- “ A hero upholds 4 things in the world: Learning of the wise, the justice of the great, the prayers of the good, and the valor of the brave. But I am no hero… Merely a man who has seen and done and endured what can never be forgotten or forgiven… ”
- " I believe... we are all Angels. Sent to this world to fulfill a message. "
.:: HISTORY ::.
- GENESIS The Inka people resided to the west of Wind Country where the practice of Ninjutsu is non-existent. They are known to be a people who were peaceful, wise in their studies of Nature and Science, and very spiritual. It was due to these reasons that they were regarded as the weaker clan and were forced from land to land by other "stronger" clans determined to become a super power. They would finally find peace by settling in a barren region on top of a mountain range that was surrounded by endless desert. Living in the desolate land proved difficult to harbor crops from its dusty soil and lack of water, it once again forced the Inkan people close to extinction - before the spirits of nature heard their plea and saved them with a happy accident. A little Inkan girl was playing along the mountains and fell into a deep cavern, now known as the "Cave of Providence" and there she would find the means to save her clan. A rich green glowing mineral healed her wounds from the fall and wiped away her hunger... this mystical mineral would be regarded as a treasure from their gods - and then in time crafted into a mighty tool through the blood and flesh of the Inkan people, the birth of the Stone of Gelel.
Over time the Inkan people used the power of the Stone and created a paradise within the deserted region, that has now become tropical and bore endless supply of food, until lastly it was harnessed as a weapon when members of the clan began to quarrel amongst who should wield its power. Before any hostile actions could be performed, news reached them that the same "strong" clans that pushed them to the bring of extinction desired to wield this stone and achieve their goals of world supremacy. Soon after a war erupted and there were too few stones to give to each Inkan warrior, so they devised a way to graft the unrefined minerals that made up the Stone of Gelel into exotic tattoos along their body and granted them Shinobi like abilities. When their enemies came to face them, even mercenary ninja from the east, they acknowledge the Inkan people have surpassed every expectation... The war was brutal and seemed endless when the rivers began to run in blood - the spirits of the earth, heaven, and oceans roared in fury at man's foolishness and permanently scarred the land.
- EXODUS After the great war over the Stone of Gelel, the Inkan people scattered into the wind ashamed of the lengths went to abuse the stones power and devised a system for the clan's mainbranch to uphold the clan's secrets in a book, which included the secret to create the fabled stone. Over time the Inkan people lived in peace as the western world progressed into a more "civilized" era, but new stronger factions were being made when clans united and formed kingdoms that praised and sacrificed many to their gods in the hopes of cleansing the world and gaining immortality. A story was then told about an ancient civilization, which harbored a stone that could produce life, and possessed great magic that would overpower any force. The leaders of these kingdoms sought to claim this stone in the hopes of lengthening their life, stretching their domain, and eventually becoming a god themselves... thus beginning an endless trail of blood, sweat, and tears known as the "Crimson Crusades" a time when anyone that did not look or acted like one of them were persecuted and killed. The Inkan people were the targets of these crusades, and would not be given a quick death - instead they were forced to slave in concentration camps until they loosed their lips and gave any information about the Stone of Gelel, but not one would submit.
The leader of the Inkan clan at this time is a young man named Renkin who has many ideals and one being a peaceful world without war, starvation, or sickness... Most of his life he was sheltered and lived in a lie when his people would devote themselves to protecting him and the stone, going as far as blocking any communication to the outside world. Their attempt to protect the heir of the Inkan clan proved impossible when the kingdom factions power proved to stretch far and wide, eventually reaching the Inkan prince. His people sacrificed themselves to bide him time to run away, the same people that he knew all his life were being slaughtered one after another as he tries to break away into the jungles. There he prayed to the Inkan gods of old to hear his plea and save them, but before an answer was given soldiers captured Renkin and began to take him to their kingdom's capital.
Renkin was stored in a cage like a beast, and soon his heart and mind began to dwell in dark corners which proved appealing to a dark creature who was regarded as a god by the Inkans. Taraka, the god of death, freed the young boy and killed his captors sensing much potential in the boy and the darkness growing in him. Taraka was a cruel yet respected god by the Inkan people which took the form of a black tiger, and a most noteable trait was a missing eye which was plucked out in his battle with the war god Enma the Monkey King. Renkin offered his sincerest thanks to Taraka, but was in return given an opportunity to save his people, or so claimed the dark creature... and achieve his revenge. Renkin at first was reluctant, revenge seemed like a word that did not settle with him well but the pain proved to fresh and was then instructed by Taraka to gather his remaining people and head East where he would find a Sage that would give his people a future.
(Spirit World)
- REVELATIONS Crossing the difficult mountain ranges that split the Shinobi World from the Western one proved a challenge to Renkin and his people. What came next would test their faith when they began to traverse the deadly dunes of Wind Country. It became months since they left the western world and their food supply began to dwindle again, their trust in their young leader was questioned but was later strengthened when the Sage revealed himself the deserts which at first seemed to be a mirage, but it was reality. This sage that was their savior was called Daichi Kawoto, the Tiger Sage of the Shinobi World at the time, and Summoner to Taraka who informed him of a lost people seeking Daichi's help. At first the sage seemed confused knowing all to well Taraka is not the type to give mercy or give up the chance to take lives - but he could not refuse to save innocent lives. Daichi heard the Inkan people's sad tale and spoke with their leader Renkin about training in the way of the Shinobi... it would be a task that seemed impossible. 1 month would pass and the Inkan people still could not perform the basic of jutsu although they tried with every inch of strength they had. Taraka revealed himself as a shadow on a Cliffside amused by the Inkan people's lack of skill, and informed Renkin to meet with him and discover their gift.
It took 7 days and 7 nights for Renkin to reach Taraka's lair which bordered Wind and Earth Countries, there he would walk into the deep abyss when it seemed like he entered hell itself with shadowy figures dancing on the walls, screams echoed the halls, and then a feral cat leaped onto a rock slab only to shape shift into a humanoid shape with ears curled into horns casting its shadow down at the naive Renkin. Taraka then enlightened the boy to his people's true power that was locked away in their book, the first step was to create the tattoos from long ago during the war over the Stone of Gelel... but to do so he required a willing patient, and there weeping on the floor and chained was a man who Renkin would recognize as one of the crusaders who ordered his family's murder.
A month would pass and Daichi continued his training with the Inkan people, but he grew concerned over Renkin and went in search for him. He entered Taraka's domain and was immersed into a hellish nightmare. There Daichi found the young Renkin in Taraka's chambers as the dark figure grinned maliciously at him. Renkin was in his final stages of completing the procedure when Daichi scans the room and notices the walls are riddled with corpses that were cut open as limbs were meshed together. Taraka then rises and applauds Renkin's determination and success in completing to graft the clans "mark" on a patients body... which was a young boy no older than Renkin himself. As Daichi and Renkin head back to the Inkan people, they spoke of what occurred in Taraka's lair and that this path Renkin is going to tred will mean more pain and suffering - to which the young heir said " And for once, it wont be us". Seeing the youth's resolve Daichi was concerned with his fate, and the fate of his people but could no longer help them and returned to the Tiger Temple. 3 Months later Daichi would die in the fall of the Tiger Temple, but the Inkan people have gained respect and admiration by many of the hidden villages - and settled in Sunagakure making it their home.
.:: CHILD-HOOD ::.
- PARENTS For 50 Years the Inka people have lived within Sunagakure having at last found a home and shown their worth. The clan's leader at this time is Renjikahn, a descendant of Renkin and has taken up the study of puppetry amongst the bright minds of Suna's Puppet Brigade. His long time love while attending the academy is Katsumoto Mayaku a bright young girl who aspired to being a doctor in Sunagakure's Medical Corps. The couples bond grew strong over the ears from their time at the academy, to being squad mates, and then growing up and taking jobs in their respective fields - it was apparent to Renjikahn and his clansmen that they were soul mates and wed in their early 20's. 9 Months later they would celebrate the birth of their first child, Mithrajin and 2 seconds later a baby girl Seohyun... Twins. That night the Inka clan celebrated the birth of two angels that would inherit their families burden if they survived the trials to come, a test of will which Mayaku never approved of forsaking endangering her children - unless she was the one to perform the procedure being a highly specialized medical-nin. Over the next couple of years Renjikahn and Mayaku would try to conceive again but it would prove to be impossible, leaving the safety of the stone in the hands in the two children with the likely hood that both would die in the trials.
- AGE: 3 At the ages of 3 Mithrajin and Seohyun would receive a visit from the head of the Ala'kir Clan and long since friend to Renjikahn. They would also meet this mans son named Aky'kyo Alakir who was 5 years older than the twins, but they got along splendidly. Ala'kir Sr and Renjikhan then planned a trip with their families to strengthen the bond between the two clans and show camaraderie between the Suna shinobi - it was to be a pleasant get away to visit all 4 wind temples of Wind Country. One night in their journey their caravan would be raided by another more infamous clan that had always held a grudge with Sunagakure but namely the Ala'kir and Inka clans for out shining their form of puppetry... they were known as the Shigai-Souran or "Corpse Wielding" Clan. Their infamy were based on assassinating targets then turning their corpses into puppets of bone and flesh, a vile practice which Sunagakure would have never permitted and as such banished them. A battle broke out between the heads of their respective clans and the many Shigai-Souran members that led till the dawn. The Only survivors of that night were Aky'kyo, Mithrajin, and Seohyun as they were given a chance to run and hide with the "Aura Cloak" Technique... their parent's bodies were never found.
Reaching Sunagakure distraught and lost in a darker world, Aky'kyo's behavior changed since that night and seemed distant from humanity. Mithrajin and Seohyun would be adopted by their clan's elder named Baa-sama Aurora a long since Medical Kunoichi from Renkin's time. Despite having a large and supportive family, along with the alliance of the Hojo Clan who sympathized with the loss of the Inka Clan's leaders, Mithrajin felt alone and his thoughts also drifted to dark corners seeking revenge - but each time Seohyun would be there to bring him back to the light and remind him that he has a family.
- AGE: 5 For the next two years Mithrajin and Seohyun would receive visits from Aky'kyo less and less frequently until they stopped keeping in touch. It is during this time that Mithrajin and Seohyun would look to each other for support and seeking to make their parents proud. Baa-sama Aurora and her long time love Sozin-Kah Jeckt proved to be loving guardians for the two children, and tried their best to give the twins a normal life. It is unfortunate to say that would never happen for what they would have to endure in their clan's trials. In one of the funeral services held for a 12 year old boy who failed to endure the clans trials, Mithrajin wondered why it was the clan were sacrificing themselves - why it was that his parents sacrificed themselves... Why was it that people had to die?
Not willing to see himself or Seohyun die like that 12 year old Inka boy, Mithrajin tried to discover his chakra so he and his sister wont have to go through the trials and die. Sozin-Kah as a father figure helped Mithrajin but his improvements over the months were less than nothing as he continued to fail using his chakra, a curse that was bestowed to the clan. During his training with Sozin-Kah, Mithrajin would find a rival amongst the clan named Shuyin and eventually would look to him as a brother. Shuyin also had many siblings being elder of the second branch, one of them being Riku who had more common interests with Seohyun and often played together while their siblings practiced taijutsu often leading to Mithrajin's loss but another lesson learned.
.:: ACADEMY ::.
- AGE: 7 At the age of 7 Mithrajin and Seohyun were given a warm reception among the first branch Inka members, along with close friends from the Hojo and Alakir Clans - except for one who did not attend... and that was Aky'kyo. Mithrajin and Seohyun would begin their training in the academy the following morning along with Shuyin who continuously fueled Mithrajin's competitiveness. Over the next few years friends were made, family were lost to the trials, but Mithrajin and Seohyun never forgot their promise to succeed and make their parents and clan proud. They also began recieving lessons aside from the academy on their heritage and responsibilities within the clan, to maintain the order and traditions their parents had held in their time - but these trials continued to bother Mithrajin despite it being the only means of using Shinobi like abilities. Every time Mithrajin would question the purpose of the trials he is reminded why by looking at Seohyun, at pictures of his dead parents, at members of his clan... and most importantly that those responsible for killing Renjikahn and Mayaku are still alive.
.:: GENIN ::.
- AGE: 10 Those Inka that do not take the clan's trials are unable to harness chakra, use their clan's Jutsu, or many of its other abilities - like any other clan it is a tool to reach an end. Mithrajin and Seohyun like any other Inka child would fail in most forms of jutsu while in the academy, but are given the Academy Graduation Test after completing the clan's trials to prove their capabilities in performing Jutsu which they learned over the years. Time ran out for Mithrajin to find the means of avoiding the clan's trials and finding his Chakra naturally - the twins did not sleep the night before the clans trials and simply talked about the life they would want to have if they lived, the life they want each other to have if the other died, and if they would see their parents again if they both died. Morning light crept from the window sill and their fears suddenly subsided as they looked at their shadows against the wall, remembering the promise they made to each other.
Mithrajin and Seohyun would then enter a remote cave behind their clan's compound where Baa-sama Aurora along with doctors from the Medical Corp prepped for the surgery. As they were placed on the surgical table, Mithrajin and Seohyun extended a hand out to each other in anticipation and concern - but once again served to be each others support. They were given mild form of sedation to ease the pain but it required both to be conscious for the procedure. The surgery took hours, as inbetween the screams and twinges of pain the Medical officers applied immediate applications of Medical Ninjutsu to stop too much blood loss and sealing the wounds while the tattoos are freshly grafted onto their skin. It was near the end that Seohyun lost conciousness due to the pain being unbearable, and her hand holding Mithrajin's slips away limp - her brother would scream her name as he is being cut open but would not receive a response. Seohyun would lay in the hospital bed in a critical state for several years to come, surviving the procedure just barely but fallen into a comatose state.
Mithrajin would resume the Academy Graduation Test after the clan's trials but felt discouraged with his sister in the hospital - he would graduate and find that his squad's leader would be Aky'kyo Ala'kir who had just recently been promoted to Jounin. The two talked about Seo and her condition, and mithrajins goals to become a puppeteer and medical nin like his parents - and like what Seohyun would have wanted to be had she survived. Aky'kyo was distant from mostly everyone but for once could sense the distress Mithrajin felt over his sister, remembering how she was when they were children, and could not deny the request. However, Aky'kyo did remind Mithrajin that the road to being both a Puppeteer and Medical nin will be difficult, one in which he will most likely never master either professions - but he would do his best as a sensei to give him the required training to succeed. From then on Squad 7 was born, Aky'kyo Ala'kir Puppet Master of Sunagakure was its leader and its members consisted of...
- Mithrajin M Ovanjiru - Yojimbo - Haniona Callin
.:: CHUNIN ::.
- AGE: 12 2 Years pass, Squad 7 has gained notoriety within Sunagakure with its guidance from Aky'kyo who has now become known as "The Puppet Master of Sunagakure", a name that would frighten any and all enemies of Sunagakure. Mithrajin was always appreciative of his sensei and his endeavors to aid him in training - he would also tell stories after every mission to his sister who still laid unconcious in bed. One of the most important stories Mithrajin would have to tell was that of a mission he had to escort the Wind Country's Daimyo's daughter - and protect her from an S-rank Shinobi who could turn people's worst fears into reality. It was from this mission that he had reached the rank of Chunin along with his squad for showing bravery, tactics, team work, and most of all a successful mission.
Mithrajin would realize he had been taking alot of time away from his family and the Inkan clan's affairs with work in the puppet brigade and medical corp as intern, going on frequent missions with his squad, and visiting his sister often in the hospital. He was gaining alot of attention within the Clan as a gifted Inka - which made Shuyin all the more agitated as he too was performing puppetry at an advanced level and could always out beat Mithrajin... but it would not be enough to outshine the clans "golden child". As the first born of the first branch was out performing his missions and responsibilities, Shuyin would delve into his ancestor's Codex for the means of unlocking a power that would prove his worth. Shuyin proved to the clan he was indeed a genius, a prodigy within the Seimei O-Ra technique that had deciphered the forging of a legendary treasure thought hidden only between the first born of the main branch... At the age of 13 he enacted his ambitions to fruition and sacrificed many members of his immediate family from the second branch in creating the "Stone of Gelel". It would take the full strength of the clan to subdue Shuyin as he wreaked havoc, and to Mithrajin's disappointment was cursed with a seal that locked away the use of his hands forever along with a life time's imprisonment.
- AGE: 15 2 Years passed since the incident with Shuyin, and Mithrajin's priorities were changed slightly as his attendance for missions lessened and he took on the responsibilities of running a clan. He wouldnt see his squad mates for sometime, but Aky'kyo would stop by every once in a while for some conversation. His sensei would also try to persuade Mithrajin to rejoin the squad and become a shinobi again - but the youth's conscious was filled with guilt seeing a member of his own family kill their own kin out of being ignored. He would continue on his training as a Chunin until he would reach the status of a full fledged member of the Medical Corp and Puppet Brigade and began training future Medical Nin and Puppeteers at the academy.
It wasnt until a familiar ghost from his past came back to haunt him, the Shigai-Souran or "Corpse Wielders" returned and struck Sunagakure's defenses hard. Their goal was to target the cities infrastructure beginning with the hospital - using it as a decoy to exact their revenge on the Kazekage along with the Ala'kir and Inka clans. Mithrajin witnessed the carnage occuring in the hospital grounds and fended off the attackers as he desperately sought out Seohyun who was still defenseless in her room. He escaped with her and reached his clans compound to find it already being ravaged with "Corpse Wielders" as Baa-sama Aurora summons Elemental Avatars to defend her people like a lioness for her cubs, and the lion was not too far behind cutting his way through the mob of assailants. Age would catch up with them however as they quickly grew tired and would have died had it not been for the Hojo being Sunagakure's defending light and warding off the horde.
Once Seohyun was safe with Baa-sama Aurora Mithrajin regrouped with his old squad lead by Aky'kyo who had just finished the last of the attackers targetting his family. They hurried to the Kazekage's office to make sure she was alright only to find her already in combat with ANBU of her own village whose corpses have been turned into puppets. Squad 7 would soon enough over power this dark force and saved the Kazekage only to find Mithrajin's parents as one of the many corpses left in the battles wake - the controller killed by his sensei as well as the satisfaction of achieving his revenge. After the battle was over Mithrajin returned to find a sleeping beauty awoken from her slumber - Mithrajin was at last reunited with his family with his sister's return, his parent's bodies obtained and given a proper burial, and Sunagakure saved along with its Kazekage who promoted squad 7 to Jounin.
.:: JOUNIN ::.
- AGE: 18 3 More years would pass and Mithrajin gained recognition within Sunagakure and various parts of the shinobi world as a capable Medical / Puppet nin - as well as an inspiration to his clan for them to achieve even higher levels of success.
Seohyun at this time has become genin and continues to dream of becoming Head of Sunagakure's Medical Corp. She is studying the craft under her brother who has always been supportive, at times over protective and over baring, but always there for her in time of need.
Shuyin has escaped his imprisonment somehow which perplexes and worries the Inka Clan - but are still confident that he is no longer a threat so long as his hands remained sealed away. They continue to search their renegade member in the hopes of keeping their secret hidden.
Being Jounin and experiencing a new chapter of his life, Mithrajin knows he still has a long road ahead of him, and continues to seek guidance from his long time mentor Aky'kyo Ala'kir and members of squad 7. Like the changing of the wind, a new sensation takes hold of him as time usually does in an ever constant flow - and finds a bright future for Sunagakure and its people... that one day War and strife would be but a distant memory. Now he is a sensei of his very first squad, number 2 with its members consisting of
- AGE: 20, Closing Story... Along the coast of Steel Country a beautiful scene is depicted with the soft roaring waves crashing against the jagged rocks along the coast, the surface of the waters shimmering with golden lights, the picturesque sun setting off on the horizon, and the skies painted with every facete of color imaginable. A distance away, a lone figure stands above the ocean gazing out towards the blazing sun with two foreign looking weapons in each hand that resemble swords. A great many things begin to flood in this individual's mind, trying to coop with the recent changes that had occured in her life - along with troubling events of the heart. The pale skinned woman closes her eyes, focusing her mind and gaining a greater sense of control around her for the training she is about to undergo...
With elegant fluid movements, Sedina whisks her blades about with relative ease and makes it seem as if her training was that of a dance. The sheen off of the ruinic blades etched with intricate seals of the various puppets in her possession, a gift from a man who she had always valued and now must work to carry on his will. A single swipe of the blade packed with tremendous force, causes a torrent of water to rise 20 feet into the air beside her and shortly after a glittering mist that sparkles in the sun's reflection. "Daimond Cutter Technique...".
Continuing her training her movements seem to dodge and avoid each droplet of this mist, practicing not only power but also coordination - to be as graceful as the greatest Kenjutsuist she knows, Kaira Shi'gawa.
In Sedina's mind a scene begins to be played out while training, it was the last instance she ever saw Mithrajin alive again. She was walking along the dunes of Wind Country heading towards Sunagakure when a sudden sand-storm erupted bellowing a large wall of sand around Wind Country Central. Not wishing to get caught or worst having the unpleasant feel of sand being caught up everywhere including places she did not know she had - Sedina took to the skies revealing her white angelic wings in the process. She came to a realization that the Sand Storm seemed quite sudden, and did not pose the same immensity as a normal Sand-Storm. Sedina manages to fly over the wall of bellowing sand and suddenly a feint echo is heard off in the distance. The voice sounded quite familiar, but it would be the summoning of a great elemental beast that stood 200 feet tall placed her mind at rest as to who it could have been.
In the distance at Southern Wind Country, a battle is already underway with numerous shinobi surrounding a man dressed in a greyish white. 3 Puppets already in use and a monolithic titan behind him. It seems he has engaged in some sort of battle against raiders, whom are frequently found in the region. She swoops down wishing to assist Mithrajin, but before she was caught - Sedina realizes these raiders also possessed mechanical Puppets. Darting towards a cliffside, and hiding behind it in the shadows she stays quiet and looks on in the ensueing battle. Mithrajin at this point had already sensed Sedina's presense and sent a serpent to glide along the dusty cliff-side near the young woman, gliding along the surface making a statement of "Stay Put."
It was now the enemy puppeteer's turns as they send a wave after wave of puppet attacks against Mithrajin - to which he countered each one with relative ease using his own puppets designed for team-based encounters. No doubt, Mithrajin's puppets would be created to try and mimic the same legendary style as Monzaemon, the first and remembered as the greatest Puppet Ninja of all time. Aggitation grows on the enemies faces, before Mithrajin seeks to utilize one of his Puppet's Combo attacks which manage to disable the Puppet Ninja from use of their chakra, while he and his Titan can easily take them out one by one. The Shinobi would attempt to retreat, but the rock Titan shifts the land creating a 50 foot rock wall in their path. Cornered they would be beaten unconcious but never killed - as it is not Mithrajin's way to kill anyone, even traitors to his village being more of a priest-like man that had always valued life in any shape or form. Disgruntled he piles the shinobi together in preparation to take them back to Sunagakure for questioning, but he releases a heavy sigh feeling yet another within the vacinity - someone who had been looking on from the very start... and had a power source that can baffle most shinobi, but Mithrajin had seen such power before in several shinobi such as Michi, Ichiban, Tsuro, and Sao.
Mithrajin: " Alright come out... Your men did well, but may still require some training or preparation as to who they are going up against. I know you are out there Avalon-sama, please show yourself. "
Avalon: " Hmmhmmhmm... You are indeed special and indeed could have proved useful in the future, had you been more like -my- Aky'kyo... But, your true colors are shown as a traitor of your own village and country, the kazekage's ideals has softened you far too much for my liking. "
Mithrajin: " What is it that you are planning sir...? " * A stern expression appears on his face eyeing avalon wearily, who seems to be sporting a robe - covered his head in bandages with a leather strap loosely placed over his right eye. He senses there is something darker lurking within this old man, who had not been seen out in the public of Sunagakure for months... *
Avalon: " I suppose there is no need to hide it from you, as your path of the shinobi will end here - young puppet nin. You are aware of a prophecy of the "Crimson Moon" ? "
Mithrajin: " Afraid not sir... " * His arms would be held tensely outwards - as if preparing to react in a moments time. However, Mithrajin wisely choose to hide his hands with his long and droopy sleeves to hide the reaction of his fingers. Beginning to set up a trap should their battle begin *
Avalon: * Casts an amused smile, a soft glint appearing on his remaining amber colored eye * ^_ " Its is quite rude to interrupt my story... I recommend you calm yourself youngling, or you wont get to know how this tale will end... " * The moment Mithrajin lowers his arms, he looks at the youth with a dull expression the smile faded but the presence of death continues to loom around Avalon. * " The prophecy of the Crimson Moon was made during the time of Sunagakure's foundations, when the Ibijin clan - now known as the Keisha and Amzuru dwelled in Suna's valley and used it as a great fortress. At the time the Ibijin were known for their great skill in metallurgy, creating weapons of war and profetering from it selling the weapons to enemy kingdoms. Their raiding has caused a great deal of issues for the Wind Daimyo at the time, who took notice of the lack of trading procurred in Wind Country due to these vandals in a time of crisis...
He signed a pact with numerous clans here in Wind Country, the most prominent possessed a kekkei genkai we now know as the Kokkoro Torride - the Hojo. And commissioned these mercenaries to end the raids once and for all, approaching the fortress they realized how secure and untouchable the Ijibin clan had managed to last until now. But it was the head of the Hojo who awaited till the position of the sun was at high noon, then utilized his great skill of light manipulation to amplify the sun's rays at a single point - cutting through the fortress like butter and creating the opening needed to take seige...
Needless to say, the Ibijin lost against the might of the Hojo - but their leader at the time swore allegiance to Naraku in the hopes of avenging his people's fall. The Hell God heard the man's pleas and granted him a gift that would ensure his people's existence until the end of this system of thin- "
Mithrajin: " I am sorry sir, but I still do not see your point... " * Strained at this point, letting Avalon continue his story but figures he will try to lower Mithrajin's guard and try to end him there. *
Avalon: ^_ " Interrupt me again, and I will severe your arm...
As I was saying, the God of Hell ensured the Ibijin clan's existance for the rest of the history so long as they remained loyal and worshipped him - selling their souls to the devil as it were. But the true devil of this story, was the Wind Country's Daimyo... who created Sunagakure and what would be the Hidden Village per Country Rule. The Ibjin took to hiding, always resented those that dwelled in their sacred grounds that we had built Sunagakure over - and swore on their ancestors that they would achieve revenge, and await for the chosen that would arrise and bring forth destruction to Sunagakure and the rest of the Shinobi world into an apocalypse... This would be sired by the rise of the Crimson Moon... "
Mithrajin: " Dont tell me you are into superstition Avalon-sama... that is highly unlike you, being a respectable individual who seems more calculating and sticks with facts... "
Avalon: " I assure you they are real, you met the Keisha and Amzuru - some may not bring up this tale or perhaps forgotten about it. But the time is coming, unfortunately you wont be there to witness this great event unfold. "
Mithrajin: " How does this involve you then? You seek to destroy the shinobi world ? What reasoning is there for that? "
Avalon: * Chuckles deeply * " No... what use would I have for such a thing? I will usher a new order, without war or violence - a time of peace... By using the power of the God of Hell himself. There is no force or power who will withstand my rule, but in order to do that there is something you have that I need... first I must take your stone, then your sister - and Yuudai my former little "experiment" he held his gift for too long, it is time to return what was given... And lastly I need an apprentice to rule with, someone to inherit my will. "
Mithrajin: " You ... are a fool, Avalon-sama. " * Clenching his jaw he shoots a glare that pierces the droopy cowel covering the upper portion of his face * " You truely believe all this will come to play, like we are some sort of pawns for you to use?! We aren't Puppets! "
Avalon: " Careful boy... my mercy has its limits. You dont want Seohyun to die do you? I intended to wed her after I have made use of her summoning skillsets - that is... if she survives the summoning. "
Mithrajin: * His body trembles with frustration hearing him talk of Seohyun in such a manner, his emotions always had the best of him - a trait that isn't coveted by the Puppet Brigade members especially by Avalon and Aky who have been masters of controlling their emotions and becoming Killing machines. *
Avalon: " And if Aky does not wish to take part, I will use your son Ryouta to take his place. He has grown to a fine shinobi ... yes - he will be bred to be even greater than that of Aky'kyo. " * He releases a soft sigh and raises both arms up, in preparation to deflect a rock-slide as Mithrajin drags the entire cliff-side down onto Avalon - the immensity is enough to cause the entire region to quake. Once the dust has settled, Avalon appears unscathed atop of the rubble with hands still held behind him appearing unphased by the sneak attack. * " Your emotions were always your greatest weakness, it is why you never truely could excel in this field - and will remain a fool the rest of your life. Well... A dead fool under these circumstances. I will praise you on one aspect, and that is your craft in making your puppets... I haven't seen such skill before since Monzaemon's 10 Puppet Collection - but after this, they too will be mine. "
Mithrajin: * A more menacing version of mithrajin erupts, a blue flame envelopes his being coating him in a black liquid that alters and bends his form into that of a monsteroucity that towers at 20 feet into the air. Mithrajin had transformed himself using his stone of Gelel into a centaur like creature with long flowing white hair, clad in black plated armor, 2 large wings spanning 50 feet in length each, and piercing white eyes that is enough to scorch a man's soul. A fire has awakened inside of him, an inner beast that he had kept at bay - but now must release it to protect his loved ones and try to stop Avalon's plans from coming to fruition * " I will break you Avalon... " * a deep growl resonates in the air around him *
Avalon: ^_ " Perhaps not before I break you... Mithrajin. " * his arm begins to be raised over his covered eye - and the moment Mithrajin dashes out towards the old man, the flap is revealed and a mangekyo-sharingan is displayed. The crimson gaze fixated on the feral beast bullrushing along the sandy dunes - rampaging through the rubble of the toppled cliff and then tears of blood stream down Avalon's cheek. The eyes of two monsters lock but it is Mithrajin who faulters and wanes, tumbling towards Avalon's feet in defeat. In what appeared like a split second, Mithrajin has sustained more Internal damage than anyone - far surpassing that of 10 Main-Branch Hyuugas as his fate was sealed. And Avalon simply covers the damaged eye once more, before leaning over to Mithrajin and rips the stone of Gelel from the back of his hand. A pool of blood overflows around him, saturating the ground before Avalon mockingly smirks at the dieing Mithrajin and fades into the wind back to Sunagakure to make his preparations. *
Sedina: "..." * She swoops down kneeling into the warm crimson liquid, holding Mithrajin up in concern and sadness - eyeing the young man deteriorate physically and fading to death's embrace * " Mithrajin... What did he do to you... >_<; " * Tears roll along her eyes dripping along his pale cheek, she leans in murmuring softly into his ear before kissing his forehead. The last remaining essence of Mithrajin would then wisp from his last breathe, and she blinks unsure if the technique had worked given such short amount of time. * " Mithrajin - please answer, are you still with me? Mith-san...?" * she speaks to herself looking at the now deceased face of Sunagakure's fool, who tried to play hero - but never manages to achieve the recognition he had always wanted but never found. *
Mithrajin: " ... I am here. " * Mithrajin's voice resounds in her mind *
Sedina: * sighs in relief, and nods to herself before taking off to the skies along with Mithrajin's corpse. Hoping to one day return the body to Seohyun - and the people who he had so tried to protect, but was unable too. It is now up to Suna's shinobi to handle the dire events that are about to unfold - but Sedina will be training to continue the man's will and defend that which he loved most. *
Opening her eyes to find the last seconds of the Sun before it is completely set off into the horizon, the woman smiles faintly placing a hand over her chest feeling Mithrajin's presence still with her. A light begins to erupt around her, slowly growing more and more brighter until a blinding flash that can be seen for a few miles away bursts and dims just as swiftly - along with it the woman returning home to Iron Village.
Very appealing and charismatic, although not as sporty as most shinobi.
OUTFITS:
A Medical / Puppetmaster Shinobi, often sporting some sort of long and loose white garments for means of protection against the harsh environment in Wind Country. The gear he carries are usually visible and strapped along himself which include 2 Katanas on his backside forming an (X), any Ninja tools are hooked on leather straps around his chest, arms, and legs, and of course a medical bag over his shoulder. His face is usually covered from the nose up and very rarely would he reveal his identity to another.
SPECIAL:
- Golden metallic-Tattoos engraved along his body, inset in a geometric design with a specially significant design along his shoulder blades of 2 Angelic wings, a Pyramid, and an Eye.
CREATION CONCEPT:
Several Insiprations for Mithrajin include: - Assassins Creed, Altair & Ezio. - Jedi / Sith, Force Powers and Mythos - Naruto, Hashirama Senju & Chiyo Baasama - Guild Wars, Ritualists - Kingdom of Heaven, King Baldwin 4th
"Marked One, Oath-keeper of angels" - Inka: "Marked One", also in reference to my ancestors the Inca - Mithra: Ancient diety of order and light - Jin: Personification - Ovanjiru: "Angel" in Japanese but spelling is slightly altered.
Violence, Ignorance, Arrogance aimed towards his clan or village.
GOALS:
[X] - Graduate Academy [X] - Find Sensei [X] - Learn 1 Medical Jutsu [X] - Learn 1 Puppet Technique [X] - Become Chunin [X] - Join Puppet Brigade ??? - Join Medical Corp [X] - Become Jounin [X / X / X] - Train a Prodigy ??? - Kill his Parent's murderers ??? - Obtain an Animal Summon ??? - Face Aky'kyo-sensei in a real spar and win [X] - Learn Every Medical Jutsu ??? - Learn Every Puppet Technique [X] - Craft 10+ Puppets ??? - Complete Zodiac Puppets ??? - Complete Zodiac Style [X] - Craft Stone of Gelel ??? - Find Love [X] - Have Children ??? - Become a Hero [X] - Find the Child of Prophecy Life Mission - Protect his Family (Includes Clansmen, Village, and Friends)
BEHAVIOR:
Warm hearted, Brother figure to all in Sunagakure, Respectful to all despite rank or age, Humble, and most importantly can be over-protective to those that matter most to him.
THEME SONGS:
.:: Main Theme ::.
.:: Angry Theme ::.
.:: Battle Theme ::.
.:: Epic-Battle Theme ::.
.:: Happy Theme ::.
.:: Sad Theme ::.
.:: Memorys Theme ::.
.:: Legacy Theme ::.
† FRIEND / ENEMY †
# 1
Clansmen & Squad / Katsurou Kaguya
# 2
Masako Hojo / Yaaku
# 3
Imlyn Hojo / Tsuro
# 4
Tami Nihano / Sao Uchiha
# 5
Kurama Hojo / Tetsuo Ryuutei
# 6
Yojimbo / Nao Ura
# 7
Hideaki Aburame / Handashi Ramamochi
# 8
Kaira Shigawa / Chance Akame
# 9
Chi "Blood Demon" / Takahiro Kishida
Capture Rewards: S Rank - 6 tokens A Rank - 5 tokens B Rank - 4 tokens C Rank - 3 tokens D Rank - 2 tokens
[The Mark] Substitute CHA Stat for WIS (Includes Stat Bonuses), + 2 CHA Mod. [Blood-Curse] User never gains an Elemental Affinity. Medical Affinity is Optional at + 25 Tokens to Clan Purchase Cost. Lvl 15: + 10 Heal / Concentration Lvl 25: + 15 Heal / Concentration Lvl 35: + 20 Heal / Concentration [Frail Body] - 2 to DEX / STR Modifiers Lvl 15+: 1 Puppet out at a time. Lvl 25+: 2 Puppets out at a time. Lvl 35+: 3 Puppets out at a time.
[Ninja toolbag] 3 Kunai / 6 Shuriken / 2 Ninja Wire / 1 Explosive Tag / 1 Chakra Pill
ABILITIES:
[Communing] RPly, User can communicate with Animals / Spirits / Plants via CHA. If successful they gain an automatic 75% Favoritism. PvP: None.
[Seimei O-Ra] (Genin Upgrade + Free!) RPly, User enters a passive, calm, and empathetic state of mind. PvP: 3 CP Activation + 1 CP Maintenance. + 1/10th User's Lvl to Heal Rolls, Does not stack with Iyashii O-Ra.
[Iyashii O-Ra] (Chunin Upgrade + 50 Tokens) Innate Bonus: + 1 CHA (Total: + 3) RPly, User enters an unstable, emotional, and easily angered state of mind. PvP: 5 CP Activation + 2 CP Maintenance. + 1/10th User's Lvl to DMG Rolls, Does not stack with Seimei O-Ra.
[Stone of Gelel] (Jounin Upgrade + 100 Tokens + 25 PC / NPC Kills) (Perfect Health) Add to Innate Bonus: + 2 CHA (Total: + 5), Substitute CHA Stat for CON Stat (Includes Stat Bonuses) RPly, User forges a stone that had required a large amount of human sacrifices for a taste of immortality. PvP: 8 CP Activation + 3 CP Maintenance. + 1/10th User's Lvl to Heal / DMG Rolls, Overrides Seimei / Iyashii O-Ra effects + (Custom Ability, Requires DM Approval) - Custom C-Rank Jutsu: (Requires DM Approval) - Custom B-Rank Jutsu: (Requires DM Approval) - Custom A-Rank Jutsu: (Requires DM Approval)
[Puppet Technique] Puppet-Nin automatically gain 1 Basic Puppet. After that they can create Custom Puppets that cost Tokens + DM Approval.
Chakra Strings) 10 CP Activation + 1 CP Maintenance per Puppet. HP) 1/2 User's Lvl + WIS Mod ATK / DEF) WIS based to Block / Evade. Can Block for User but not Evade. DR) 2 DR Vs Ken / Ninja Tools Immunity) Poisons / CP DMG / Gen / Non-Physical Stuns / Penalty to Rolls. Stealth) User can stay hidden and ATK via puppets without revealing themselves. No Sneak ATK Bonus
EQUIPMENT:
Kunai Knives [6] – Hooked on a leather strap around left thigh. Shuriken [9] – Hooked in a row on leather straps over his left forearm. Explosion Tag [3] – Hidden under his left leather gauntlet, drawn like a card. Smoke Bomb [2] – Stored in a container along his belt buckle. Ninja Wire [3] – Hidden under his right leather gauntlet. Caltrops [1] – Stored in a pouch behind the sole of his shoe. Katanas [2] – Sheathed behind him in an (X) formation, capable of being assembled together to form a double-sided blade. The center of the double-sided blade contains a scroll container that carries his sealed puppets. Chakra Pills [2 Maxed] - Stored in his Medical Pouch.
Custom Item: Symphonia Aegis [1] (Description) Mithrajin is often seen wearing a scarf like Pallium around his chest and head. On the center of the pallium contains the Sunagakure Forehead protector in white and polished with a sheen, being proud to represent his village. Similar to Konohamaru the scarf is very long and droops well past his feet from both ends - when performing medical jutsu the chakra molding can make the cloth flap in the air alluding to 2 angelic wings. The material is that of unique chakra threading that enhances chakra control and skill level. PvP: + 1 CHA Mod + 1d4 to Medical Jutsu Healing effects. This does not affect Duration, and cannot go over Caps of Healing Medical Ninjutsu. + 1d4 X 10 to Set Trap and Craft Weapon Skill rolls
RECORD:
.:: Wins ::. [ 3 ] Vs. Hojo Masako, Yojimbo, Haniona Callin Vs. Kiyoshi Kaguya Vs. Kyuubi
.:: Losses ::. [ 10 ] Vs Katsurou Kaguya Vs Tetsuo Ryuutei, Uchiha Sao Vs Yojimbo Vs Tsuro Vs Squad 2 + Tami Nihano Vs Katsurou Kaguya Vs Bokusou Enten Vs Yaaku / Fate / Tsuro / Yago (Tsuro's Bear) Vs Katsurou Kaguya Vs Hideaki Aburame
.:: Ties ::. [ 2 ] Vs Katsurou Kaguya Vs Sao Uchiha
.:: Kills ::. [ 25 ] 17 People Infected with D.E.A.T.H. 2 Akatsuki 5 Missing Ninja 1 Kyuubi
[Fūinjutsu: Elemental Seal] Jutsu Type: Fūinjutsu Rank: A Cp: 14 Description: The user channels chakra to his palm , the chakra forms itself into a big seal. The user then runs towards the target, and attempts to place the seal on the target's forehead. The target goes numb for a split second, and is then unable to perform any elemental technique. PvP Effect: The target is unable to perform any elemental ninjutsu for 2d4 rounds. Orgin/creator: DM Team
.:: 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.)
Unknown
E
[ WATER WALKING ] Jutsu Type: Ninjutsu Rank: N/A Cp: - Description: The ability to use chakra to stand and walk on water. (Roleplay only.)
Unknown
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)
Unknown
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.)
Unknown
E
[ BUNSHIN ] Jutsu Type: Ninjutsu Rank: E 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.
Unknown
C
[ CHAKRA FOCUS: HANDS ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user charges their body with chakra, paying special attention to their hands. This allows them to breeze through jutsu and focus their attention on execution. PvP Effect: 1d4 wis rolls for 1d4 rounds.
Unknown
C
[ CHAKRA FOCUS: LEGS ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Focuses chakra to your muscles allowing for a wider range of movement and dexterity. PvP Effect: Adds 1d4 to your Dex Mod for 1d4 rounds.
Unknown
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.
Unknown
C
[ CHAKRA FOCUS: SKIN ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Makes you stronger in the upper body allowing you to take a hit better. PvP Effect: Adds 1d4 to your Con Mod for 1d4 Rounds.
Unknown
C
[ CHAKRA FOCUS: ARMS ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Focuses chakra to your muscles making you strong enough to lift heavy objects and deal heavy blows. PvP Effect: Add 1d4 to your STR mod for 1d4 rounds.
Unknown
C
[ CHAKRA FOCUS: EARS ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Focuses chakra to your ears so you can better pick up sounds, alerting you to danger with greater accuracy. PvP Effect: +1d10 to listen checks for 1d8 rounds.
Unknown
B
[ KAGE-BUNSHIN ] Jutsu Type: Ninjutsu Rank: B Cp: 6 cp per clone created, 2cp per clone maintained Description: The user creates solid clones of himself. PvP Effect: The clones attack after the user and poof on hit. May create 1 clone at 15+, 2 clones at 25+, 3 clones at 35+ 1 Clone : Opponent rolls 1d4 when attacking, 1-2 hits Clone, 3-4 hits Opponent 2 Clones:Opponent rolls 1d6 when attacking, 1-2 hits Clone 1, 3-4 hits Clone 2, 5-6 hits Opponent. 3 Clones-: Opponent rolls 1d4 when attacking, 1 hits Clone 1, 2 hits Clone 2, 3 hits Clone 3, 4 hits Opponent.
Note: Even if the Clone appears to wield a weapon it still does base Taijutsu damage. Clones may however use thrown weapons (kunai, senbon, shuriken). Note: Clones may be used to improve a ninjutsu attack. Each clone aiding the attack gives up its attack and the user gains +1 to the roll per clone.
Unknown
B
[ SPECIAL CHAKRA FOCUS: HANDS ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user uses his knowledge over chakra (Nimble fingers) To maximize his usage of it, flying through handsigns and control and greatly increasing their ability to utilize their jutsu. PvP Effect: 1d6 to WIS rolls for 1d4 rounds (Required: Chakra Focus: Hands.)
Unknown
B
[ SPECIAL CHAKRA FOCUS: LEGS ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Focuses massive amounts of chakra to your muscles to make you light as air and super speedy. PvP Effect: Adds 1d6 to your Dex Mod for 1d4 rounds. (Required: Chakra Focus: Legs.)
Unknown
B
[ 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.)
Unknown
B
[ SPECIAL CHAKRA FOCUS: ARMS ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: Focuses massive amounts of chakra to your muscles allowing you to toss boulders, buses, and huge punches. PvP Effect: adds 1d6 to your STR mod for 1d4 rounds. (Required: Chakra Focus: Arms.)
Unknown
B
[ CHAKRA BURST ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: You release a shockwave of chakra knocking everyone around you to the ground. PvP Effect: Everyone makes an Opposed STR/DEX/WIS check vs your WIS Roll failure makes them fall to the ground stunned for 1 round(or until hit) and they also take 2d10 + WIS chart bonus damage.
Unknown
A
[ CHAKRA RELEASE ] Jutsu Type: Ninjutsu Rank: A Cp: 12 Description: You release a shock wave of chakra knocking and sending everyone flying with a chakra infused shock wave that surrounds the user. PvP Effect: Everyone makes an Opposed STR/DEX/WIS check vs your WIS Roll failure makes them fall to the ground stunned for 1 round(or until hit) and they also take 3d10+ WIS chart bonus damage.
Unknown
.:: 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
[ 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.
Unknown
E
[ 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.
Unknown
D
[ SHIFTING SANDS ] Shifting Sands Jutsu Jutsu Type: Genjutsu Rank: D Cp: 3 Description: The users body dissolves into grains of sand that trap the target in a sinkhole that shifts non-stop. PvP Effect: Stun,Lasts 1d4 or until hit. (Sand taught.)
Unknown
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.
Unknown
D
[ HEART-BREAKER ] 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.
Unknown
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.
Unknown
C
[ DESERT WASPS ] Jutsu Type: Genjutsu Rank: C Cp: 5 Description: The users body breaks down into sand that swirls and obscures the targets vision as desert wasps dart through the flying sand stinging the target. PvP Effect: Stuns and drains 1d4 cp for 1d4. (Sand taught.)
Unknown
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.
Unknown
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
Unknown
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.
Unknown
.:: 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.
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.
~ KATON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
D
[ FISTS OF FIERY WARRIOR ] Jutsu Type: Taijutsu Rank: D Cp: 2 Description: The user engulfs his feet and fists with flames, after which he attmpts to strike the target. PvP Effect: Rank Damage + 1d4
Codex: Shinji Takahara [1] DC: 22 / 22
C
[ FIRE BALL ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The User exhales after forming seals, sending out a small fireball to strike to target. PvP Effect: 2d8 damage
Codex: Naku Ukia [1] DC: 25 / 25
B
[ FIRE DRAGON ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user breathes forth a huge dragon made of fire after making a long list of handseals to slam into the opponent. PvP Effect: Deals 5d6, Unblockable.
[ GRAND FIREBALL ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: User blows a huge ball of flames over all in the area. PvP Effect: 2d8, Area of Effect(targets up to 4 people.). Unblockable
Codex: Kyuubi [5] DC: COMPLETE!
A
[ COLUMN OF FIRE ] Jutsu Type: Ninjutsu Rank: A Cp: 13 Description: The user makes fire shoot out of the ground, like a geiser. Burning the opponent PvP Effect: 1d20+4d4.
Codex: Takahiro Kishida [1] DC: 35 / 35
S
[ GODS FIREBALL ] Jutsu Type: Ninjutsu Rank: S Cp: 20 Description: The user creates a gigantic sphere to crash down onto the target. PvP Effect: 5d8+3d6(Not AoE).
Codex: Takahiro Kishida [4] DC: 36 / 36
~ FUTON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
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.
Codex: Kemuri Yotsuki [1] DC: 19 / 19
C
[ EXPLOSIVE GUST ] Jutsu Type: Ninjustu Rank: C Cp: 5 Description: The user blows a burst of air from their lips in a fan in front of them targeting multiple enemies at once. PvP Effect: 2d6 damage to up too 3 enemies.
Codex: Kintoki Kurokumo [1] DC: 25 / 25
C
[ FLYING SWALLOW TECHNIQUE - FIRST STEP ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user focuses their wind element chakra into their weapons to increase their sharpness. The weapons must be specially designed to merge with chakra. PvP Effect: The user gets +2 to hit, and deals an additional 1d4 pts of damage onto his weapon(s) for 1d4+1 rounds. Note: DM Taught only.
Codex: Daisuke Fujiwara [1] DC: 25 / 25
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)
Codex: Tami Nihano [1] DC: 31 / 31
~ RAITON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
D
[ PARALYZING JOLT ] Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The user forms handseals, then a small paralyzing jolt shoots towards the target. In an attempt to paralyze him. PvP Effect: The target is stunned for 1 round by the electric volt. If hit, the stun ends.
Codex: Lirin Sanako [2] DC: 21 / 21
C
[ CHAIN LIGHTNING ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The User goes through 6 Handseals and thrusts both hands out at a target shooting a bolt of electricity at them that can leap between targets building up power. PvP Effect: AoE up to 3 targets, 2d6 Lightning damage + 2 Lightning damage per target over 1.
Codex: Sasuwi Iriwa [1] DC: 24 / 24
B
[ LIGHTNING DRAGON ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user goes through a long amount of handseal, after which a lightning dragon emerges. The dragon attempts to destroy the target. PvP Effect: Deals 5d6, Unblockable.
[ EARTH PRISON ] Jutsu Type: Ninjutsu Rank: C Cp: 5 + 2 per round maintained Description: Handsigns (6 handsigns, beginning with Boar and ending in Snake) and sticks his/her hand into the ground, the user then summons up the earth around the target, trying to capture him/her in a prison of earth. PvP Effect: Held 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. If the target gets hit, it breaks the technique.
Codex: Shinji Takahara [2] DC: 24 / 24
C
[ UNDERGROUND PROJECTION FISH TECHNIQUE ] Jutsu Type: Ninjutsu Rank:C Cp: 5 Description: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily emerge from the ground without disrupting the ground around him. PvP Effect: The user hides automatically and is undetectable by normal means(Regular spots and listens). Things that see chakra (Byakugan, Sharingan) and other work arounds (such as Inuzuka scent) can still find the target using a successful check v.s hide. The user can stay hidden this way for 1d6 rounds. When the user emerges and wishes to make a sneak attack, it's a move silently+10 v.s listen.
[ EARTHQUAKE ] Jutsu Type: Ninjutsu Rank: S Cp: 20 Description: The user makes a long series of handsigns then jumps into the air spinning, after spinning in the air he/she slowly falls to the ground gaining momentum and at the last second he/she brings his fists out and smashes into the ground creating huge cracks in the earth and tremors across the land. PvP Effect: 5d10 to everyone in the area, unblockable, 3d10 to the user, takes 2 rounds, one to jump into the air, the next to smash into the ground.
Codex: NPC - DM Kyuubi [1[ DC: 39 / 39
~ SUITON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
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.)
Codex: Chigetsu "Chi" Hasutate [1] DC: 22 / 22
B
[ 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.
Codex: Chigetsu "Chi" Hasutate [3] DC: 23 / 23
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
Codex: Jalice Leallow [2] DC: 30 / 30
A
[ WHIRLPOOL OF MAYHEM ] Jutsu Type: Ninjutsu Rank: A Cp: 13 (Requires User and targets to be on a water source) Description: User performs 25 Handseals and begins to churn their chakra into the waters below them until they begin to twist and take form of a whirlpool that sucks in the User and any targets. The User is in control of the whirlpool and can use its swirling motion to their advantage, but the targets will get lost in the chaotic torrent. PvP Effect: AoE, Requires User and targets to be in a large body of water (Lake, Rivers, or Jutsu like Suiton: Pond Basin) for 1d6 rounds User gains + 2 to rolls and target's lose - 2 to rolls.
Codex: Chigetsu "Chi" Hasutate [6] DC: COMPLETE!
~ YOTON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
C
[ HOLY ARROW ] Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: After making handsigns ending in Dragon, the user holds their hand up as if about to throw a javelin, gathering light and hurling it like a lightning bolt at the target. PvP Effect: 3d6 damage.
Codex: Kurama Yojo [2] DC: 24 / 24
B
[ SHINING DRAGON ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The User molds the light around them to form a large terrifying dragon, similar to the snake dragon. The user then launches it forwards at an opponent with its mouth wide open. It sounds like a train as it heads towards the target. PvP Effect: Deals 5d6, Unblockable
Codex: Kurama Hojo [2] DC: 30 / 30
B
[ BLINDING AURA ] Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user focuses their chakra throughout their network, projecting a aura of blazing light through their pores, the light can be altered at will and any shade on the spectrum. PvP Effect: +4 to defense rolls for 1d6 rounds due to blinding light.
Copied: Mithrajin Ovanjiru Inka 1 / 9 / 11
~ INTON RELEASE ~
Spoiler:
RANK
JUTSU
TEACHER
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.
Codex: Takahiro Kishida [3] DC: 20 / 20
A
[ BLACK FEATHER BARRAGE ] Jutsu Type: Ninjutsu Rank: A Cp: 13 Description: The user crosses their arms in front of their chest in an "x". They focus chakra to the underside of their arm and then forcefully open their arms, sending a barrage of shadowy razor sharp feathers at the target. PvP Effect: 3d10 damage.
Codex: Takahiro Kishida [1] DC: 35 / 35
S
[ SHADOW TRANSFORMATION ] Jutsu Type: Ninjutsu Rank: S Cp: 20 Description: The user begins to grow black feathers all over their body, and their fingers and toes become talon-like. PvP Effect: They gain a +4 to all rolls for 1d6+1 rounds.
Codex: Takahiro Kishida [1] DC: 39 / 39
.:: MEDICAL-NINJA ::.
Medical-nin (医療忍, iryō-nin) are ninja who specialize in medical treatment and use of medical-oriented jutsu, to heal others. Becoming a medic-nin requires high intelligence and excellent chakra control. A medic-nin is trained to avoid getting injured in any way, for the reason that if they are injured, then there would be nobody to heal the other members of their team. Medic-nin accompany other ninja on high ranking missions to increase the success rate of the mission and overall survival rate of the squad.
Spoiler:
RANK
JUTSU
TEACHER
E
[ FIRST AID ] Jutsu Type: Medical Ninjutsu Rank: E Cp: 2 Description: User treats a target using items from their medical pouch applying a small amount of chakra to the healing process. PvP Effect: Heal a target for 1d4 HP or 1/10th Heal Roll (Max of 2) E-Rank: 10 Heal Mod
Unknown
D
[ LESSER HEALING ] Jutsu Type: Medical Ninjutsu Rank: D Cp: 3 Description: User treats a target using items from their medical pouch, applying a minor amount of chakra to the healing process. PvP Effect: Heal a target's HP for 1d10 or 1/10th Heal Roll (Max of 5) D-Rank: 25 Heal Mod
Unknown
D
[ POISON CLEANSING ] Jutsu Type: Medical Ninjutsu Rank: D Cp: 3 Description: User creates an incision on the target, then filters anti-bacterial liquid into the cut to draw out the poison while at the same time healing the damage. PvP Effect: Cure Poison from a target. User's Heal Mod determines the level of this Jutsu to counter the Poison. Ex: 50 Heal Mod, B-Rank Level and under poisons are cured. D-Rank: 25 Heal Mod
Unknown
D
[ WOUND EXTENSION ] Jutsu Type: Medical Ninjutsu (Wis) Rank: D Cp: 3 Description: User extends their hands out at an injured target focusing their chakra to expose their wounds. PvP Effect: Target must already be Injured. 1d4 Damage over 1d4 Rounds. D-Rank: 25 Heal Mod
Unknown
C
[ BASIC SETTING ] Jutsu Type: Medical Ninjutsu Rank: C Cp: 5 Description: User treats a target using items from their medical pouch, applying an average amount of chakra to the healing process. PvP Effect: Heal a target's HP for 2d8 or 1/10th Heal Roll (Max of 10) C-Rank: 35 Heal Mod
Unknown
C
[ MYSTICAL PALM ] Jutsu Type: Medical Ninjutsu (wis) Rank: C Cp: 5 Description: User concentrates chakra into the center of the palm, releasing the energy over a target's wound or injecting it into their nervous system to place them in a state of slumber. PvP Effect: Stun a target for 1d4 Rounds or Heal a target for 1d4 HP over 1d4 Rounds. C-Rank: 35 Heal Mod
Unknown
C
[ PRESSURE POINT STRIKE ] Jutsu Type: Medical Ninjutsu (Dex / Str) Rank: C Cp: 4 Description: User funnels chakra into their hands and aims to hit a major artery on the opponents body. PvP Effect: Unarmed Damage + 1d4 +2 or Unarmed Damage + 1d8 + 2 when Sneak Attacking. C-Rank: 35 Heal Mod
Unknown
C
[ PREPARED NEEDLE SHOT ] Jutsu Type: Medical Ninjutsu (Dex / Str) Rank: C Cp: 4 Description: User funnels chakra into their hands and aims to hit a major artery on the opponents body. PvP Effect: Unarmed Damage + 1d4 +2 or Unarmed Damage + 1d8 + 2 when Sneak Attacking. C-Rank: 35 Heal Mod
Unknown
B
[ BONE MENDING ] Jutsu Type: Medical Ninjutsu Rank: B Cp: 8 Description: User treats a target using items from their medical pouch, applying a large amount of chakra focusing on producing enhanced calcium to grow bone. PvP Effect: : Heal a target's HP for 3d8 or 1/10th Heal Roll (Max 15) + 3 B-Rank: 50 Heal Mod
Unknown
B
[ DARK ANESTHESIA ] Jutsu Type: Medical Ninjutsu (Dex / Str)(Forbidden) Rank: B Cp: 8 Description: User soothes a target by staring into their eyes, while applying chakra on a pressure point along the arm placing them in a restful state of slumber. PvP Effect: Stun a target for 1d4+1 Rounds. Each round that target heals 2 CP. Target is released from stun on hit that do more then 9 dmg. C-Rank: 50 Heal Mod
Unknown
B
[ CHAKRA SCALPEL ] Jutsu Type: Medical Ninjutsu (Dex / Str) Rank: B Cp: 8 + 3 Per Round Description: User channels chakra into their hand thinning it into a blade that does not create external incisions but internal ones instead. Perfect for Surgery. PvP Effect: : (BATTLE) Limited Rank Damage of 1d4 + (-2) to Targets Stat for 1d6+2 Rounds. Targeted Body Parts are Right or Left Arms (STR), Right or Left Legs (DEX), Right or Left Wrist (Wis). May only hit each target once until the effect wears off, effects are stackable. (RP) Surgery Mode fixes a targets chakra network, healing 3d8 HP and 1d10 CP. Never to be used inside Combat. B-Rank: 50 Heal Mod
Unknown
B
[ OXYGEN TRANSFER ] Jutsu Type: Medical Ninjutsu Rank: B Cp: 8 Description: User performs CPR on a target and molds the chakra in their lungs to take in more oxygen while transferring it to the other. PvP Effect: Revive a KO'd Target to consciousness even during a battle, then roll 1d20. If you roll 1 deal 2d10 damage instead. Revived subjects are healed for 2d8 HP. B-Rank: 50 Heal Mod
Unknown
B
[ CHERRY BLOSSOM IMPACT ] Jutsu Type: Medical Ninjutsu Rank: B Cp: 8 Description: User channels chakra into their arms and legs molding it to stimulate their muscles at incredible limits. They then release this charged energy on impact with destructive results. PvP Effect: : + 1d6 Damage to Taijutsu Attacks for 1d6+2 Rounds. B-Rank: 50 Heal Mod
Unknown
B
[ SHADOW WOUND PREPARATION ] Jutsu Type: Medical Ninjutsu Rank: B Cp: 8 Description: User surrounds their body with chakra aimed at producing enough cells to sustain damage and numbing the pain as the wounds seal immediately after. PvP Effect: : Used before a Defense Roll, 4 DR to the next attack that hits. When they are hit they can offer additional chakra to increase DR by 2 per chakra pt. It is the DR subtracted from the attacks damage, and it remains until the DR reaches 0. Not Stackable. (Ex: Chunin Using this Jutsu: 4 DR + (2 x 2) = 8 DR) Genin: Cannot perform this Jutsu. Chunin: Can add an additional 2 Chakra. Jonin: Can add an additional 5 Chakra. Kage Can add an additional 8 Chakra. B-Rank: 50 Heal Mod
Unknown
A
[ REGENERATION ENHANCEMENT ] Jutsu Type: Medical Ninjutsu Rank: A Cp: 13 Description: User channels chakra along their body healing their wounds and quickly begins to recycle this energy each time until it is gone. PvP Effect: User Regenerates 1/10 of their Heal Roll (Never more than 15) for 1d4+1 Rounds. A-Rank: 65 Heal Mod
Unknown
A
[ VESTIBULAR DISRUPTION ] Jutsu Type: Medical Ninjutsu (Dex / Str) Rank: A Cp: 13 Description: User concentrates a highly focused amount of chakra into their palm and strikes at the side of the target's head with an open palm. Releasing the energy into the target's inner ear thusly upsetting their Vestibular System, causing their head to feel heavy and balance hindered. PvP Effect: Target cannot attack for 1d4+2 Rounds, can still defend at - 2 to Rolls. A-Rank: 65 Heal Mod
Unknown
A
[ IMPORTANT BODY POINTS DISTURBANCE ] Jutsu Type: Medical Ninjutsu (Dex / Str) Rank: A Cp: 13 Description: User channels chakra into their fingers and aim to send an invisible shockwave of electricity at a target's brain stem. This alters their nervous receptors making one body part move in place of the intended one. PvP Effect: - 2d4 to Target's rolls for 1d6 Rounds. A-Rank: 65 Heal Mod
Unknown
A
[ POISON MIST ] Jutsu Type: Medical Ninjutsu (Wis) Rank: A Cp: 13 Description: User inhales a moderate amount of oxygen then corrupts their cells in the lungs into a dark-purple gas before releasing it at a target. PvP Effect: 1d8 Poison damage over 1d6 Rounds. A-Rank: 65 Heal Mod
Unknown
A
[ CEREBRAL SHOCK TECHNIQUE ] Jutsu Type: Medical Ninjutsu (Dex / Str) Rank: A Cp: 13 Description: User concentrates a highly focused amount of chakra into their palm and strikes from behind at a target's spine causing them to fall incapacitated. PvP Effect: - 5 penalty to Hit. 1d8+2 Round Stun. Does no Damage, but the remaining rounds the victim is at -2 to all rolls involving combat if woken before the duration of the stun ends. A-Rank: 65 Heal Mod
Unknown
S
[ FIVE POINT-PALM EXPLODING HEART TECHNIQUE ] Jutsu Type: Medical Ninjutsu (Dex / Str) (Forbidden) Rank: S Cp: 25 Description: User uses their mastery over the human body's anatomy and channels chakra into their fingers striking 4 artery points along the human body and the final one a thrust of the palm at the heart. Simple taps are enough to inject a strong amount of chakra into these arteries causing them to pump extra blood into the heart as it closes. Once the effect ends, the target suffers from a heart attack as the heart valves open with a rush of blood enough to seep from their pores. PvP Effect: - 5 penalty to Hit. Target is affected for 1d4 Rounds. Once the effect ends deal 2d10 damage per round the Target was affected. S-Rank: 80 + Heal Mod
Unknown
S
[ GREATER HEALING JUTSU ] Jutsu Type: Medical Ninjutsu Rank: S Cp: 20 Description: User treats a target using items from their medical pouch, applying a large amount of chakra into their heart massaging it with their chakra to produce a vast amount of new bloodcells as it is pumping - but if done incorrectly it can damage their heart instead. PvP Effect: Heal a target for 6d10 Damage, then roll 1d20. If the roll is 1 deal 1/2 damage to the target instead. If the target reaches - 20 HP perma death is encouraged. S-Rank: 80 + Heal Mod
.:: PUPPET-NINJA ::. (Requires Puppet Power Active)
The Puppet Master Jutsu (傀儡の術; Literally meaning "Puppet Technique") is a unique ninjutsu fighting style; this jutsu uses threads of chakra to control puppets like marionettes. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet. Both Chiyo and Sasori demonstrated the ability to control entire puppets perfectly using just one thread. While most puppeteers would normally be able to control ten puppets at most (one per finger), Sasori's self-modification allowed him to control up to one hundred puppets at a time.
This technique has few weaknesses: according to Shino Aburame's observations during his fight against Kankurō, the Puppet Technique is a long range style, meaning that the puppeteers are weak against close range fighters. Since most puppeteer use his or her hands to manipulate the puppets, if their hands are disabled, then the technique can be neutralized. And because the puppet's movements are based on the mechanisms that were installed inside, interfering with said mechanisms can greatly stall the puppet entirely.
This was demonstrated by Shino during his fight against Kankurō, where he used his bugs to infiltrate Karasu's joints, rendering the puppet immobile. And then again by Sasori, who used the Third Kazekage's Iron Sand to stall Chiyo's mechanical Chakra shields. Also, while controlling the puppet, the user is wide open if the opponent bypasses the puppet. For this reason, puppeteers avoid hand to hand battle, relying almost exclusively on their puppets instead.
Spoiler:
RANK
JUTSU
TEACHER
E
[ VOICE THROW ] Jutsu Type: Kugutsu Rank: E Cp:--- Description: Allows the puppet master to throw their voice and talk from their puppet. PvP Effect: Voice issues from the puppet allowing you to talk while hiding
Unknown
E
[ HENGED PUPPET ] Jutsu Type: Kugutsu Rank: E Cp:--- Description: Allows the puppet master to henge the target puppet. If it gets hit, the henge dissipates. PvP Effect: Henge rules.
Unknown
D
[ FORMATION DELTA ] Jutsu Type: Kugutsu Rank: D Cp: 3 Description: The User assembles his puppets in an offensive position encircling the group like sharks only to swarm in and make their assault. PvP: Used as a free action, + 1 Puppet ATK / DMG for 1d4-1 (Min. 1) Rounds.
Unknown
D
[ BASIC MECHANICAL KNOWLEDGE ] Jutsu Type: Kugutsu Rank: D Cp: 3 Description: The puppet master may use their turn to repair the damage on one of their puppets. PvP: Heal 1 Puppet for 1/10th User's Craft Weapon Roll (Max. 15)
Unknown
D
[ GUIDED KUNAI ] Jutsu Type: Kugutsu Rank: D Cp: 3 Description: Allows the puppet master to attach a string to their thrown kunai or shuriken, making it easier to guide with the string. PvP: Substitute WIS Stat for DEX Stat (Includes Bonuses) when using Ninja-Tools.
Unknown
D
[ PUPPET SUBSTITUTION ] Jutsu Type: Kugutsu Rank: D Cp: 3 Description: Works like substitution, but the puppet appears where the user was (it doesn't take damage from this attack) and the user disappears somewhere. PvP: Substitution + 1, pass or fail summon 1 Puppet if one is not already active. (Chakra String Costs still apply)
Unknown
C
[ FORMATION GAMMA ] Jutsu Type: Kugutsu Rank: C Cp: 5 Description: The User positions his puppets in a defensive position as they stand at the back using each other for support to lessen the strain in their movements. PvP: Used as a free action, + 2 Puppet DEF and User can DEF 1 target per puppet as a free action. Duration 1d4 Rounds.
Unknown
C
[ CHAKRA TRIPLINE TECHNIQUE ] Jutsu Type: Kugutsu Rank: C Cp: 5 Description: The user sends a chakra wire out to trip the opponent, seeing as the wire is hard to see, the puppet master makes good use of its effect. A basic warm-up technique for most beginning puppet masters. PvP: STR / DEX Vs WIS, If successful - 2 DEF and target cannot ATK for 1 Round.
Unknown
C
[ DANCE OF THE FLYING SPOONS ] Jutsu Type: Kugutsu Rank: C Cp: 5 Description: Using this quite handy trick, the user is able to move around objects as he would puppets with his Chakra strings. To be properly effective, the technique can only affect inanimate objects. PvP: STR / DEX Vs WIS, Disarm target for 1d4 Rounds. While in effect target cannot use Weapons.
Unknown
B
[ FORMATION BETA ] Jutsu Type: Kugutsu Rank: B Cp: 8 Description: The User positions their puppets around a target and makes them spin around them in amazing speed - kicking up sand and dirt. Once the dust settles all the puppets would have disappeared. PvP: Used as a free action, Perform a "Hide" Action for User's Puppets and remain hidden until a Sneak ATK / DEF is made. (For Sneak DEF, Apply Sneak ATK Bonus + 3 to roll.)
Unknown
B
[ CHAKRA SHIELD ] Jutsu Type: Kugutsu Rank: B Cp: 8 RP Description: A puppet master jutsu, a mechanism in the puppets arm fans out to bring forth a barrier of chakra that can block many deadly attacks. PvP: (Requires 1 Puppet Active) AoE Block + 3.
Unknown
A
[ FORMATION ALPHA ] Jutsu Type: Kugutsu Rank: A Cp: 15 Description: The User performs a mass Henge and maintains it via seals placed on each puppet prior to the battle that help in maintaining the Henge even when struck. PvP: Used as a free action, Duration 1d4+2 Rounds A) Henge Puppets as 1 Target (WIS / INT Vs WIS to see through Henge, does not break on hit) B) Target gains + 1 ATK / DEF per Puppet Henged as them C) ATKs made to Target must roll 1d4: 1-2 ATK Puppet, 3-4 ATK Henged Target .
Unknown
S
[ FORMATION OMEGA ] Jutsu Type: Kugutsu Rank: S Cp: 25 Description: A Deadly technique devised by the first ever puppet master Monzaemon to conquer a castle, its power is based on how many puppets are summoned and delivers a blow that could be lethal. However, this technique takes time in preparation. PvP: Takes 2 Rounds to perform, if User is hit the effect ends premature: Round 1) Charge Round 2) Perform a Basic / Weapon ATK with all Puppets at once. (Stack DMG)
Copied: Mithrajin Ovanjiru Inka 1 / 9 / 11
S
[ LIVING HUMAN PUPPETRY TECHNIQUE ] Jutsu Type: Kugutsu Rank: S Cp: 20 + 3 CP Maintenance Description: Using this technique, the puppeteer is able to attach his chakra strings from Kugutsu no Jutsu onto a willing creature of the same type as the user. This allows the puppeteer to use the "puppets" strengths with some of their own to attack with greater effect. PvP: Target 1 Ally, User can roll their WIS Mod + Clan Bonuses for the Target's Tai / Ken Rolls (Includes ATK & DEF). While in effect User cannot perform Jutsus, but the Target still can. Duration 2d4 Rounds, can be ended early as a free action.
Unknown
.:: INKA ::. (Requires Inka Power Active)
The Inka clan are a group of nomads coming from a war torn continent from the west and have recently settled in Sunagakure. They are very spiritual people that were thought to be the weakest clan for their inability to manifest their chakra - that is until they pass their clan's trials and earning their tattoos which is why they are called Inka or "Marked Ones". They can be viewed as Shamanistic by many for communing, summoning, and even healing spirits / souls each a form of their clan style "Seimei O-Ra", but even spiritual as they are they learn to incorporate Science and Technology into their craft for the lack of Chakra Affinity. Members are conformed into branches within the clan and each one possessing a role within the family, but all work together to maintain their clans most valuable treasure and accursed weapon.
Spoiler:
RANK
JUTSU
TEACHER
HIJUTSU
[ AURA SCHOLAR: CODEX ] Jutsu Type: Hijutsu Rank: - Cost: 5 Cp Description: The Inka is an exceptional sensor nin, one capable of not only reading a person's energy but can memorize its feel down to the last detail. In addition to these skillsets, they utilize fuinjutsu to seal away their own memory within an enchanted book called the "Codex" which each Inka possesses and are bound too. These seals imprinted within the Codex's pages can then be reviewed for future reference in their never ending research. PvP: Takes 1 Round in PvP, User witnesses an Elemental Ninjutsu being performed and lowers the DC to learn it by 1 until it is completely learned. Elemental Ninjutsu cannot be performed directly by User but can still be taught to others.
Unknown
HIJUTSU
[ AURA SPHERE SUMMONING ] Jutsu Type: Hijutsu Rank: - Cost: 5 Hp per Aura Sphere. Description: The User's tattoos are an offering made between the individual and the spirit realm through sacrifice of the body. In return they are able to conjure prismatic orbs of light that are the spirit forms of a passing human, animal, or any other living entity as their spirit energy are utilized to perform Seimei O-Ra techniques before passing onto the other world. PvP: Summon 1 [Lvl 15], 3 [Lvl 25], 5 [Lvl 35] Aura Spheres at once. These "Aura Sphere(s)" cannot attack, defend, or be targeted and are used purely as tokens for Clan Jutsu. (Max. 5 out at a time)
Unknown
D
[ AURA SENSORY ] Jutsu Type: Ninjutsu Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: (Handseals: Reppyo) Using Spiritual Energy the host can read life signatures around them by emitting soft waves similar to echolocation. By drawing in a chakra signature the Inka will then be able to distinguish the person's aura from any other with fair ease, and determine if they are lying as it is a known fact that the Chakra fluctuates similar to Genjutsu should someone be lying. PvP: When rolling for Spot / Search / Listen checks Vs Hidden targets, User can use Concentration instead. (This applies to targets hiding via Jutsu, Concentration Vs Hide). User can also user their turn to read a target's HP / CP / Elemental Affinities.
Unknown
D
[ AURA BARRIER ] Jutsu Type: Ninjutsu Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: (Handseals: Hatsu > Min) Using Spiritual Energy the host creates a pulse of energy to deflect an attack or prepare them for impact by releasing a blue mist should the barrier shatter healing their wounds. PvP: Block, If it fails heal target for 1d4 HP. Can be used to block another once as a free action.
Unknown
D
[ AURA DISTORTION ] Jutsu Type: Ninjutsu Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: (Handseals: Hatsu > Mika > Dan) Using Spiritual Energy the host releases soft wavelengths that cripples a target's senses via white noise. PvP: Subtract User's Lvl from Target's Spot / Search / Listen / Concentration rolls for 1d4-1 (Min. 1) Rounds.
Unknown
D
[ AURA HEALING ] Jutsu Type: Ninjutsu Rank: D Cost: 3 Cp [OR] 1 Aura Sphere / + Medical Ninjutsu Description: (Handseals: Raku > Fu > Sai) Using Spiritual Energy the host sends one Aura Sphere to float through up to 3 targets bringing them a sense of calm before disappearing. When used in unison to a Medical Ninjutsu effect the User's hand glows white instead of the normal green aura used in Medical Ninjutsu. PvP: Heal up to 2 Targets for 1d4 CP [OR] + 1d4 HP / CP Heal to a Medical Ninjutsu.
Unknown
D
[ AURA WAVE ] Jutsu Type: Ninjutsu Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: (Handseals: Raku > Fu > Kai) Using Spiritual Energy the host sends any number of Aura Spheres into individual targets as they try to possess their bodies. PvP: + 1 Vs Block, Stun target for 1d4-1 (Min. 1) Rounds or until hit. 2 CP DMG per round (Bypassing DR).
Unknown
D
[ AURA KARMA STRIKE ] Jutsu Type: Taijutsu Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: Using Spiritual Energy harnessed from the Jutsu "Aura Cognition" the user is capable of spotting openings within the target's movements seen through precognitive visions and target a vital point of their body trying to link their auras and damage the individual's spirit with an unarmed blow. PvP: Unarmed Rank DMG + [1d4 HP / CP DMG] CP DMG bypasses DR. Can be performed as a Counter Vs. Tai / Ken ATKs without taking User's Turn.
Unknown
D
[ AURA CONCUSSIVE RIPPLE ] Jutsu Type: Genjutsu (CHA) Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: Using Spiritual Energy the host would extend his palms outward at a target and would release a series of pulses that would visibly vibrate along the air looking like ripples before they are flung back from impact once these ripples come in contact. This of course is an illusion, and it would seem the User forces the target back telekinetically. PvP: 2d4 CP DMG + 1 Round Stun or until hit. Vs Stunned targets deal 1/2 DMG without breaking Stun.
Unknown
D
[ AURA FEAST ] Jutsu Type: Fuinjutsu / Summoning Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: Using Spiritual Energy the host manifests a seal on the ground that would radiate a certain aura about it that would attract other spiritual entities crossing between worlds and providing a power source for the User's Jutsus before they pass onto the afterlife. PvP: Summon 1 Aura Sphere per round for 1d4-1 (Min. 1) Rounds. (Max Aura Spheres remain 5).
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D
[ AURA CASCADING MISSLES ] Jutsu Type: Ninjutsu Rank: D Cost: 3 - 15 CP [OR] 1 - 5 Aura Spheres Description: Using Spiritual Energies the host forges himself 5 shuriken-like ethreal weapons glowing a dim cyan color. These weapons are just as real as any other weapon however and imbued with spiritual energy attacking a target's soul. PvP: Shuriken Rules, Aura Spheres Substitute Shuriken ATK (No penalty to roll). Shuriken DMG + 2 CP DMG per Hit. (Bypasses DR)
Unknown
D
[ AURA CARNAGE ] Jutsu Type: Ninjutsu Rank: D Cost: 3 Cp [OR] 1 Aura Sphere Description: Using Spiritual Energies the user molds a visible prismatic orb of light inbetween their palms before thrusting the orb of light out towards a target, releasing a burst and shortly after a stream of ethreal energy that is capable of creating hallucinations on the target foe, mixing reality with illusions. PvP: + 1 Vs Block, Target rolls 1d4 per ATK performed. 1-2 ATK ally or miss if one is not present, 3-4 ATK Normally. Duration 1d4-1 (Min. 1) Rounds.
Unknown
C
[ AURA CLONE ] Jutsu Type: Ninjutsu Rank: C Cost: 8 Cp [OR] 3 Aura Spheres to Activate, + 2 Cp to Maintain. Description: (Handseals: Shouzen > Min > Shin > Gan > Bagi) Using Spiritual Energy the host creates a solid clone of a target, making an almost exact duplicate of an individuals life force that not even those that see or sense chakra would be able to distinguish apart from the real thing. PvP: Create a Solid-Clone (Kage-Bunshin Rules): Has 10 HP (does not dispel on hit) can ATK / DEF via CHA, and those that see or sense chakra will not be able to distinguish the clones from the real thing.
Unknown
C
[ AURA IMBUE WEAPON ] Jutsu Type: Ninjutsu Rank: C Cost: 5 Cp [OR] 2 Aura Spheres Description: (Handseals: Jin > Reppyo > Kai > Reppyo > Dan) Using Spiritual Energy the host taps a targets weapon before it emits a lustrous sapphire glow. PvP: Imbue a target's weapons / ninja tools to do + 1d6 CP DMG (bypasses DR). Duration 1d4 Rounds.
Unknown
C
[ AURA CLOAK ] Jutsu Type: Ninjutsu Rank: C Cost: 5 Cp [OR] 2 Aura Spheres Description: (Handseals: Shin > Shou > Gan > Min > Bagi) Using Spiritual Energy the host veils a target with a shroud before they slowly fade away temporarily inbetween the spiritual world and the physical one, serving as a sanctuary. PvP: A target hides automatically and is undetectable by normal means (regular spots & listens). Things that see chakra (Byakugan, Sharingan) and other work arounds (Inuzuka scent & Seimei O-Ra Aura Sensory) can still find the target using a successful check vs. hide. The target can stay hidden this way for 1d4 Rounds, when they emerge and wishes to make a sneak attack its Move Silently + 10 vs. Listen.
Unknown
C
[ AURA COGNITION ] Jutsu Type: Stance Rank: C Cost: 5 Cp [OR] 2 Aura Spheres + 2 CP Maintenance Description: (Hatsu > Shouzen > Mika > Gan > Mika) Using Spiritual Energy the host prepares to perform an ancient Inka dance commonly used in festivals / ceremonies in honor of their animal deities. They begin by blind folding themselves and heightening their Chakra Sensing to the point of seeing visions of the future. Every action performed while this stance is active, is done so with finesse and grace. PvP: Override "The Mark" effect, CHA Stat substitutes DEX Stat (Includes Stat Bonuses) instead of WIS. Duration 1d6+2 Rounds can be entered and ended as a free action once per round.
Unknown
C
[ AURA SPIRITUAL FASTING ] Jutsu Type: Taijutsu Rank: C Cost: 5 Cp [OR] 2 Aura Spheres Description: Using Spiritual Energies the host engulfs his hands and feet with a visible blue stream of energy, that emits no heat but can be thought to due to the refraction of light from the embers as they leave behind a prismatic trail of colorful lights. When striking the target, usually it is done so at the core in order to seal their energy more effectively and leaving behind a hand or foot imprint on the gut. PvP: Unarmed Rank DMG + Seal a target's CP for 1d4/2 Rounds (Round Up) Any Jutsu / Abilities with active Maintenance costs (EX: Dojutsu) are shut off for duration.
Unknown
C
[ AURA HEX ] Jutsu Type: Genjutsu (CHA) Rank: C Cost: 5 Cp + Original Genjutsu CP Cost. [OR] 2 Aura Spheres + Original Genjutsu CP cost. Description: Using Spiritual Energies the user would manifest the energies on a concentrated point in their mind, which would assist in releasing invisible frequencies and sends a cold chill down the target's spin before a ghost tries to possess them and cast a horrific illusion. A poltergeist would swallow the target whole before the genjutsu's illusion takes hold. PvP: User can perform a Genjutsu via CHA. Can be performed while Physically Stunned at - 2 to roll.
Unknown
C
[ AURA EMPOWERMENT ] Jutsu Type: Ninjutsu Rank: C Cost: 5 Cp [OR] 2 Aura Spheres Description: Using Spiritual Energies the host would draw in a new found power from the assistance of nearby Aura Spheres, refortifying their own spirit. PvP: User gains +1 ATK Rolls based on how many Aura Spheres are present. (Max + 5) Duration 1d4 Rounds.
Unknown
C
[ AURA SUMMON: FAMILIAR ] Jutsu Type: Fuinjutsu / Summoning Rank: C Cost: Varies, see below. Description: Using Spiritual Energies in a technique that uses 2 Jutsus, the User locates a living creature within the vicinity and sends a calling out for them to assist the user who is in need. PvP: User rolls 1d4-1 (Min. 1) And summons a Rank 1 Animal x Dice Roll. (Max. 1 summon, Animal Summon rules applied) Rank 1: 5 Cp [OR] 2 Aura Spheres Rank 2: 10 Cp [OR] 3 Aura Spheres Rank 3: 15 Cp [OR] 4 Aura Spheres
Unknown
B
[ AURA SEAL: UNITY ] Jutsu Type: Fuinjutsu Rank: B Cost: 8 Cp [OR] 3 Aura Spheres Description: (Handseals: Hatsu > Min > Shin > Raku > Shin > Fu > Gan > Kai) Using Spiritual Energy the host presses their palm on the ground when it is scorched in silver flame leaving a charred Seal in Kanji written "Unity". A Seal of the moon would glow on the User and their allies' foreheads. PvP: For 1d4+1 Rounds, User & Allies gain to + 3 Attack / Defense rolls.
Unknown
B
[ AURA SEAL: FORCE ] Jutsu Type: Fuinjutsu Rank: B Cost: 8 Cp [OR] 3 Aura Spheres Description: (Handseals: Reppyo > Jin > Shou > Ragu > Shou > Bagi > Mika > Kai) Using Spiritual Energy the host presses their palm on the ground when it is scorched in silver flame leaving a charred Seal in Kanji written "Force". A Seal of the World would glow on the User and their allies' foreheads. PvP: For 1d4+1 Rounds, User & Allies gain to + 3 Damage / DR.
Unknown
B
[ AURA SEAL: BLISS ] Jutsu Type: Fuinjutsu Rank: B Cost: 8 Cp [OR] 3 Aura Spheres Description: (Handseals: Shouzen > Shin > Jin > Sai > Jin > Gika > Dan > Kai) Using Spiritual Energy the host presses their palm on the ground when it is scorched in silver flame leaving a charred Seal in Kanji written "Bliss". A Seal of the Sun would glow on the User and their allies' foreheads. PvP: For 1d4+1 Rounds, User & Allies are healed for 3 HP / CP per round.
Unknown
B
[ AURA SEAL: SYNERGY ] Jutsu Type: Fuinjutsu Rank: B Cost: 8 [OR] 3 Aura Spheres Description: Using Spiritual Energy the host presses their palm on the ground when it is scorched in silver flame leaving a charred Seal in Kanji written "Synergy". A Seal of the Galaxy would glow on the User and their enemies' foreheads. PvP: Duration 1d4+1 Rounds. AoE, all enemies automatically drained of 2 CP (Fixed amount, Genjutsu DMG) and heals user for 2 CP per enemy target (fixed amount).
Unknown
B
[ AURA SEAL: AVATAR ] Jutsu Type: Fuinjutsu Rank: B Cost: 8 [OR] 3 Aura Spheres Description: Using Spiritual Energy the host presses their palm on the ground when it is scorched in silver flame leaving a charred Seal in Kanji written "Avatar". A Seal of the Trinity would glow on the User's forehead. PvP: Duration 1d4+1 Rounds. User gains 1 Elemental Affinity based on region gaining access to learn / use Jutsu of that affinity and - 3 all Jutsu CP costs (Min. 1) - Fire: Fire Country - Wind: Wind Country - Water: Water Country - Earth: Earth Country - Lightning: Lightning Country - Dark: Land of Rain - Light: Land of Grass - Snow: Land of Snow
Unknown
B
[ AURA SPIRIT-WALK ] Jutsu Type: Ninjutsu Rank: B Cost: 8 [OR] 3 Aura Spheres Description: Using Spiritual Energy the user encompasses their body or another's in a veil turning them invisible only to appear as a small plasma orb that "blinks" across the field. This veil is similar to the Aura Cloak technique by placing them in-between worlds all the while guiding them so swiftly like the wind itself. PvP: Has 2 Functions: 1) Substitution + 2 to roll, If successful User performs a "Hide" action. 2) + 5 Escape [OR] Intitate Roll via CHA Rply, User can teleport between locations traveling as an "aura sphere" orb.
Unknown
A
[ AURA STORM ] Jutsu Type: Fuinjutsu / Summoning Rank: A Cost: 15 CP [OR] 4 Aura Spheres Description: (Handseals: Hatsu > Shouzen > Min > Fu > Gan > Min > Fu > Kai > Gan > Sai > Bagi > Reppyo) Using Spiritual Energy the host molds several Aura Spheres into one with intense pressure enough to open a gate to the Spirit World Temporarily. Ethereal Lightning bolts lash out and strike at the User's will. PvP: Summon a storm for 1d4+2 Rounds. Each round it can attack all enemies using User's Charisma (Unblockable) and deals 2d4 HP & CP damage. (CP damage bypasses DR)
Unknown
A
[ AURA WELL ] Jutsu Type: Fuinjutsu / Summoning Rank: A Cost: 13 CP [OR] 4 Aura Spheres (x 1 per battle) Description: (Handseals: Hatsu > Shouzen > Mika > Dan > Min > Ragu > Gika > Mika > Hatsu > Fu > Gika > Bagi) Using Spiritual Energy the host presses their palm on the ground all the while praying to the planet for help. The moment they lift their hand from the imprint made, water trickles out called "Mana" or life energy and is useable by the User's party as a gift from the planet. PvP: Create a Chakra pool of 5 + User's Lvl which can by used by User & Allies as payment for CP costs.
Unknown
A
[ AURA VODOO POSSESSION ] Jutsu Type: Ninjutsu Rank: A Cost: 12 [OR] 4 Aura Spheres Description: Using Spiritual Energy extends their hands outwards to a target as a vortex of ethreal energy swirls towards the palm. The Target would feel a sudden force take hold and pull them toward the User only to discover it is infact their own conciousness that has been being tugged on all along until it has finally been extracted for a time being into a ethreal visage, aware of the surroundings but incapable of manipulating their body. PvP: + 3 Vs Block, Gain Control of target for 1d4+2 Rounds or until hit. (Target's Jutsu / Abilities are accessable to User). RPly, User can extract information from target, they must answer and not lie.
Unknown
A
[ AURA AWAKENING ] Jutsu Type: Fuinjutsu Rank: A Cost: 15 [OR] 4 Aura Spheres Description: Using Spiritual Energy the user surrounds themselves with Aura Spheres who would assist in scorching the ground beneath the User and designing a seal that would follow them. Ethreal Bolts of Lightning lash and magnetically cling to the Aura Spheres drawing in energy to create a force-field of sorts capable of rebounding any Physical force but draws its power from the use of Aura Spheres. PvP: User gains 3 DR per Aura Sphere active (Max + 15 DR), this DR is impenetrable and will reflect the reduced DMG back to the source if User is hit. Each time the DMG is reflected, - 1 Aura Spheres. Duration 1d4+2 Rounds.
Unknown
S
[ RITUAL SUMMONING ART: ELEMENTAL AVATAR ] Jutsu Type: Fuinjutsu / Summoning Rank: S Cp: 25 Cp [OR] 5 Aura Spheres Description: (Handseals: Hatsu > Jin > Kai > Shin > Gan > Reppyo > Shouzen > Mika > Dan > Raku > Shou > Fu > Sai > Dan > Gika > Ragu > Bagi) Proof of ones close ties with Nature, The User takes a small portion of their blood and creates a seal that would herald 1 of 5 Prime Elements found in Nature taken in the form of an animal. PvP: User can Summon 1 of 5 Elemental Avatars (Fire / Water / Earth / Wind / Lightning). They can unlock an additional 3 Elemental Avatars for 10 Tokens each + DM Event (Light / Dark / Ice). Rank 5 Summon Rules: Duration 3d4 Rounds. ATK / DEF: Highest Stat + 4 ATK / DEF Roll HP / CP: 60 / 60 Rank DMG: 3d8 Special Ability: Elementals can perform Elemental Ninjutsu of their affinity (User must know the Jutsu) and User can opt to pay for the Jutsu CP Costs.
(Basic Puppet) A puppet that is summoned in a humanoid form, alluding to a "ninja" concept with black rubber body showing highly defined muscles (based off of mithrajin's body, but noone would know this because mithrajin never shows his body), a silver visor over its eyes, and 2 sheathes for katanas. It is built with no special mechanisms, but is used with "articulated" taijutsu movements - a personal wish for Mithrajin to be as skilled in taijutsu as this puppet. This is his first puppet and most favorite.
Spoiler:
~ Zodiac Puppets: Infernal Set ~
Loghrif, the Transcendant A puppet that is summoned in the form of a Black Dragon (6 ft high 10 ft long) with burning blue eyes, plated charred wood, and a cable like tail. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Aries on its forehead colored lush red, distinguishing it as a part of a set that share the same color signet representing the element Fire.
Spoiler:
.:: Innate ::. + 2 ATK
Can Wield Weapons, Penalties apply normally.
[Zodiac Puppet: Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (1 "Zodiac" Pt can be swapped between Zodiac Puppets as a free action once per round). D-RANK) 1 Zodiac Pt C-RANK) 2 Zodiac Pts B-RANK) 3 Zodiac Pts Combo) 5 Zodiac Pts
.:: Abilities ::.
[D-RANK: Flame Tongue, x 1 per Battle]Loghrif activates a turbine along its shoulder that would begin to rapidly heat the metallic frame along its body and even the weapon he wields via conduction, when striking an opponent he is capable of severely burning them. PvP: Basic / Weapon DMG + 1d4 Fire DMG.
[D-RANK: Death's Embrace, x 1 per Battle]Loghrif utilizes its cable like tail to guide it along the surroundings close enough to bind an enemy in its grasp. There are receptors along the length of the tail that would begin to feed off of life energy from the target and resend it back to the Puppeteer. PvP: Stun target for 1d4-1 (Min. 1) Rounds or until hit. Drain 1d4 HP (bypassing DR) healing User. Can be Set as Trap.
[C-RANK: Blaze Cannon, x 1 per Battle]Loghrif slides its mouth open and exposes a small nozzle which takes aim at a target before a flicker of flame is ignited at the tip. The puppet then dispenses a viscous oily substance as it is ignited by the flickering flame into a flame-thrower that exudes poisonous fumes capable of choking an opponent. PvP: Duration 1d4 Rounds, deal 1d4 Fire DMG + 2 CP Poison DMG per Round.
[C-RANK: Devil's Playground, x 1 per Battle or User's Explosive Tag]Loghrif stealthily maneuvers itself around the field and places a land mine hidden in the earth by injecting it via its heel. Once the puppeteer has found the right opening, they would detonate the explosive into a thunderous boom capable of producing a shell shock effect to any close to the blast radius. PvP: Add to Explosive Tag Effect: - 2 to Rolls for 2 Rounds. Can be Set as Trap.
[B-RANK: Flame Sprite, x 1 per Battle]Loghrif slides 2 panels open along its shoulder blades revealing missle like devices that poke out of his back before being shot out into the air. These pair of missles are heat-detecting capable of tracking the target down with great accuracy, even luring them out of hiding. PvP: + 2 Vs Dodge, ATK 2 times dealing 2d6+2 Fire DMG per hit. Can be used to force hidden targets out of hiding. (Even those hidden via Jutsu)
[B-RANK: Hellfire Harbinger, x 1 per Battle]Loghrif activates its Seal as it corresponds with other Zodiac Seals, coating the puppets in an intense aura of heat that is visibly smoldering in the air. To the touch this heat is capable of grilling an opponent causing serious burns. PvP: Apply + 1d6 Fire DMG to all Zodiac Puppets Basic / Weapon ATKs, Duration 1d4+1 Rounds.
[COMBO: Cerberus Tri-blaze, x 1 per Battle: Uses all Active Puppet's Turns]The Zodiac Signet of Aries would emit a soft Red glow each time this Puppet makes a successful strike as it responds to a synergical link between its fellow puppets of the Zodiac Set. Within the Signet of Aries is a Fuinjutsu that would release the moment enough energy had been built up - begin to assemble the puppets creating a perimeter around the User facing the enemies and finally release a blazing display of pyrotechnics by spewing molten liquid capable of melting stone. PvP: 1 target per Zodiac Puppet, 1d4+2 Fire DMG per round for 1d4+2 Rounds. Bypasses 5 DR and lower it by 5 for Duration.
Fandaniel, the Protector A puppet that is summoned in the form of a Black Ape (7 ft high) with burning blue eyes, plated charred wood, and a sturdy frame releasing searing heat to the touch. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Leo on its forehead colored lush red, distinguishing it as a part of a set that share the same color signet representing the element Fire.
Spoiler:
.:: Innate ::. + 2 DEF
Can Wield Weapons
[Zodiac Puppet: Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round). D-RANK) 1 Zodiac Pt C-RANK) 2 Zodiac Pts B-RANK) 3 Zodiac Pts Combo) 5 Zodiac Pts
.:: Abilities ::.
[D-RANK: Inferno Blitz, x 1 per Battle]Fandaniel begins to curl itself into a ball, before flapping panels along its frame open with propulsion devices hidden underneath that cause this puppet to burst into an attack capable of snuffing it out or weaken the damage on impact. As it volleys across the air it would resemble like that of a Meteorite. PvP: Block + 1, If successful deal 1d6 Fire DMG, if it Fails gain 1d6 DR.
[D-RANK: Nightmare's Kiss, x 1 per Battle]Fandaniel slides its mouth open and exposes a nozzle where it would release a white toxic cloud that would disorient a target making them slightly dazed and have double vision. PvP: Duration 1d4-1 (Min. 1) Rounds. Target rolls 1d4 per ATK made, 1-2 ATK misses, 3-4 ATK Normally.
[C-RANK: Searing Fever, x 1 per Battle or User's Smoke Bomb]Fandaniel fires pellet like grenades at a target that would disperse in a series of explosions creating a noxious red cloud of poison that would cripple the immune system making them temporarily ill and heighten any Damaging effects they would endure. PvP: Add to Smoke Bomb Effect: + 1d6 DMG each time target(s) take DMG.
[C-RANK: Grim Reaper, x 1 per Battle]Fandaniel contains a core that is powered by micro-wave energy within the environment, as it would draw in the current and let it flow along its body and weapon capable of burning an opponent. PvP: Basic / Weapon DMG + 1d4 Fire DMG per round for 2 Rounds.
[B-RANK: Dark Knight, x 1 per Battle]Fandaniel slides panels along its chest that would permit an individual to step inside and wear it like a suit of armor, inside it is padded with chakra receptors that would react accordingly to the User's skill in Chakra Control. While inside they are also protected from the micro-wave super heated energy coating the frame of this puppet. PvP: Duration 1d4+1 Rounds. WIS Stat Substitutes STR (Apply Stat Bonuses) + 1d4 Fire DMG to / Vs Tai / Ken ATKs.
[B-RANK: Berserk Frenzy, x 1 per Battle]Fandaniel's head has a chakra storage device that utilizes the Puppeteer's energy funneled to maintain the chakra strings of this puppet, into a ball of energy that would emit strands of chakra that seem like silk as they latch onto broken pieces and ease the reconstruction of broken parts. PvP: 1d4+1 HP Regen per round to all Zodiac Puppets, Duration 1d4+1 Rounds.
[COMBO: Death's Rapture, x 1 per Battle: Uses all Active Puppet's Turns]The Zodiac Signet of Leo would emit a soft Red glow each time this Puppet makes a successful strike as it responds to a synergical link between its fellow puppets of the Zodiac Set. Within the Signet of Leo is a Fuinjutsu that would release the moment enough energy had been built up - User's Zodiac Puppets would assemble themselves so that each have one target and spew out one of two poisonous gases. A black cloud surrounds a target and combusts a few minutes after the user's puppets successfully strike, OR a white cloud that is a nerve gas capable of locking an opponents body while severely crippling their immune system. PvP: 1 Target per Zodiac Puppet, Deal Basic / Weapon DMG + 5d4 Fire DMG [OR] Stun 1d4+2 Rounds until hit, 1d4+2 CP Poison DMG per round.
Igehyorm, the Martyr A puppet that is summoned in the form of a Black Rat (5 ft high) with burning blue eyes, plated charred wood, and well crafted camera lense to the eyes with large acostic sensors for ears. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Sagittarius on its forehead colored lush red, distinguishing it as a part of a set that share the same color signet representing the element Fire.
Spoiler:
.:: Innate ::. + 20 Spot / Listen
Can Wield Weapons
[Zodiac Puppet: Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round). D-RANK) 1 Zodiac Pt C-RANK) 2 Zodiac Pts B-RANK) 3 Zodiac Pts Combo) 5 Zodiac Pts
.:: Abilities ::.
[D-RANK: Dark Waters, x 1 per Battle]Igehyorm gaps its mouth open exposing a nozzle and have it aimed at a target as it secretes a viscous oil that when ignited would release harsh fumes, causing dizziness and loss of ones balance. PvP: - 2 ATK / DEF Rolls + 2 HP / CP Poison DMG when taking Fire DMG. Duration 1d4-1 (Min. 1) Rounds.
[D-RANK: Tainted Radiance, x 1 per Battle]Igehyorm fires its hands which can be equipped with a weapon at a target only to have it burst on impact as a flash bomb dulling out ones senses. After the attack the hands would retract via a chain and lock its hands back into place. PvP: Basic / Weapon DMG + 2 Fire DMG + (-10) Skill Rolls for 1d4-1 (Min. 1) Rounds.
[C-RANK: Shadow Weave, x 1 per Battle or User's Ninja Wire]Igehyorm slithers its tail along the terrain and binds an opponent. The tail's tip contains a bulbous design of a chakra leeching device that would drain an individual's energy and resend it to the User via chakra strings. PvP: Add to Ninja Wire Effect: 3 CP Drain (Bypassing DR) healing User's CP. Duration 1d4 Rounds. Can be Set as Trap.
[C-RANK: Shooting Stars, x 1 per Battle]Igehyorm slides a large panel along its backside, that seems to be a handless rifle gun device with a small slit at the opening capable of firing off a volley of metal shrapnel engulfed in embers. PvP: 1 Kunai [OR] Shuriken, Rank DMG + 3d4 Fire DMG to 1 Target [OR] + 1d4 Fire DMG to 3 Targets.
[B-RANK: Jet Stream, x 1 per Battle]Igehyorm releases a seal scroll within its hull that would cause all puppets of the Zodiac set to flap open a portion of their panels and reveal propulsion devices that would cause each puppet rocket across the battle field with great ease.
PvP: Add 1d4+1 to Zodiac Puppet ATK / DEF, Duration 1d4+1 Rounds. [B-RANK: Genetic Splicing, x 1 per Battle]Igehyorm splits itself in-half creating a lower and an upper portion of itself. In doing so the puppet can cover my area however makes them more easily susceptible to damage. PvP: 1/2 Puppet HP until effect ends, it can ATK 2 times per round. Duration 1d4+1 Rounds.
[COMBO: Ending is Neigh, x 1 per Battle: Uses all Active Puppet's Turns]The Zodiac Signet of Sagittarius would emit a soft Red glow each time this Puppet makes a successful strike as it responds to a synergical link between its fellow puppets of the Zodiac Set. Within the Signet of Sagittarius is a Fuinjutsu that would release the moment enough energy had been built up - Igehyorm and its Zodiac Puppet partners float in mid air as their hands would begin to emit a stream of blue flames with a kanji symbol of "Seal" on their palms. Once prepared the three puppets swoop down onto their designated targets leaving behind a stream of prismatic embers and scorching the Chakra Seal onto their body. PvP: 1 target per Zodiac Puppet, Basic / Weapon DMG + 3d6 Fire DMG + 2 Round Chakra Seal.
~ Zodiac Puppets: Terrestrial Set ~
Deudalaphon, the Benevolent A puppet that is summoned in the form of a Tan Ox (6 ft high, 6 ft long) with burning blue eyes, Bamboo plating, and particle charged horns. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Capricorn on its forehead colored Brilliant Green, distinguishing it as a part of a set that share the same color signet representing the element Earth.
Spoiler:
.:: Innate ::. + 2 ATK
Can Wield Weapons, Penalties apply normally.
[Zodiac Puppet: Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round). D-RANK) 1 Zodiac Pt C-RANK) 2 Zodiac Pts B-RANK) 3 Zodiac Pts Combo) 5 Zodiac Pts
.:: Ability ::.
[D-RANK: Ion Shot, x 1 per Battle]Deudalaphon charges a laser and fires a beam from its eyes leaving behind a black spot along the target's body capable of injuring and piercing one of the Tenketsu severly. The aftereffects would be a burning sensation that may require medical treatment afterwards. PvP: + 1 Vs Block, 3d4 CP Poison DMG
[D-RANK: Magnetic Shield, x 1 per Battle]Deudalaphon contains a magno-electric gyro conductor that would condense the metallic makeup of one of the Zodiac Puppets, making them harder than steel and capable of reflecting some damage back to the source if they hit hard enough. PvP: Used before a DEF Roll, + 1d4 DR to 1 Zodiac Puppet. (Total DR reflects DMG Vs Tai / Ken ATKs)
[C-RANK: Garden of Thorns, x 1 per Battle or User's Caltrops]Deudalaphon utilizes its magno-electric gyro conductor to harness small metallic particles from its mouth and disperses it into the air evenly in the form of a black cloud with minor static bolts. These magnified shards of metal would stick onto skin and slowly dig into the flesh by being attracted to each other. PvP: Add to Caltrops Effect: - 1 ATK / DEF + 1d4 HP Bleed DMG (Bypassing DR). Can be Set as Trap.
[C-RANK: Omega Red, x 1 per Battle]Deudalaphon fires off 2 whip-like cables glowing red from its forearm that would coil around up to 2 targets with energy receptors slowly leeching their health onto the User via Chakra strings. PvP: Up to 2 Targets, Stun 1d4 Rounds or until hit + 2 HP Drain per round Healing User's HP.
[B-RANK: Shell Shock, x 1 per Battle]Deudalaphon manifests a large surge of electrical conduction via the Magno-electric gyro conductor as sparks visible gather from the air around it and focused inbetween its horns. It then releases the compressed energy in a thunderous boom ripping earth, water, and air itself as it is hurled at a target. PvP: + 2 Vs Block, 3d8 Lightning DMG + 2 Round Stun or Until Hit.
[B-RANK: Worlds Order, x 1 per Battle]Deudalaphon opens a panel along its chest revealing to be 3 saucerer disc like objects that are sent out into the air trailing along the enemy and fires laser beams into them capable of leaving behind small black spots as it cuts through flesh. The discs would then return to this puppet's chest where they would re-energize. PvP: + 2 Vs Dodge, ATK 3 Times and deal 2d4 HP Poison DMG per hit.
[COMBO: Speed of Sleipner, x 1 per Battle: Uses all Active Puppet's Turns]The Zodiac Signet of Capricorn would emit a soft Red glow each time this Puppet makes a successful strike as it responds to a synergical link between its fellow puppets of the Zodiac Set. Within the Signet of Capricorn is a Fuinjutsu that would release the moment enough energy had been built up - Deudalaphon contains with it a time / space manipulation seal that when released can hasten the movement of the puppeteer while manipulating the designated puppet. PvP: Duration 1d4+2 Rounds. 1 Zodiac Puppet gains + 1 Extra ATK per round.
Mitron, the Chastiser A puppet that is summoned in the form of a Tan Snake (3 ft high, 30 ft long) with burning blue eyes, Bamboo plating, and a sturdy frame making it malleable. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Taurus on its forehead colored Brilliant Green, distinguishing it as a part of a set that share the same color signet representing the element Earth.
Spoiler:
.:: Innate ::. + 2 DEF
Can Wield Weapons, Penalties apply normally.
[Zodiac Puppet: Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round). D-RANK) 1 Zodiac Pt C-RANK) 2 Zodiac Pts B-RANK) 3 Zodiac Pts Combo) 5 Zodiac Pts
.:: Ability ::.
[D-RANK: Synchronization, x 1 per Battle]Mitron seems to physically heave as it regurgitates a small egg, as the shell begins to crumbles a small toy puppet is revealed (can be of various shapes or sizes) that can be manipulated with relative ease. Inside this toy puppet is usually a spool of ninja wire that it would attempt to bind a target. PvP: Summon 1 Toy Puppet, Duration 1d4-1 (Min. 1) Rounds. It ATK/DEF (after this puppet), if ATK is successful: Stun 1 Round or until hit. Toy puppet breaks on hit.
[D-RANK: Belly of the Beast, x 1 per Battle]Mitron slithers to its side exposed as panels slide open revealing 2 compartments from under its hull, as chakra strings lash out and grapple onto a target (up to 2) one per compartment and pull them inside where they would be imprisoned temporarily as chakra receivers would leech their chakra and guide it back into the puppeteer who would feel slightly restored. PvP: Stun 2 Targets for 2 Rounds or until hit, Drain 1d4 CP (Bypasses DR) per round healing User's CP.
[C-RANK: Chilling Hailstorm, x 1 per Battle or User's Senbon]Mitron exposes its mouth towards an enemy with what seems like a blow-dart gun aimed at them, and begins to spew out a fire-storm of poison tipped senbon. The poison is a crippling dose, purple in color that would attack a persons internal organs with each abrasive movement composed. PvP: Add to Senbon Effect: 2 CP Poison DMG per round for 1d4 Rounds. DEF Rolls made cost + 2 CP.
[C-RANK: Juggernaut Armor, x 1 per Battle]Mitron houses magnetic inducing contraption that would increase the density of all of the Zodiac Puppets, making them hardened and capable of enduring slightly more damage while inflicting an impressive amount themselves. With each hit the puppets can crumble boulders. PvP: Duration 1d4+1 Rounds, Increase all Zodiac Puppet DMG / DR by 3 to Basic / Weapon ATKs.
[B-RANK: Titanium Tank, x 1 per Battle]Mitron wraps itself around two allied targets (can be user) as panels slide open along its side revealing 2 open compartments under its hull - permitting access and shelter from any further attacks as the puppet has now become a tank. PvP: Duration 1d4+1 Rounds, (Can apply up to 2 Targets) User's WIS Stat Substitutes CON Stat (Includes Stat Bonuses), While in effect Target(s) cannot be targeted and are limited to long-range ATKs.
[B-RANK: Thor's Roar, x 1 per Battle]Mitron fans out a cobra like hood with speakers within that can release a thunderous booming effect, capable of deflecting attacks and even deafening an opponent giving them a painful migraine. PvP: Block + 2, If successful Reflect 3d6 DMG + (- 2) ATK / DEF for 1 Rounds.
[COMBO: Ring of Invincibility, x 1 per Battle: Uses all Active Puppet's Turns]The Zodiac Signet of Taurus would emit a soft Red glow each time this Puppet makes a successful strike as it responds to a synergical link between its fellow puppets of the Zodiac Set. Within the Signet of Taurus is a Fuinjutsu that would release the moment enough energy had been built up - all of the puppeteer's active puppets would emit an ionic barrier that would assist in softening any blows taken. PvP: Zodiac Puppets gain 10 DR (Temporary, cannot be Bypassed) that lowers per DMG pt taken and refreshes back to 10 each round. Duration 1d4+2 Rounds.
Uriel, the High Seraph A puppet that is summoned in the form of a Tan Pheonix (5 ft high, 5 ft long) with burning blue eyes, Bamboo plating, and a light weight from yet geometrically spaced plating for reinforcement. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Virgo on its forehead colored Brilliant Green, distinguishing it as a part of a set that share the same color signet representing the element Earth.
Spoiler:
.:: Innate ::. + 20 Set Trap / Craft Weapon Skill
Can Wield Weapons, Penalties apply normally.
[Zodiac Puppet: Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round). D-RANK) 1 Zodiac Pt C-RANK) 2 Zodiac Pts B-RANK) 3 Zodiac Pts Combo) 5 Zodiac Pts
.:: Ability ::.
[D-RANK: Rising Sun, x 1 per Battle]Uriel fans its long bronze colored flexible blades resembling that of a peacock's tail-feathers. It then lunges forward with graceful acrobatic spinning attack as the blades would follow up with the initial attack making dozens of small razor bladed nicks. PvP: Basic / Weapon DMG + 2 DMG + (-2) to Target's Rolls for 1 Rounds.
[D-RANK: Rebirth Spring, x 1 per Battle]Uriel opens a compartment in its chest revealing a chakra emitter and a small orb of pink chakra that begins to waver in the air like strands of silk latching onto broken puppet pieces and mending one back whole again. PvP: Can perform "Basic Mechanical Knowledge" via this Puppet at + 1d4 HP Heal Roll [OR] heal 2 Puppets at - 2 to Heal Roll.
[C-RANK: Blooming Formation, x 1 per Battle]Uriel opens a compartment on its chest revealing a chakra emitter and a small orb of pink chakra that begins to blend with User's blue chakra strings forming a new heightened purple version. This would greatly assist in User's Kugujutsu performance. PvP: Apply the Bonuses to Puppet Jutsu via this Puppet: + 2 Round Duration [OR] + 2d6 DMG.
[C-RANK: Rose Petals, x 1 per Battle or User's Smoke / Poison Smoke Bombs]Uriel fires an egg-shaped bomb from its backside into the air as it spins about and begins to unravel in ribbons, and with it releases a pink mist mixed with rose petals onto the area. This pink mist is an aromatic poison that is capable of placing a target in a mild state of euphoria. PvP: Add to Smoke / Poison Smoke Bomb Effect: + 2 HP / CP Poison DMG per Round, + 2 Duration.
[B-RANK: Morning Mist, x 1 per Battle]Uriel would soar above the battle field with its glorious razor feathers trail behind it along with a poisonous golden mist that sparkles in the light. When exposed to this poison it would eat away any carbon made organism similar to acid, as it breaks away the particles - and in terms of metal cause it to rust and decay. PvP: Mass AoE (Except User) - 2 ATK / DEF + 1d6 HP Poison DMG. Duration 1d4+1 Rounds (Applies Vs Enemy Puppets, + 2 DMG roll)
[B-RANK: Night's Slumber, x 1 per Battle]Uriel would soar above the battle field with its glorious razor feathers trail behind it along with a poisonous silver mist that sparkles in the light. When inhaled this poison would leave targets caught in a daze as if they were under the influence of a drug similar to cocaine, making their eyes and nose bleed. PvP: Mass AoE (Except User), Duration 1d4+1 Rounds. - 20 Skill Rolls + Seal Chakra or Until hit twice.
[COMBO: Siren's Commanding Song, x 1 per Battle: Uses all Active Puppet's Turns]The Zodiac Signet of Virgo would emit a soft Red glow each time this Puppet makes a successful strike as it responds to a synergic link between its fellow puppets of the Zodiac Set. Within the Signet of Virgo is a Fuinjutsu that would release the moment enough energy had been built up - Uriel fans out its beautiful wings as 3 miniature versions of the puppet appear flapping behind it and a spear / lance the size of a senbon needle would jab it along the spine of the opponent. This special Senbon has a ruby end that serves like a radio antenna that takes in commands from the Puppeteer into electrical signals along the spine. PvP: 1 Target per Zodiac Puppet. If successful, Control target(s) for 1d4+1 Rounds or Until hit twice.
~ Zodiac Puppet: Celestial Set ~
Emet-Selch, the Truth Barer A puppet that is summoned in the form of a White Horse (6 ft high 6 ft long) with burning blue eyes, white pressure treated wood plates, and several cables for a tail. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Gemini on its forehead colored Radiant Yellow, distinguishing it as a part of a set that share the same color signet representing the element Wind.
Spoiler:
.:: Innate ::.
+ 2 ATK
Can Wield Weapons, Penalties apply normally.
[Zodiac Puppet: Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (1 "Zodiac" Pts can be swapped between Zodiac Puppets as a free action once per round). D-RANK) 1 Zodiac Pt C-RANK) 2 Zodiac Pts B-RANK) 3 Zodiac Pts Combo) 5 Zodiac Pts
.:: Ability ::.
[D-RANK: Cherry Bomb, x 1 per Battle]Emet-Selch flings 3 saucerer shaped discs out from a slit in its chest as it hovers about the field around 3 targets that when touched on impact would explode into a red cloud of pepper, it causes eyes to swell with tears and turn red. PvP: AoE up to 3 Targets, 2d4 HP Poison DMG + (-2) ATK / DEF for 1 Rounds. Can be Set as Trap.
[D-RANK: Aphrodite's Love, x 1 per Battle]Emet-Selch fires 3 arrow like chakra recievers that stick onto a target dealing no physical dmg - however are latched with the puppeteers chakra strings that are fed the target's chakra before the 3 arrow-like devices are retracted back into the puppet. PvP: AoE up to 3 Targets, Drain 1d4 CP (Bypassing DR) healing User's CP. Does not break Stun effects.
[C-RANK: Shattering Heavens, x 1 per Battle or User's Senbon]Emet-Selch fires 3 arrow-like bolts out from its forearms that would begin to disassemble in mid air with long barbs being stored inside of it - each barb is 1/2 a foot in length as it would pierce a target potentially stunning them by hitting a pressure point. PvP: Add to Senbon Effect: AoE up to 3 Targets, + 3d4 DMG + Stun 1 round or until hit.
[C-RANK: Masochist Whip, x 1 per Battle]Emet-Selch flings itself in a sharp turn, sending its tail out in a whipping motion to swipe at several targets and can snatch their weapons having this puppet use it for a brief period of time. PvP: AoE up to 3 Targets, Disarm and steal 1 Weapon or Ninja Tool equipping this Puppet. Duration 1d4 Rounds. (Or until its used for Ninja Tools)
[B-RANK: Numbing Icicles, x 1 per Battle]Emet-Selch opens a panel along its left shoulder and fires a spinning cylindrical missle to the air. Moments later the missle would release a shower of poisoned tipped needles from its compartments. The poison would seep into the target's veins causing a rushing effect, drawing blood out slowly through the pores. PvP: AoE up to 3 Targets, 3d4 DMG + 1d6 CP Poison DMG per round for 2 Rounds.
[B-RANK: Asura Strike, x 1 per Battle]Emet-Selch flares its barbed whip like tails out towards a person - using these tendrils to shred into the enemy's flesh or make it difficult to get close as they flick along the air and keep enemies at bay. PvP: ATK 2 times, deal Basic / Weapon DMG + 1d4 DMG [OR] Counter +2 Vs Tai / Ken ATKs deal Basic / Weapon DMG without taking turn.
[COMBO: Odin's March, x 1 per Battle: Uses all Active Puppet's Turns]The Zodiac Signet of Gemini would emit a soft Yellow glow each time this Puppet makes a successful strike as it responds to a synergical link between its fellow puppets of the Zodiac Set. Within the Signet of Gemini is a Fuinjutsu that would release the moment enough energy had been built up - Emet-Selch coats itself and the other Zodiac Puppets via a seal with anti-acidic plaster before releasing a large plume of a green cloud from small nozzles along its mane that covers all of the field in a thick mist that corrodes anything in its path. PvP: Mass AoE (Except User + Puppets) Duration 1d4+2 Rounds: Lower DR to 0 (fixed for Duration) and 1d4+2 HP Poison DMG per round.
Halmarut, the Arbiter (Sketch Only) A puppet that is summoned in the form of a White Wolf (4 ft high 5 ft long) with burning blue eyes, white pressure treated wood plates, and a reflective sheen perfect for camoflouge. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Libra on its forehead colored Radiant Yellow, distinguishing it as a part of a set that share the same color signet representing the element Wind.
Emmeroloth, Holy Queen (Sketch Only) A puppet that is summoned in the form of a White Tiger (6 ft high 7 ft long) with burning blue eyes, white pressure treated wood plates, and aerodynamic frame work. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Aquarius on its forehead colored Radiant Yellow, distinguishing it as a part of a set that share the same color signet representing the element Wind.
Pashtarot, Knight-Star (Sketch Only) A puppet that is summoned in the form of a Grey Ram (6 ft high 7 ft long) with burning blue eyes, weather treated wood plates, and its thick metallic frame is coated in anti-rust paint. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Cancer on its forehead colored Pacific Blue, distinguishing it as a part of a set that share the same color signet representing the element Water.
Nabriales, the Majestic (Sketch Only) A puppet that is summoned in the form of a Grey Boar (5 ft high 4 ft long) with burning blue eyes, weather treated wood plates, and pressurized tanks on its backside. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Scorpio on its forehead colored Pacific Blue, distinguishing it as a part of a set that share the same color signet representing the element Water.
Lahabrea, Abyssal Celebrant (Sketch Only) A puppet that is summoned in the form of a Grey Rabbit (4 ft high 2 ft long) with burning blue eyes, weather treated wood plates, and elegantly refined with woven fibers that enhance healing ability. It is able to transform into a humanoid shape (8 ft high) which is capable of wielding weapons equally as efficient as the puppet master controlling it. It possesses the Zodiac signet of Pisces on its forehead colored Pacific Blue, distinguishing it as a part of a set that share the same color signet representing the element Water.
Zordiark, King of Precepts (Sketch Only, Final) Information never disclosed, kept locked in Mithrajin's mind.
Last edited by DM Chiyo on Sat Feb 19, 2011 3:15 am; edited 8 times in total
Nova Jounin
Posts : 833 Join date : 2010-01-18
Subject: Re: † Inka, Mithrajin M. Ovanjiru † Tue Feb 08, 2011 8:40 pm