head is being split in two. If utilized in an already incapacitated target, it is capable of brutally ripping the target's face off making them un-identifiable. The User can then utilize the "mask" to create a permanent henge of the target, and cover their presence by any and all means of identification. PvP: - 5 Roll, 5d8 DMG + 1/10th Lore Roll in DMG (Max. 10), Lore DMG is reduced from Max HP Pool for duration of battle / heal DC: 100 RP: Requires a Killed target, steal their face in which case attain ability to perfectly henge as target. (WIS / INT Vs WIS + 5, applies to all Sensor / Chakra Spotter Ninja). RP Use Only.
Purchased: DM Mei 8 / 2 / 11
S+
[ CURSE SEAL - SOUL CORRUPTION ] Jutsu Type: Senjutsu / Juinjutsu (WIS / INT) Rank: S+ Cp: 30 (- 10 CP Pool permanently until Curse Seal is removed / ended, Stacked per Target marked) Description: User would weave an intricate amount of handseals, as the seal of the Ouroboros would begin to ignite in a bright crimson hue, even through anything that may be obstructing the view. The user would undergo a slight facial transformation of that of a cobra, as they extend their head out with jaws baring large serpentine like fangs that when bitten on the target would inject a portion of the Zero-Tails into them. Corrupting an individual's heart to the core by leaving behind a pseudo-Seal of the Ouroboros, a Curse Seal that would amplify the target's battle prowess. PvP: (Cannot be Used in Battle) Target gains access to a Curse Seal, Duration 1 IRL Week of Curse-Seal. Stage 1) 10 HP Activation, + 1 ATK / DEF, + 2 DMG / DR. Cannot ATK Sealer. Stage 2) + 10 HP Activation, + 2 ATK / DEF, + 4 DMG / DR. Falls Sway to Sealer's commands. Note: Bonuses count as Jutsu and can be overridden via a higher bonus value. Max. 5 Targets.
Purchased: DM Mei 8 / 2 / 11
S+
[ FOUR BLACK FOG BATTLE FORMATION ] Jutsu Type: Senjutsu / Juinjutsu (WIS / INT) Rank: S+ Cp: 25 + 100 Tokens Description: User would conjure a coffin filled with runes etched along the sides. Once the lid lifts open, dark super-natural energies would flow out from the coffin and leap out in the form of tendrils pulling a target marked with the Zero-Tails into the box and there sealed away for 3 days as they undergo a transformation that not only corrupts the individuals heart but also their soul, shattering all that they once held dear and become reborn in darkness. PvP: (Cannot be Used in Battle) Target is KO'd for 3 IRL Days, after which gain a more potent form of the "Curse Seal - Soul Corruption" permanently etched into them. Stage 1) Gain 1 Lesser Ability + " Curse-Seal - Soul Corruption" Stage 1 effects. Stage 2) Gain 1 Greater Ability + " Curse-Seal - Soul Corruption" Stage 2 effects. Note: 100 Tokens apply to 500 Token cap.
Purchased: DM Mei 8 / 2 / 11
~ Custom Imperfect Sage Transformation - Snake King ~ (Created by Deivus Kagutsuchi Hanzo)
Spoiler:
[SNAKE SENJUTSU: 9 BRANCHES TECHNIQUE - RISE OF THE SERPENT KING] Jutsu Type: Senjutsu Rank: S Cp: 20 Description: After transforming into a black serpentine dragon, the Snake Sage then begins to activate a rare Senjutsu technique that would permit their body to enter an accelerated Regenerative process the likes never seen before. With each slash made against one of the Snake Sage's heads, 2 would sprout - so on and so forth creating a chain effect that would not cease. PvP: (Requires Sage-Mode Active) For Duration of Sage Mode user gains + 10 Temporary HP that refreshes each round.
[SNAKE SENJUTSU: HELLS GUARDIAN - THE DEVOURER OF NATIONS] Jutsu Type: Senjutsu Rank: S Cp: 10 Description: After transforming into a black serpentine dragon, the Snake Sage then performs a flurry of attacks with the infinite snake-heads that would try to overwhelm most opponents putting up quite a hefty fight. It tries to tire out and eventually subdue the enemy, and shortly after make a meal out of them. PvP: (Requires Sage-Mode Active) User can perform 5 Basic ATKs each dealing 2d8 DMG. (DR is applied Vs Total DMG, DMG bonuses applied Once)
[SNAKE SENJUTSU: DEATH WAVE - ARMAGGEDON] Jutsu Type: Senjutsu Rank: S++ Cp: 50 (x 1 per Month) Description: After transforming into a black serpentine dragon, the Snake Sage coils its Hydra-like heads to face the center of its body as they open their jaws and harness an extreme potency of chakra energy that when unleashed is capable of pulverizing mountains like a nuclear explosion that would scar the earth and those caught in its blast. PvP: (Requires Sage-Mode Active) Takes 1 Round Charge: Mass AoE (Except User), + 4 ATK. If Successful 4d20 DMG to 1 Target (Bypass 15 DR), everyone else takes 1/2 DMG. (Bypass 10 DR)
Fūinjutsu (封印術, Sealing Techniques) are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. An imbalance is created when an odd-numbered seal is placed on top of an even-numbered seal and vice-versa.
Spoiler:
RANK
JUTSU
TEACHER
C
[ SHADOW MULTIPLICATION ] Jutsu Type: Fuinjutsu (WIS / INT) Rank: C Cp: 5 Description: User creates a seal along a ninja tool or kage-bunshin that create one false illusion of an attack - like a bunshin - followed up by the real one. PvP: Used when a basic Ninja Tool / Kage-Bunshin ATK Roll fails, Reroll. Cooldown 1d4 Rounds.
Auto: DM Kakuzu Week of 7 / 25 / 11
B
[ IMBUE SUMMONS ] Jutsu Type: Fuinjutsu (WIS / INT) Rank: B Cp: 10 Description: User would place a seal on up to 3 targets that would permit them to store Chakra in the summons and amplify their skill sets beyond normal limits for the duration of that summon. PvP: Target up to 3 Summons: + 1d6 DMG and + 10 HP Pool (Kage-Bunshins are no longer dispelled on hit) until Dispelled / KO'd.
Auto: DM Kakuzu Week of 7 / 25 / 11
B
[ CHAKRA DRAINING SEAL ] Jutsu Type: Fuinjutsu / Collaboration (WIS / INT) Rank: A Cp: 15 Description: User creates an intricate designed pentagram seal that is numbered with 666 variables, making it one of the most complex Fuinjutsu that would not only refortify their jutsu capabilities - preventing them from being dispelled and establishes a position for an ally to loan the User their Chakra. PvP: Create a "Chakra Draining Seal" for 1d4+2 Rounds. A target can enter the seal and offer access to their CP Pool by the User, the target in turn cannot leave designated spot. (Limited to L-R ATKs) While in effect User's Jutsu cannot be nullified / dispelled. (Does NOT Cover CP DMG done to User) Creator: Deivus Kagutsuchi Hanzo
Purchase: DM Mei 8 / 2 / 11
B
[ DARK SEALING METHOD ] Jutsu Type: Fuinjutsu (WIS / INT) Rank: B Cp: 8 Description: User would instill a secret yet potent fuinjutsu to any jutsu they would create, that when another jutsu or ability reacting to it in a hindering manner - even negating it, the seal would then activate. The Dark Seal would amplify the energy required to alter it in a rebound effect, only causing the enemy target to burn even more chakra. PvP: WIS / INT Vs WIS / INT + 2, Free Action Counter Vs effects that Nullify or alter User's Jutsus. On success target pays the cost of the original Jutsu cost they have attempted to be negated / altered negatively. Cooldown 2 Rounds. Creator: Deivus Kagutsuchi Hanzo
Purchase: DM Mei 8 / 2 / 11
A
[ VIOLET FLAMES BATTLE ENCAMPMENT ] Jutsu Type: Fuinjutsu / Collaboration (WIS / INT) Rank: A Cp: 10 + 2 Maintenance (Allies pay, not User) Description: User and allies would position themselves along the field, creating a perimeter that would enable combatants inside to be unobstructed from any external sources and prevent those inside from escaping until the battle ends or an ally's chakra runs out. Walls of violet light energy would erupt between each target forming the perimeter (requires a min. of 3) that would cause any form of chakra to rebound and any physical bodies to be incinerated. PvP: (Requires Min. 3 Allies) Allies create a "Violet Screen Barrier", preventing anyone inside from escaping or anyone from the outside entering. Allies cannot ATK / DEF or are part of the battle. After battle ends, the Allies perform an Escape at User's Roll + 5. Creator: Deivus Kagutsuchi Hanzo
Purchase: DM Mei 8 / 2 / 11
.:: SUMMONING ::.
Kuchiyose no Jutsu (口寄せの術, Summoning Techniques) the art of summoning an Animal or series of animals. Before a summon can be performed, a prospective summoner must first sign a contract with a given species.The contract can come in the form of a scroll or a tattoo. The summoner then signs the contract in their own blood. After this, they need only perform the hand seals, offer an additional donation of blood, and use the same hand they signed the contract with to summon the creature. The amount of chakra used during the summoning determines how big the summoned creature can be. It should be noted that anyone can summon the animal as long as they have the blood from someone who has made a contract, along with sufficient chakra of their own.
Spoiler:
SNAKE SUMMON - RANK 1: KIRA
A young Kingsnake, its body would be striped black and white, its quick pace would often leave any watchers entranced with the flickering stripes. The snake would be rather small compared to the others, only about 5ft in length. Rank 1 Summon: 5 CP HP: 10 / 10 DMG: 1d6 + STR ATK / DEF: + 1 Rounds: 3d4
[Born Killer] Jutsu Type: Hijutsu Rank: E Cp: 2 Description: Members of the Snake clan, are natural born hunters and killers. They were bred by Manda to serve and willingly die on command of the snake lord and its summoner. Their skin coated with a unique camouflage like scales that react to chakra - and their tongue heightened to react to the taste of an individuals scent. PvP: Perform a basic "Hide" [OR] "Chakra Detect" via Concentration (Applies Vs Targets hidden via Jutsu).
SNAKE SUMMON - RANK 2: NANIA
A golden Cobra with flecks of black along its body, the gold would be almost reflective and glint in most light sources making it difficult to look at during heavy sunlight. A slightly more mature snake in comparison to Kira, about 15ft in length. Rank 2 Summon: 10 CP HP: 20 / 20 DMG: 1d8 + STR ATK / DEF: + 2 Rounds: 3d4
[Born Killer] Jutsu Type: Hijutsu Rank: E Cp: 2 Description: Members of the Snake clan, are natural born hunters and killers. They were bred by Manda to serve and willingly die on command of the snake lord and its summoner. Their skin coated with a unique camouflage like scales that react to chakra - and their tongue heightened to react to the taste of an individuals scent. PvP: Perform a basic "Hide" [OR] "Chakra Detect" via Concentration (Applies Vs Targets hidden via Jutsu).
[Moult] Jutsu Type: Hijutsu Rank: D Cp: 3 Description: The snake would glide along the ground effortlessly as if the surface was frictionless - and if it would be struck in an instant it would have recoiled leaving behind its left over skin. In a defensive "Moulting" process. PvP: Sub + 1, On fail gain 1d4 DR. (Can be used to DEF Summoner, but take DMG on success)
SNAKE SUMMON - RANK 3: KAIA
A pure white Python, a long, thick body with large fangs and a unique low hiss, its ivory scales almost a perfect white a sign of pure breeding. The snake would be about 30ft in length. Rank 3 Summon: 15 CP HP: 30 / 30 DMG: 2d6 + STR ATK / DEF: + 3 Rounds: 3d4
[Born Killer] Jutsu Type: Hijutsu Rank: E Cp: 2 Description: Members of the Snake clan, are natural born hunters and killers. They were bred by Manda to serve and willingly die on command of the snake lord and its summoner. Their skin coated with a unique camouflage like scales that react to chakra - and their tongue heightened to react to the taste of an individuals scent. PvP: Perform a basic "Hide" [OR] "Chakra Detect" via Concentration (Applies Vs Targets hidden via Jutsu).
[Moult] Jutsu Type: Hijutsu Rank: D Cp: 3 Description: The snake would glide along the ground effortlessly as if the surface was frictionless - and if it would be struck in an instant it would have recoiled leaving behind its left over skin. In a defensive "Moulting" process. PvP: Sub + 1, On fail gain 1d4 DR. (Can be used to DEF Summoner, but take DMG on success)
[Shadow Venom Strike] Jutsu Type: Hijutsu Rank: C Cp: 5 Description: Snakes within this clan have a very potent and dangerous venom sac that is capable of crippling an individuals energy all the while causing portions of their body to swell significantly. PvP: Used before an ATK: + 2d4 CP Poison DMG.
SNAKE SUMMON - RANK 4: ARIA
A iridescent Boa with green and blue rainbowing across its body, its eyes would be its most mesmerizing feature as the orbs would have a almost entrancing glow to them, a bright yellow glow contrasted with the single line of black. This snake would be roughly 45ft long. Rank 4 Summon: 20 CP HP: 40 / 40 DMG: 2d8 + STR Bonus: + 4 ATK, + 4 DEF Rounds: 3d4
[Born Killer] Jutsu Type: Hijutsu Rank: E Cp: 2 Description: Members of the Snake clan, are natural born hunters and killers. They were bred by Manda to serve and willingly die on command of the snake lord and its summoner. Their skin coated with a unique camouflage like scales that react to chakra - and their tongue heightened to react to the taste of an individuals scent. PvP: Perform a basic "Hide" [OR] "Chakra Detect" via Concentration (Applies Vs Targets hidden via Jutsu).
[Moult] Jutsu Type: Hijutsu Rank: D Cp: 3 Description: The snake would glide along the ground effortlessly as if the surface was frictionless - and if it would be struck in an instant it would have recoiled leaving behind its left over skin. In a defensive "Moulting" process. PvP: Sub + 1, On fail gain 1d4 DR. (Can be used to DEF Summoner, but take DMG on success)
[Shadow Venom Strike] Jutsu Type: Hijutsu Rank: C Cp: 5 Description: Snakes within this clan have a very potent and dangerous venom sac that is capable of crippling an individuals energy all the while causing portions of their body to swell significantly. PvP: Used before an ATK: + 2d4 CP Poison DMG.
[Constriction] Jutsu Type: Hijutsu Rank: B Cp: 10 Description: At this level, the Snake Clan is capable of constricting an individual until their prey's very bones are crushed. They are capable of snapping 10 ft diameter tree trunks. PvP: Stun Target for 1d4+1 Rounds or until hit / resist (DEX / STR), each round Summon can deal Rank DMG without breaking Stun but - 1 Duration. If Stunned Target is hit from another source deal DMG to Summon too. Can be used as Sneak ATK.
SNAKE SUMMON - RANK 5: MANDA
A purple coloured snake which has black rings running down intervals of his body. He has massive fangs, though they are arranged in a way similar to that of a constrictor snake instead of a viper or other venomous snake species, presumably carrying venom in them from the way they were designed, and green eyes. He also has four horn-like protrusions on his head. Manda is also the largest snake in the world, towering above trees and buildings with ease. Rank 5 Summon: 25 CP HP: 50 / 50 DMG: 2d10 + STR Bonus: + 4 ATK, + 4 DEF Rounds: 3d4
[Born Killer] Jutsu Type: Hijutsu Rank: E Cp: 2 Description: Members of the Snake clan, are natural born hunters and killers. They were bred by Manda to serve and willingly die on command of the snake lord and its summoner. Their skin coated with a unique camouflage like scales that react to chakra - and their tongue heightened to react to the taste of an individuals scent. PvP: Perform a basic "Hide" [OR] "Chakra Detect" via Concentration (Applies Vs Targets hidden via Jutsu).
[Moult] Jutsu Type: Hijutsu Rank: D Cp: 3 Description: The snake would glide along the ground effortlessly as if the surface was frictionless - and if it would be struck in an instant it would have recoiled leaving behind its left over skin. In a defensive "Moulting" process. PvP: Sub + 1, On fail gain 1d4 DR. (Can be used to DEF Summoner, but take DMG on success)
[Shadow Venom Strike] Jutsu Type: Hijutsu Rank: C Cp: 5 Description: Snakes within this clan have a very potent and dangerous venom sac that is capable of crippling an individuals energy all the while causing portions of their body to swell significantly. PvP: Used before an ATK: + 2d4 CP Poison DMG.
[Constriction] Jutsu Type: Hijutsu Rank: B Cp: 10 Description: At this level, the Snake Clan is capable of constricting an individual until their prey's very bones are crushed. They are capable of snapping 10 ft diameter tree trunks. PvP: Stun Target for 1d4+1 Rounds or until hit / resist (WIS / STR), each round Summon can deal Rank DMG without breaking Stun but - 1 Duration. If Stunned Target is hit from another source deal DMG to Summon too. Can be used as Sneak ATK.
[Bounty of Snake Lord: Manda] Jutsu Type: Hijutsu Rank: A Cp: 15 (x 1) Description: Manda is the Lord of all the Snakes, and as such it is through his reign that all others have learned to fear and obey to his every whim. Many sacrifices of innocent souls are offered to Manda on a monthly basis in order to appease the Snake Lord, all the while he forages potent energy to regenerate his wounds when triggered. His ruthless and cunning mind fits to serve this snake-like diety, as he would not hesitate to even ingest an ally so long as it ensures his survival, of the fittest. PvP: Regenerate 1/10th Lore Skill (Max. 10) in HP, Duration 1d4+2 Rounds. While in effect, Manda can KO another Ally Summon to further increase Duration by 3 Rounds.