Core Ability Each person can be given a belief. In the Tenmukuto's case, it is something to live by entirely. These beliefs make up the core of the person they will become, and the role they will have in the clan. Each conviction a Tenmukuto takes is something ingrained into their very being, and a belief, above all else, they will follow without a second doubt. Depending on the belief, this will make them a fearsome warrior, a guardian of a valued target.
Base I: +D2 to Kenjutsu Damage [Offensive Conviction] ✓ Upgrade II: +D3+1 to Kenjutsu Damage[Offensive Conviction] ✓ Upgrade II: +D4+1 to Kenjutsu Damage[Offensive Conviction] [Note] Applies Once Per Round
Mukuto (Billowing Sword):
Core Ability
The Katana of the Tenmukuto is one of rather heavy origin. The blades they swing are normal katana, but the Kata behind them is different. Each blade seems to have it’s own power, a motion in the Mukuto style, rising upwards and outwards, as if the cut was precise, then towards a motion into the sky which sent the power freely flowing into the sky, alongside their enemies’ blood.
Base I: Gain Wind [Crit Range/Duration], Gain Billowing Sword Style [HP Damage/HP DR Ignore.] Gain 1xE-Rank Wind and 1xE-Rank Billowing Sword Style. ✓
Kaisai (Regeneration):
After taking many injuries in training as well as dishing them out, Hideo’s body is able to recover much quicker compared to another, With his chakra always seeking out injuries to heal naturally. This of course results in a scar each time, edgy. Base I:1 HP Regen.✓ Upgrade I: 1d2 HP Regen. Upgrade II: 1d2+1 HP Regen
Musha Iyoku (Warrior Will):
In battle, the Tenmukuto are renown for their unwavering conviction. But even before they step onto the field, their beliefs are tested before the eyes of their peers; so even in the face of death itself, their will shall not falter. Driven by pure belief, the Tenmukuto strike without fear, and take damage without fear. However, when their bodies begin to wane, they go on the defensive, focusing more on returning blows and receiving less damage than normal. Base I: Upon reaching 50% HP (rounded down), gain 1D2 bonus HP DR (Universal)/round✓ Upgrade I: Upon reaching 50% HP (rounded down), gain 1D3+1 bonus HP DR (Universal)/round Upgrade II: Upon reaching 50% HP (rounded down), gain 1D4+1 bonus HP DR (Universal)/round [Note] Bonuses are halved when stacked with other sources of HP DR/Round.
Tsuinzansatsu (Twin Slaughter):
The ferocious manner in which Hideo fights is reflected by his relentless attacks with his Nodachi. Using his strength he is able to slash much quicker than an opponent might expect, Or even slash with one hand and use the other to punch them in the face. He found that either worked just as well. Base I: Allows for a second attack roll. Deals 1d4 Damage. No Techniques. Cooldown 1 Round. Adds Bonuses.✓ Upgrade I: Allows for a second attack roll. Deals 1d4+1 Damage. No Techniques. Cooldown 1 Round. Adds Bonuses. Upgrade II: Allows for a second attack roll. Deals 1d4+2 Damage. No Techniques. Cooldown 1 Round. Adds Bonuses. [Note] Only gains Kakushin if Kakushin has not been applied yet this Round.
Gekijou (Fury):
When trapped in illusions some may believe that focusing your mind is the best way to ward them off, Hideo on the other hand believes that by locking onto his opponent he can tunnel vision his way to victory by pushing through a mentally incapacitating effect with pure fury. Base I: May Act while Mentally Stunned. 3 CP Cost.✓ Upgrade I: May Act while Mentally Stunned. 2 CP Cost. Upgrade II: May Act while Mentally Stunned. 1 CP Cost
Saidagen Fuicchi (Maximum Dissonance):
Edging along the length of the blade, a small concentration of Chakra finds itself rolling across the steel. With a heavy cut, and flick of the wrist, the Chakra within the blade is released akin to that of a small bomb within the body, sending that shockwave across the bones, nerves, muscles, and other internal parts, to create a heavy as possible strike to the foe that they wish to defeat, as fast as possible.
Base I: User can spend 4 CP to maximize their base damage roll: Cooldown: 2 Rounds.✓ Upgrade I:User can spend 3 CP to maximize their base damage roll: Cooldown: 2 Rounds. Upgrade II:User can spend 2 CP to maximize their base damage roll: Cooldown: 1 Rounds [Note] Must be used Prior to Damage Rolls
Chibaku (Blood Outrage):
Kinjutsu
Hideo not holding as much self restraint as might be needed for the techniques of his clan would instead have discovered that the opposite is just as effective, By channeling his blood thirst he was able to unleash his Chakra to empower all of his movements, almost feral when in the state it became just as difficult to put him down as he seemingly continued to come despite the technique taking it's toll on his body in the form of lacerations appearing on his body with prolonged use yet while in effect his body seems to hold itself together no matter the damage that is dealt to it through sheer force of will as well as the intent to kill everything around him before he drops.
Base I:Gain Access to Chibaku Stage 1 ✓ Upgrade II: Gain Access to Chibaku Stage 2 Upgrade II: Gain Access to Chibaku Stage 3 [Note]Chibaku's Specialities are Negatives/Duration
JUTSU:
Raiton:
Fuuton:
Taijutsu:
Strong Strike Put weight into your blows to burst past the blocking of your opponent. Type/Rank: E-rank taijutsu (STR/DEX) Costs: 1CP Effects: Single Target Attack, deals base damage +1.
Swift Strike Out-maneuver a slower opponent to push past their defenses and deliver a blow. Type/Rank: E-rank taijutsu (STR/DEX) Costs: 1CP Effects: Single Target Attack, deals base damage-D2. Note: Defending against this with DEX takes a -1.
Elbow Strike Swing out the elbow into the soft parts of the enemy. The point of the elbow acts like a stiff blade dealing more damage. Type/Rank: D-rank taijutsu (STR/DEX) Costs: 2CP Effects: Single Target attack, Deals base damage + D2 damage.
Kenjutsu:
Razors Edge Chakra in the edge of the blade narrows significantly creating a dangerous cutting edge. Type/Rank: D Rank Kenjutsu (DEX/STR) Cost: 2 CP Effect: Single Target Attack. Deals Base Rank Damage + 1D2 HP Damage
Rising Sun Sweeping the blade upwards the user builds chakra in their legs and weapon, leaping into the air a bit higher than a standard jump, and then dropping down with increased force on the other side of the opponent cutting down the back Type/Rank: C Rank Kenjutsu (DEX/STR) Cost: 4 CP Effect: Single Target Attack. Deals Base Rank Damage + 1D4
Mukuto:
Chibaku:
Chibaku (Blood Outrage) Stage 1 The first stage of Chibaku begins similar to the others with the users chakra starting to empower their blood thirst, The lacerations from the first stage are less severe compared to the others, taking the form of small cuts while his body tore itself apart and the overall strength of the technique is not as strong as it could be, Yet it did give hints as to what was to come.
Type: Chibaku Kinjutsu Rank: C++ Cost: 4 Initial, 2 CP/Round, 3x Uses/Day Effect: Lasts 1d4+1 Rounds. As Long as Chibaku is up, If the User falls within their permanent kill range, They raise with 2d4+1 HP. Attacks against another person that successfully connect inflict a -1d2 to Kenjutsu Defense Rolls for 1d4 Rounds. Kenjutsu Critical Range is increased by 4 for the duration. The user takes 1d2 HP damage each round to their main HP pool.
Note: Self Raise may proc only once while in Chibaku Note: Consecutive Hits Refresh Negative Duration Note: If used more than once a day, the user takes a stacking -1 to all rolls for 24 hours from their latest activation of the ability. Note: User gains ability to use Chibaku (Blood Outrage) It’s specialties are Negatives/Duration.
Chibaku (Blood Outrage) Stage 2 The second stage of Chibaku causes the users hair to begin shifting in color to a much more pale white, In stage 2 however this was limited to simply being white streaks that appeared throughout, the lacerations growing much more severe as the blood rage increased in potency.
Type: Chibaku Kinjutsu Rank: B++ Cost: 6 Initial, 4 CP/Round, 2x Uses/Day Effect: Lasts 1d6+1 Rounds. As Long as Chibaku is up, If the User falls within their permanent kill range, They raise with 2d6+2 HP. Attacks against another person that successfully connect inflict a -1d4 to Kenjutsu Defense Rolls for 1d4 Rounds. Kenjutsu Critical Range is increased by 10 for the duration. The user takes 1d4 HP damage each round to their main HP pool.
Note: Self Raise may proc only once while in Chibaku Note: Consecutive Hits Refresh Negative Duration Note: If used more than once a day, the user takes a stacking -1 to all rolls for 24 hours from their latest activation of the ability. Note: User gains ability to use Chibaku (Blood Outrage) It’s specialties are Negatives/Duration.
EQUIPMENT:
None
FIGHT RECORD:
.:: Wins ::. [ 0 ]
.:: Losses ::. [ 0 ]
.:: Ties ::. [ 0 ]
Last edited by KishuSenki on Tue Jul 07, 2015 2:31 am; edited 5 times in total
KishuSenki Genin
Posts : 56 Join date : 2012-03-09 Age : 87 Location : Canada
Subject: Re: Hideo Tenmukuto Sun Jul 05, 2015 9:56 pm
ACTUAL Token BANKIN
+8 CHA - 48 RP Tokens (DM Boruto) +6 CON - 36 RP Tokens (DM Boruto) Level 11 - 3 XP Markers (DM Boruto) Level 12 - 12 RP Unrefundable Tokens (DM Boruto) +1 STR - 8 RP Tokens (DM Boruto) +2 CON - 16 RP Tokens (DM Boruto) - 14 Unrefundable +2 CHA - 16 RP Tokens (DM Zapotec)
RP Tokens Spent : 136 (26 Unrefundable) XP Markers Spent: 3