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| | (Sunagakure Contest) Welcome Clan X | |
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+3The Senpai Zapotec whydoyouevenbother 7 posters | Author | Message |
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Kankuro Jounin
Posts : 934 Join date : 2010-01-18 Location : One String to rule them all, One String to find them. One String to bring them all and in the darkness bind them.
| Subject: (Sunagakure Contest) Welcome Clan X Sun Jun 28, 2015 2:19 am | |
| Welcome to Sunagakure's First Contest. Welcome Clan X is a contest of creativity and craftsmanship. Bring your best game to add your Clan to Sunagakures infrastructure! Requirements:
- Clan Leader Biography
- Clan History
- At Least 9 PP of Options. (Two of which are Core Clan Abilities)
Bonus:
- Pictures
- Additional Persons of Interest Biography's
- Relations to Other Clans/Bloodlines
Bare Bones Example - Quote :
- [Picture Here]
Clan Mato Clan Mato is a clan of ninja!
Clan Head Jergo Mato is clan head. At sixty he's a skilled and revered Shinobi. Jergo Abilities xxx
Clan Relations Clan Mato hates the Anja because their holier than thou Clan Mato favors Shinkiro for their raw skill in the Shinobi world I will Select Three Clans, they will be balanced and Role-play adjusted if needed. Then They will Join Suna's line up! Note: If you team up with someone the prize will be reduced by one grade. (Minimum of Level 11 Starter, Maximum of Three People Collaborating per Clan) First Place: A Level 13 Character of their submitted Clan Or 16 Tokens Second Place: A Level 12 Character of their submitted Clan Or 12 Tokens Third Place: A Level 11 Character of their submitted Clan Or 8 Tokens All Other Participants: 5 Tokens Post Below The contest will be over in July 27th | |
| | | whydoyouevenbother Special Jounin
Posts : 225 Join date : 2010-10-27
| Subject: Re: (Sunagakure Contest) Welcome Clan X Sun Jun 28, 2015 5:47 am | |
| Clan/Order: Shakuren (Red Lotus) Co-opted by DM Zapotec Clan-Leader Biography: Jian Yen is a man in his sixties. Born on a battlefield, he became a soldier. Taking heavy casualties in these times, he became a tinkerer and utilised one of the first mechanised arms for combat. His resarch made him valuable enough to become a primary target for assassination. At the end of an extended battle between an assassination squad, his guards and himself, his body was broken to the greatest extend and he was dieing. But Jian Yen refused to die. Using his resarch (and some of his surviving staff), he created limbs for himself and, in fact, created himself a mechanical body to live on. The process was not perfect, but it allowed Jian to slowly perfect it, his life extended until a stable method could be found. Now having a "perfected" body of a living puppet, he sought out volunteers and found some few amongst the maimed. Initially, the Kazekage, whom his clan had to serve in order to continue their resarch and be protected, tried to enforce prisoners to the transformations, but Jian Yen based his Philosophy upon that he could not change the soul, only the body: To give an enemy a malleable body of a living puppet would only mean that it was that much harder to control or destroy them. Jian Yen lives on, but he has become gradually concerned. It seems having an immortal body does not allow him to live forever as his mind slowly starts to shut down. In a spur of desperation, he has started the "Shakuren" (Red Lotus) Movement, mostly outfitting young crippled shinobi or children to further his resarch with volunteers. These children soon became weaponised by Suna and will take their role on the battlefield. Jian Yen is somewhere on Jounin-level, albeit his official rank is Seiei Chuunin as he is kept as a resarcher and not as an actual combatant at the frontlines. He is capable of fighting at jounin-level without question, but he is mostly too occupied with his resarch, something his superiors acknowledge and are loath to break him from it: Much weaponary is gained from leaving Jian at his current position. He is constantly struggeling with funds for his resarch and to equip new Shakuren, leading to them becoming more and more militarised in order to keep up the funds for what would be considered military resarch instead of purely philantrophic. - Abilities of Jian Yen:
Disclaimer: Albeit his level is not quite as high as some mayor NPCs, his stats are the result of year-long survival and resarch to create a feasable body to resist. His intellect and Wisdom have, in fact, involuntarily deteriorated lately and he fights at jounin-level ranking with the best of them, if forced to. Level: 30 Str: 20 (+5) Dex: 40 (+15) Con: 44 (+17) Int: 36 (+13) Wis: 23 (+6) Cha: 35 (+12) HP: 44 + Secondary pool of 8/1d2+1/15 CP: 35 + Secondary pool of 5/12/1
Elements: Earth, Metal, Fire
18 PP
Reconstructed Body Upgrade II (3 PP) Internal Powersource Upgrade I (2 PP) Incomprehensible Upgrade II (3 PP) Silent and undetectable Base (1 PP) +Elements: Metal (Specialisation: Hp Damage, CP Costs)/Tools (Specialisations: Crit Range, CP costs) Base (1 PP) Combat Ready Upgrade II (3 PP) So much Power, so much Potential Upgrade II (3 PP) Secondary Defense Roll: Upgrade 1 (2 PP)
Clan History: Shakuren is less of a clan and more of a movement. Volunteers (And yes, they are strict volunteers, albeit one can argue that a child or a man in pain is not necessarily the best judge of character for long-lasting choices) are outfitted with new bodies or extensive bodyparts to function in society. Due to the malleable essence of a living being, use of Chakra is not excluded, but severely hampered. To counter this, Jian Yen has created methods to boost the output of the natural chakra. The pain of changing bodies is depending on the amount of changes. It is not pleasent, but in all honestly, it gives some a chance to fullfill their goals when elsewise they would be dead. Shakuren has Good relations with the Shirogane Clan, cooperating in many things. Albeit Shakuren, under the leadership of Jian Yen, has managed to cooperate with them as equals, part of the Shirogane plan to make the movement of the Shakuren subservant to the master-puppeteers to serve as their soldiers. Shakuren, as a relatively young Movement, stands Neutral with other clans and powers. On a personal level, whomever has inflicted the grieveous wounds which led to the individual Shakuren members to be crippled in the first place, would be Hated by that individual. PP Options Core Abilities: Reconstructed Body RP: Albeit every body is differently made, they all share some distinctions of how they were set up. The original is only a well-protected shell. Core Clan Ability Base: Gain secondary HP Pool starting at 3, maxing out at 10 and gaining 1 HP regeneneration Upgrade 1: Gain secondary HP Pool starting at 5, maxing out at 12 and gaining 1d2 HP regeneration Upgrade 2: Gain secondary HP Pool starting at 8, maxing out at 15 and gaining 1d2+1 HP regeneration Additional: Does not gain half level to HP Internal Powersource RP: A body as badly broken and tempered with can not sustain Chakra in the same way as a normal body can. Instead, every puppet-body has an internal system to boost the initial loss of chakra. Core Clan Ability Base: Gain secondary CP Pool starting at 3, maxing out at 10 and gaining 1 CP regeneneration Upgrade 1: Gain secondary CP Pool starting at 5, maxing out at 12 and gaining 1 CP regeneneration Upgrade 2: Gain secondary CP Pool starting at 8, maxing out at 15 and gaining 1d2 CP regeneneration Additional: Does not gain half level to CP Cyborg-Route: Silent and undetectable RP: How can you find what does not breathe, does not emulate chakra as a human and does not need to move in a conventional way? Base: Gain +1 Physical Stealth, Gain +1 Chakra Stealth Upgrade 1: Gain +2 Physical Stealth, Gain +2 Chakra Stealth Upgrade 2: Gain +4 Physical Stealth, Gain +4 Chakra Stealth Incomprehensible RP: Machines are not as simply used as humans. They adapt. They change. And plans fail. Some of their bodies are so byond human that many tricks are countered by either design or unforseen complications. Base: Reduce the duration of an effect by 1 round for 2 cp as a free action Upgrade 1: Reduce the duration of an effect by 1 round for 2 cp as a free action Upgrade 2: Reduce the duration of an effect by 2 rounds for 2 cp as a free action Built to Last RP: Armored plating, detatchable body-parts.... there is nothing which can not be weaponised. This Body has been created to endure punishment received and protect the vital parts which keep the construction together and functioning. Base: Gain 1 HP DR/Round Upgrade 1: Gain 1d3 HP DR/Round Upgrade 2: Gain 1d3+1 HP DR/Round Combat Ready RP: Some of the Shakuren excel at fighting multiple opponents, weapons and chakra-implants allowing them to target multiple opponents at all ranges. Base: Affect 1 additional target with attacks or techniques Upgrade 1: Affect 2 additional targets with attacks or techniques Upgrade 2: Affect 3 additional targets with attacks or techniques Brutal Toys RP: Flesh tears and steel breaks. Your body has been upgraded to be weaponised heavily even for a Shakuren. Hidden blades, needles.... whatever necessary. Base: Additional 1 Damage to Taijutsu/Kenjutsu on each hit Upgrade 1: Additional d2 Damage to Taijutsu/Kenjutsu on each hit Upgrade 2: Additional d3 Damage to Taijutsu/Kenjutsu on each hit Chakra-Manipulator-Route Emulated Natural Chakra RP: Some bodies become specialised to hold nature-chakra of a sort, allowing the user access to a multitude of different Elements. Base: Gain access to 2 different base elements. Gain 2 E-ranked unique jutsus of the chosen elements Upgrade 1: Gain 2 D-ranked unique Jutsus of the chosen elements Upgrade 2: Gain 2 C-ranked unique jutsus of the chosen elements Additional: This can be taken twice for up to 4 different base elements Additional Fuel RP: Internal Powersources can be overclocked if necessary, leading to regernation and reassembly above a level which can be matched by a human body. Base: Gain HP regeneration 1 Upgrade 1: Gain HP regeneration 1d2 Upgrade 2: Gain HP regeneration 1d2+1 Master of Mechanical Menace RP: It is only a small step from the puppet to become the puppeteer if they choose to learn the finer arts of manipulation. Base: Gain Puppet Rank 1 and Puppetry Upgrade 1: Gain Puppet Rank 2 Upgrade 2: Gain Puppet Rank 3 Additional: Shakuren can use 2 HP to substitute the costs of 1 CP when it comes to upkeep of puppets Living Puppet RP: It is possible to manipulate the strings of a puppet when it chooses to be controlled Base: The Sharuken can choose to be manipulated by a Puppeteer, counting as 1 of the Puppets (and to the max of puppets of the user). The Living Puppet gains any bonus a puppet would gain from the Puppeteer, stacking 100%, but retains its own Initiative and action(s). Only the Puppeteer needs to pay CP for sustaining the Puppets, unless the Shakuren him/herself has Puppets him/herself to sustain. So much Power, So much Potential RP: Why seal with one hand when you could have a dozen? The mechanical body has less limitations than a human one and can multitask. Base: Lets the user perform a second technique. E Limit on Rank. Cooldown 2 Rounds. Upgrade 1: Lets the user perform a second technique. D Limit on Rank. Cooldown 2 Rounds. Upgrade 2: Lets the user perform a second technique. C Limit on Rank. Cooldown 2 Rounds.
Last edited by whydoyouevenbother on Mon Jul 06, 2015 3:04 pm; edited 4 times in total (Reason for editing : Updating rules and beautifying it.) | |
| | | Zapotec Special Jounin
Posts : 248 Join date : 2011-09-28 Age : 35 Location : Zagreb, Croatia
| Subject: Re: (Sunagakure Contest) Welcome Clan X Mon Jun 29, 2015 11:37 pm | |
| Kazekishi Clan About the Clan The Kazekishu of Sunagakure have an odd history, a clan not formed from blood relatives but instead formed from the bonds of brotherhood that can only be found on the wide paths of the deserts and in the depths of several gambling dens and sake holes. The Kazekishu while originally working as caravan guards, nowdays is equal parts criminal organizations and one could dare say a clan. They are both gangsters and among the most fanatical protectors of the Wind Country. Roaming in their gangs they will oppose anyone that dares to threaten their country with a tenacity that has even made them recognized by the Kazekage as a force to be respected and pointed in right direction. The Kazekishu differs from other clans in Sunagakure that they actively adopt members into the clan on a regular basis based on their merits and not on being of the same blood as the twenty original members, even if the blood of the founders still weigh heavily. This makes the Kazekishu an odd blend of personalities and abilities but all of them have dedicated themselves to the protection of the people. Also what they cannot provide trough superior training they provide trough superior numbers and sheer tenacity to stay alive. Being easily recognized with the odd hairstyles, abrasive natures and biker clothing the Kazekishu will certainly leave an impression, if not on your fashion sense, ears or mind, their tenacity and natural the charisma of these wandering vagabonds is bound to impress. Equal part protectors and enforcers as they are thugs that control many of the more unsavory elements of the country the Kazekishu are a chaotic blend of both the worst and best society can offer. Ryuu the Sodai Taichou Well pushing his fifty fifth year, old man known only as first captain or Ryuu to those who know him from days of protecting the caravan trails, stern and direct, old man still has rather considerable skill in both commanding men and horses as she does with his favoured tetsubo. Nowdays however most of his work relates to getting drunk and tending to occasional race when new horses are added to the clan herd. He is left with little goals in life except see his legacy continue even once he has passed away and into legend. His only regret is that he could not protect all of his men over the long service they have shared. In past he has offered his help in almost every larger engagement that Wind Country has participated in, earning distinction for self and his rugged band of thugs and outcasts. Eventually earning themselves minor clan status and approval of the Kazekage, formally turning their company name into family one. Abilities: Thug life II, Heroic poise II, Easy Rider II, Dragon Skin II, Low Blow II, Will to survive II, Thundering Hooves II Clan Abilities Thug life: Members of the gang have participated in many a brawl and have been knocked around so many times that you are starting to get used to it. Base: +3 HP Upgrade I: +5 HP Upgrade II: +8 HP Note: Core clan ability
Heroic poise Despite their extravagant and eccentric behaviour, Kazekishu have been formed in order to protect Wind country and its people. Base: Defend another 2 CP/1 Round Cooldown Upgrade I: Defend another 1 CP/1 Round Cooldown Upgrade II: Defend another 1 Round Cooldown Note: Core clan ability
Easy rider No self respecting Kazekishu would ever be found alone without its mightly steed. Unless he cant afford one. Base: Horse pet grade 1 Upgrade I: Horse pet grade 2 Upgrade II: Horse pet grade 3 Note: Must be level 20 to purchase first upgrade. Must be level 30 to purchase second upgrade.
Gang Your reputation, defiance and skill have made one of lesser gang members desire to follow you around and bask in your greatness. Base: Human gangster grade 1 Upgrade I: Human ganster grade 2 Upgrade II: Human gangster grade 3 Note: Must be level 20 to purchase first upgrade. Must be level 30 to purchase second upgrade.
Captain As your skill at managing people, or just lying to them about your exploits and awesomeness grows, you attract more followers. Upgrade I: 2 Human gangsters Upgrade II: 3 Human gangsters Note: Gang is a perquisite to buy these slots. Must be level 20 to purchase first upgrade. Must be level 30 to purchase second upgrade.
Mount up Being good boss towards your minions as you are, or you are really sick of always waiting on slow footmen, you decided to provide them with horses from clan's herd. Upgrade I: 2 Horse pets Upgrade II: 3 Horse pets Note: Easy rider is perquisite to buy these slots. Must be level 20 to purchase first upgrade. Must be level 30 to purchase second upgrade.
Will to survive Your body regenerates at astounding level as you just refuse to let your life end that quickly and without proper flair. Base: 1 HP Regen Upgrade I: d2 HP Regen Upgrade II: d2+1 HP Regen
Dragon skin Exposed to elements and repeated abuse your hide has thickened enough to deflect some amount of damage. Base: HP DR/Round (Universal) 1 Upgrade I: HP DR/Round (Universal) d3 Upgrade II: HP DR/Round (Universal) d3+1
Low blow You are not one of the most honourable fighter types and will often aim to hit the areas that you know will hurt and hurt deep. Base: +1 damage on Tai/Ken, Crit range 17-20 Upgrade I: +1 damage on Tai/Ken, Crit range 16-20 Upgrade II: +d2 damage on Tai/Ken, Crit range 13-20
Den rats Your gangsters are trained in rather underhanded tactics of combat by yours trully and rest of the gang back at sake den you all call home. Base: Henchmen do +d2 Tai/Ken damage Upgrade I: Henchmen do +d3 Tai/Ken damage Upgrade II: Henchmen do +d3+1 Tai/Ken damage Note: Gang is perquisite to buy these slots.
Thundering hooves The horses that Kazekishu breed themselves are rather used to combat and attack skillfully themselves trampling oponents left and right. Base: Basic attacks strikes +1 extra target Upgrade I: Basic attacks strike +2 extra targets Upgrade II: Basic attacks strike +3 extra targets Note: Easy rider is perquisite to buy these slots.
CO Created: DM Zapotec & Yaaku | |
| | | The Senpai Special Jounin
Posts : 361 Join date : 2012-03-07 Age : 27 Location : Oregon
| Subject: Re: (Sunagakure Contest) Welcome Clan X Wed Jul 01, 2015 4:27 am | |
| Clan Tenmukutō (Heaven's Billowing Sword)When you allow man to become one with his sword and reach the state of absolute Nirvana, a true monster is born. When you are in your element, you are not considered human. You are a machine for the duty and conviction you hold dearest to your heart. Your strength lies in your belief, your power lies in your training. You pair those two aspects, and you are absolutely unstoppable. The impossible may become possible when your will becomes your strength, and surpasses the boundaries of the body. That is the way of the Tenmukutō.
"お前 の 確信 守ろ。 (おまえ の かくしん まもろ [Omae no Kakushin Mamoro.])" "Protect your Conviction."
Bled into the annals of history, truth in the blood which soaks the blade, the Tenmukutō Clan has been raised and rallied from the most elite Vanguard of Samurai in the Sunagakure armory, rivaling that of Shinkiro. When one hears the name of Shinkiro, they will likely hear the rivaled cousin, Tenmukutō. While Shinkiro act as bodyguards and shadows, the Tenmukutō take rise of the Bushido code and are the vanguards of the front lines. Armed with a single Katana and Wakizashi in most cases, these clansmen are the embodiment of power. Whether it be training, or pure physical strength, it comes off as an aura of fear to wash over the area with their own dominating presence. The sword of a Tenmukutō is his soul, and without his sword, his soul has a piece missing. Indoctrination for the Tenmukutō requires one to hand-forge their own sword in the process, a skill trained before even combat. With their stints in the Academy, and the community values given by Sunagakure, the Tenmukutō have focused their children's' childhoods around the conviction they are brought up to believe in without a second guess.
Convictions come in many forms. For the Tenmukutō, it is one you must find yourself. You must find a belief, whether it be a belief in your village, or your family values.. One must always find that singular spout of thought before they can be officially recognized as a Tenmukutō swordsman. Convictions can come in many forms, and even simple ones like 'fighting for those you love' are accepted, as long as it is something you will believe in without a fault. Though, not everyone's conviction is black and white, but for the Tenmukutō, all is accepted, and nothing is denied, so long as it does not negatively impact the Clan. Whatever conviction one may choose, it must be presented to the Elder, and your belief will be tested afront all the members, to officially allow you to wield your blade, and draw blood for Sunagakure, and for the Clan itself. Sunagakure has prided itself on community and loyalty, and the Tenmukutō are no different. There has been no coup in their history, and no signs of betrayal. True loyalty comes from their code, and their teachings, and shall not be squandered easily.
The standard training regimine of the Tenmukutō consisted of a rather heavily moderated training schedule. First would be a cardio workout of a ten-kilometer run, into scaling numbers of pushups based on age and group within the clan, then other core workouts. This was the daily ‘warm-up’ for the Tenmukutō clan, usually done in their sects. Afterwards, the younger members would train with small Bokken, appropriately weighted, as their arms began to build the required muscle to wield the heavier blades they would soon forge later in their years. Upon forging their own blade, they would soon work with it, and become familiar with the blade they would work with for many years to come. Upon receiving the blade, their regimine would consist of cleaning, sharpening, and overall blade maintenance, until it was prepared for the day’s combat. This, normally consisted of three-hundred strikes into the trunk of the tree, and strength was determined by how many trunks you have cut through on a certain age. Then, one-thousand air strikes to clean the blade, and finally, to cool down, the Tenmukutō would usually practice the Mukutō Kata until evening, to which they would clean their blade, eat with their family, share the day, and finally settle in for the night, only to repeat the regimine in the coming day. In parts of those times, they would also attend Academy core classes, using those together to become a formidable Shinobi.
Whether it be male or female, Tenmukutō has always favored strong men over women, thus the third incarnation of the Clan's Head has been male, like the two previous. However, gender is not discriminated upon despite this fact. Each person is treated without Gender, and based their positions on combat merit and conviction. There are a number of male and female personages within the Clan, and each has been trained through the rigorous programs without any stereotype towards that gender. Being granted a sword, and the ability to wield that sword for what you believe in is a privilege that must be earned through the years of training you are placed in. It is very common for someone to be at least sixteen until they are ready to wield their prepared blade, but this coincides well with graduation and forays into the world of the Shinobi, for the training they prepare you for in the Tenmukutō shall attempt to prepare you for combat as realistic as it could be.
While the largest part of the Clan is its interaction with the blade, that does not stop secondary affinities for Chakra or it's kin. Raiton and Fuuton are common elements as they augment the prowess of the Tenmukutō blade, but other elements have been heard of, much like the current leader's own affinity for Katon, coining him: 'The Phoenix Blade'. A fearsome, perhaps even young person to hold the mantle of Clan Head, but a very capable person at that. He is known for creating large movements and Vanguard formations on many missions, while earning a name for his surname, and the Clan's name. The Tenmukutō is not a large clan as one would expect, but it is a very specialized one. One that prides itself on quality over quantity, and that quality is at the very least, elite.- 3rd Clan Head:
Name: Kajimai Tenmukutō Alias: The Phoenix Blade Affiliations [Village, Clan, Other Affiliations]: Tenmukutō, Sunagakure, Wind Country Rank: Jounin/S-Rank Occupation: Clan Head Combat Style/Weapon of Choice: Katana/Wakizashi Elemental Preference: Katon Squad [If Any]: N/A
Lifetime: SH 0 Date of birth [37 Years of Age] Gender: Male Height: 6 Feet 4 Inches Weight: Super Heavyweight Eyes: Brown Hair [Include Head Number;Hair Color Number]: Raven Skin [Include Skin Color Number: Lightly Tanned Build: Muscular Distinctive Characteristics: Outfit [If possible, have specific numbers in the case of a custom imported uniform, for accurate portrayal]: Sexual Orientation: Heterosexual Marital Status: Married Significant Likes: Swords, combat, sake, sleep, conversations, risks. Significant Dislikes: Idiots, destruction of his clan, betrayal, coups.
Goals Become Recognized - √ Join Sunagakure - √ Become a Jounin - √ Become a fearsome fighter - √ Get married - √ Become Clan Head - √ Gain a title - √ Become the greatest swordsman to live - ≡
Relatives Tenmukutō, Hiroshi [Son, Alive, Aged 15] Tenmukutō, Akane [Wife, Alive, Aged 33] Tenmukutō, Juuichi [Brother, Alive, Aged 46] Tenmukutō, Yuria [Daughter, Alive, Aged 18]
History Kajimai was born a normal child under the tail-end of the first Tenmukutō Clan Head, and the inaugural period of the second Clan Head's appearance. During his life in the Clan, not much was said about Kajimai aside from the fact that he was a dependable person. They could depend on him to get the job done, and in most cases, the results were the same. Above average. For a while, he was simply coined the 'above average' Shinobi, considering he had no special merits, or any sort of outstanding features or bloodlines that brought him to par with his counterparts, but one thing about him was rather special.. That one thing was potential.
Day-in and day-out training was the law of the land for Kajimai, and each day was a swinging of his blade hundreds of times, whether it be on a mission, or at home on the cutting post. Each and every day built sinewy muscle across his body to create, in further years, the structure that would lead him to his headship of the clan. While he was not outstanding, and did very little, or even no heroic acts of extreme merit, he was a dependable person, and someone accurately portrayed as at least someone who was level-headed enough to get the job done quickly, easily, and with results that would be more than acceptable.
However, in his later years, Kajimai wanted to further his potential in the use of his blade, and his natural element, Katon. After honing such a thing for a good portion of his life, he had come up with the Kenjutsu and Katon mixed: 'Phoenix Style', which was to say that each of his techniques were swooping wings of heat, or cuts so fast, and so hot, that they could dismember and cauterize at the same time. He began to stand out, shining brilliantly with the wings he drew from his blade, to dub him 'The Phoenix Blade'.
Such acts caught the eye of the Clan Head, and with that in mind, the decision was set. The previous Head was already reaching his end, and it was time for an indoctrination to the new leadership, to strive the Tenmukutō in a proper direction for many years to come. With the somber passing of the second Head, Kajimai now sits in his spot, looking over, training, and indoctrinating new vanguard, new elite, new Samurai into the Tenmukutō clan.
Overall Personality Kajimai was at the very least, a docile person. In combat, and out, he was one that seemed to be calculating, appraising, and finding the worth in an individual every time they spoke. Eyes that held an aura of domination, but also of warmth, seemed to meld perfectly to make him easy enough to speak to, but the steeled nerves of a face whom had seen many battles may turn a few heads. However, this did not excuse him from the decent smile on his face, and the up-beat attitude he wore in public. While his combat calm seemed to carry along with him, the happier notes of his uplifting tone followed along, showing a more optimistic side to the seasoned Samurai.
Level: 40 HP: 70 CP: 44 Elemental Affinity: Katon Abilities: Statline: 50 [20]/38 [14]/50 [20]/10 [0]/10 [0]/24 [7] Equipment: Tenmukutō Blade, Kunai, Ninja Toolkit Clan RelationSabaku Kuchikomi: A constant movement leaves the Tenmukutō weary of their existence, but the fact that their loyalties remained in Sunagakure for so long has long-since banished the initial off-put manner of most clansmen of the Tenmukutō against the Sabaku Kuchikomi. Neutral.Shinkiro: A friendly rival, a devious rival, and a long-lasting one. The Shinkiro and Tenmukutō have had their disputes and bouts, but never has either clan conceded to one another in who may be the best. This diffusal and brotherly-to-sisterly game has gone on for quite some time, and will likely continue its course until the ends of the bloodlines. Very Friendly.Shirogane: Seeming to hide behind their puppets, even they can have honor in their craft. While not particularly front-line combatants, they are still highly respected for the arts they use and how they use them. While our clan makes use of the sword and body-to-body combat, their own basic style is that of one would call ‘cowardice’, but we call it an alternative. Friendly.Anja: With their vigilance, eye techniques, and mastery over the light style, nothing passes their holy crusade. However, a very valuable ally, and an extremely dependable partner in combat. Tenmukutō’s rivalry does not lie with them, but even so, they are someone to be feared, and respected for everything they do as a Bloodline. Very Friendly.Jikodo: Almost stand-offish in nature, the gourds of the Jikodo are ones to be respected and feared by those around them. They can be ones to take hits, or ones to deal the hits, or even to use this to churn the earth to tell those around them where enemies lie. A very valuable asset in any squad. Friendly.Konoha: They are the enemy. We are allied with Sunagakure, and their enemies are our own. Personal opinions aside, duty and conviction to Sunagakure will always come first, even in the times of a stalemate. Hostile.Clan Abilities[You must only take /one/ core clan ability to unlock the others, but you may take multiple if you wish.]Kakushin (Conviction)Each person can be given a belief. In the Tenmukutō'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 Tenmukutō 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: +1 to Mukutō Rolls [Defensive Conviction] OR +1d3 to Mukutō Damage [Offensive Conviction]Upgrade I: +2 to Mukutō Rolls [Defensive Conviction] OR +1d3+1 to Mukutō Damage [Offensive Conviction]Upgrade II: +3 to Mukutō Rolls [Defensive Conviction] OR +1d3+2 to Mukutō Damage [Offensive Conviction]Note: On creation of a Tenmukutō, the character chooses a conviction. Defensive or offensive in nature, offensive gets offensive bonuses, and defensive gains defensive bonuses. May gain another IC Conviction by taking the slot a second time, for the second bonus.Note: Core Clan Ability.Mukutō (Billowing Sword)The Katana of the Tenmukutō 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 Mukutō 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 Pierce.] Gain 1xE-Rank and 2xD-Rank Jutsu in this style.Upgrade I: Gain 2xC-Rank Jutsu in this style.Upgrade II: Gain 1xB-Rank and 1xA-Rank Jutsu in this style.Note: Billowing Sword is a Kenjutsu Style. Core Clan Ability.Tenmukutō Kajiba (Heaven’s Billowing Sword Forge)A sword is a Tenmukutō’s greatest ally. Each Katana they have forged gains it’s own name, and that itself comes along with it’s own practices and stances all it’s own. However, the sword they use is their constant. Their bridge in the Clan. The naming of the blade is as big a ceremony as the indoctrination, and some master smiths in the Clan can even say that it responds to the name with the resonance of the steel through the air.Base I: User gains a Katana at 1 JP. No durability.Upgrade I: User gains a Katana at 2 JP. No durability.Upgrade II: User gains a Katana at 3 JP. No durability.Note: The Katana of the Tenmukutō gains a name for RP purpose. Cannot disarm the user’s Katana. Core Clan Ability.[I’m actually not sure how this would work. It’s essentially a conversion from a slot bonus to a JP bonus to take baseline values from the Jutsu table to allow more diversity in a player’s slot choice for this one.]Musha Iyoku (Warrior Will)In battle, the Tenmukutō 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 Tenmukutō 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 1D3 bonus HP DR (Universal)/roundUpgrade I: Upon reaching 50% HP (rounded down), gain 1D3+1 bonus HP DR (Universal)/roundUpgrade II: Upon reaching 50% HP (rounded down), gain 1D4+1 bonus HP DR (Universal)/roundNote: Bonuses are halved when stacked with other sources of HP DR/Round. Machi Kyougi (Waiting Game)Many of the clan’s teachings revolve around the belief that a fight can decided by a single, decisive blow; garnering a sense of patience and fortitude on the battlefield; waiting for the right opportunity to strike. Waiting in this form allows the user to focus muscle groups and use them for the most precise of blows, allowing that deciding factor to be the single strike in combat.Base I: User starts out at +0 Bonus damage, waiting a turn increases this by 1, to a maximum of 1d3 per rounds not attacking.Upgrade I: User starts out at +1 Bonus damage, waiting a turn increases this by 1, to a maximum of 1d3+1 per rounds not attacking.Upgrade II: User starts out at +1d2 Bonus damage, waiting a turn increases this by 1, to a maximum of 1d3+2 per rounds not attacking.Note: Bonuses apply to Mukutō.Saihatsu Dageki (Return Blow)Perhaps the only thing more dangerous when confronting one of the Tenmukutō, is attempting to recklessly attack one. It is perhaps one of the more rewarding aspects of the waiting game as often the most opportune moment to strike is during an opponent’s offensive.Base I: User can spend 3CP to make a counterattack against an attack with a basic attack against the attacker. Applies bonuses. 2RD/CDUpgrade I: User can spend 2 CP to to make a counterattack against an attack with a basic attack against the attacker. Applies bonuses. 1RD/CDUpgrade II: User can spend 1 CP to to make a counterattack against an attack with a basic attack against the attacker. Applies bonuses. 1RD/CDNote: User expends his/her free action(s) for that round; excluding fleeing/stop fleeing.Niori [Two Opportunities]With the Wakizashi in hand, and Katana in the other, this creates the opportunity for multiple strikes on a target. While most trained Tenmukutō are revered for their strength in cutting, and speed to cut twice, often times a single slice will be given, then a follow-up with the drawing of the Wakizashi. These opportunities are ones that have people in fear of the quick, clean kills that the Tenmukutō clan can make with even the simplest of blades.Base I: User gains a secondary attack at 1d4. Gains Bonuses. 1RD/CDUpgrade I: User gains a secondary attack at 1d4+1. Gains Bonuses. 1RD/CDUpgrade II: User gains a secondary attack at 1d4+2. Gains Bonuses. 1RD/CDNote: N/AHaba Yaiba (Width Blade)The slashes of the Tenmukutō’s blades always draw most of their power near the ends of the strike. Each stopping of the blade has as much power as the heaviest part of the swing. With the more advanced forms of Kata behind the Mukutō style can be applied even further, allowing singular techniques to hit others as wide as the expanse of their cutting edge so deeply.Base I: Can target up to 1 additional target for Mukutō techniquesUpgrade I: Can target up to 2 additional target(s) for Mukutō techniquesUpgrade II: Can target up to 3 additional target(s) for Mukutō techniquesNote: N/AMureki Seishin (Invincible Soul)The influence of Genjutsu is a very hard thing to overcome. However, the Tenmukutō have taken years and years of training to at the very least, try to close this weakness they have created for themselves. With a basis in working upon strengthening the will, and motor functions that link to the subconscious, they can at the very least, make some form of action while under that potentially stressful duress.Base I: May Act while Mentally Stunned. 3 CP Cost.Upgrade I: May Act while Mentally Stunned. 3 CP Cost.Upgrade II: May Act while Mentally Stunned. 3 CP Cost.Note: N/ASaidagen 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: 2 Rounds.Note: Must be used prior to damage rolls. Mushin (No Mind)A highly calm state, the only most trained of Martial Artists can attain. Upon entering ‘Mushin’, it adds a heightened sense of clarity, allowance to focus on specific muscle groups, and the ability to see things coming in almost as if they were in slow motion. For this fact, most people who have used Mushin are ones who use it sparingly, as on mind and body, it is extremely taxing to the user.Base I: B++ [14 JP] (6 Initial, 4 CP/Round, 2x Uses/Day) Lasts 1d4+1 Rounds. As long as Mushin is up, if the user falls within their permanent kill range, they raise with XdX HP. This may proc once in Mushin. (??/5 JP) Attacks against another person that successfully connect inflict a -1d4 to Kenjutsu [Defence] Rolls [4 JP I think? Since it’s just Defence.] for 1d4 Rounds [4 JP]. Consecutive hits refresh this negative. In addition the user’s Kenjutsu Critical Threat Range is increased by 2[1 JP? Discipline Critical Threat.]. For the duration, the user takes 1d4 HP damage each round to their main HP pool. 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.Upgrade I: A++ [29 JP] (13 Initial, 5 CP/Round, 2x Uses/Day) Lasts 1d6 Rounds. As long as Mushin is up, if the user falls within their permanent kill range, they raise with XdX HP. This may proc once in Mushin. (??/10 JP) Attacks against another person that successfully connect inflict a -1d10+4 to Kenjutsu [Defence] Rolls [14 JP I think? Since it’s just Defence.] for 1d6 Rounds [3 JP]. Consecutive hits refresh this negative. In addition, Kenjutsu Critical Threat Range is increased by 4[?? JP/2. JP Discipline Critical Threat.]. For the duration, the user takes 1d6 HP damage each round to their main HP pool. If used more than once a day, the user takes a stacking -2 to all rolls for 24 hours from their latest activation of the ability.Upgrade II: S++ [44 JP] (20 Initial, 6 CP/Round, 2x Uses/Day) Lasts 1d6+1 Rounds. As long as Mushin is up, if the user falls within their permanent kill range, they raise with XdX HP. This may proc once in Mushin. (??/15 JP) Attacks against another person that successfully connect inflict a -1d10+10 to Kenjutsu [Defence] Rolls [20 JP I think? Since it’s just Defence.] for 1d6 Rounds [3 JP]. Consecutive hits refresh this negative. In addition, Critical Threat Range is increased by 16. [8 JP? Discipline Critical Threat.] For the duration, the user takes 1d8 HP damage each round to their main HP pool. If used more than once a day, the user takes a stacking -3 to all rolls for 24 hours from their latest activation of the ability.Note: User gains ability to use Mushin (No Mind) It’s specialties are Negatives/Duration.Co-Opped with: pristinelocus | |
| | | pristinelocus Genin
Posts : 87 Join date : 2015-05-28 Age : 35
| Subject: Re: (Sunagakure Contest) Welcome Clan X Mon Jul 06, 2015 1:59 am | |
|
Clan Kazeshushō
Born as a testament to the perfect blend of both ingenuity and traditionalism, the Kazeshushō
serve Sunagakure through their immense firepower; forming a backline specialized in extreme ranged ninjutsu utilizing a peculiar weapon that dates back to the early days of the clan; the Kasokuheishi. Essentially and proudly stated to be glorified jars, these creations are capable of propelling all sorts of projectiles over large distances. However, using kasokuheishi in combat lends itself to certain risks and requires an intense proficiency over the arts of Ninjutsu. Such is the discipline required for all Kazeshushō and the offspring thereafter; born with the long held traditions of craftsmanship from the clan, the values bestowed upon by the village that granted them sanctuary and the knowledge they have come to adopt once they were called to arms.
All who come to theKazeshushō, are expected to be ninjutsuists of exceptional control, and if not, are trained to do so under a strictly-supervised regiment. First comes the basics of stamina build up, with each member undergoing a variety of cardio and strength building in order to prepare them in carrying around what is essentially a large siege weapon. The next is to properly train each prospect clansmen to control the element(s) of his/her choice. As such, younger members are given what is called a youseikyuutai, an orb used to simulate the process of feeding chakra into the well of a kasokuheishi and control the unstable chakra once it is loaded into the firing chamber, by drawing out a small amount of chakra that is then accelerated. Each orb is designed to release the chakra if the student is unable to control the accelerated medium. As the members slowly gain mastery of chakra stability, they will then be introduced to the processes of chakra fueling and chakra acceleration. Only then are they able to practice with their own elements. All members are then subjected to a proficiency exam that will test all manners of chakra control and the application of such into their own element.
The iconic weapon of the Kazeshushō are their specially crafted jars or kasokuheishi, inspired by the gourds of the Jikodo, these jars act as a resource for a Kazeshushō to draw from when needed. The creation of a kasokuheishi is a fundamental undertaking that all Kazeshushō must learn. The designs may vary, but the mechanism remains the same. It all begins with the creation of a well, a vessel where a where a chakra-infused is pressurized and stored. The next step is the construction of a multi-layered shell that serves several purposes: 1) Reinforce the exterior against impact, 2) House the arming and firing chamber, and 3) Facilitate chakra flow from the well into the arming chamber using several installed devices . The materials used for construction vary between shells; depending on the chosen element of the Kazeshushō. Those who choose to bestow fire upon their kasokuheishi for example may choose to make use of clay or other fire-resistant materials. Once the shell is complete, the well is transfixed at the base of the shell, and the mechanisms used to regulate chakra flow between the well and the arming chamber as well as the firing chamber to the exterior are installed.
However, the process is still not done yet, the true test of a Kazeshushō is their ability to make use of of their newly created kasokuheishi in a trial by fire, to test the strength of their craftsmanship and their skill in utilizing the weapon effectively in combat.both long range and close range combat. As tedious as it might seem to outsiders, when one sees the destructive marvel of an enemy blown apart from a concentrated ball of wind or fire, all heads turn towards the Kazeshushō; a mere speck in the distance.
The element stored within a kasokuheishi varies between each individual jar Utilizing either a single valve or multi-valve method of chakra regulation, Kazeshushō can make use of a variety of different elements or elemental combinations at their disposal. While most clansmen; particularly during the founding years, favored fuuton or doton, as kasokuheishi refinement began to take place however, it was not uncommon to see the use of katon as well. Nowadays, the arming chamber (or sometimes referred to as the fusion chamber) can be used to create elements of a whole new level of lethality. One of the earliest recordings of such a thing occurring was when a kasokuheishi was crafted to feed both fuuton and suiton into the fusion chamber; resulting in a weapon that was capable of propelling high velocity ice shards.
- 4th Clan Head:
Name: Majiwara Kazeshushō Alias: Lady Shriek Affiliations [Village, Clan, Other Affiliations]: Kazeshushō, Sunagakure, Wind Country Rank: Jounin/S-Rank Occupation: Clan Head Combat Style/Weapon of Choice: Long Range Kasokuheishi Dual Valve Elemental Preference: Yang/Sound Squad [If Any]: N/A
Lifetime: SH 0 Date of birth [67 Years of Age] Gender: Female Height: 5 Feet 4 Inches Weight: Crony Batweight Eyes: Cold Chocolate Hair [Include Head Number;Hair Color Number]: Rusty Cocoa Skin [Include Skin Color Number: Fair Build: Average Distinctive Characteristics: Wire-rimmed spectacles Outfit [Nude or Lots of Unnecessary Layers]: Sexual Orientation: Heterosexual Marital Status: Married Significant Likes: Tea, blood, accuracy, poetry, conversations, mathematics. Significant Dislikes: Idiots, accidents, betrayal, dirt.
Goals Become Recognized - √ Join Sunagakure - √ Become a Jounin - √ Eliminate 20+ hostiles without a scratch - √ Get married - √ Become Clan Head - √ Gain a title - √ Die in the glorious haze of battle - ≡
Relatives Kazeshushō, Takashi [Son, Alive, Aged 26] Kazeshushō, Junoichi [Husband, Alive, Aged 69] Kazeshushō, Juuichi [Grandson, Alive, Aged 3] Kazeshushō, Calua [Granddaughter, Alive, Aged 2] Watanabe, Hanami [Daughter-in-Law, Deceased, Aged 21]
History Majiwara was born as the only, yet prodigal daughter within the Kazeshuhou clan. With an aptitude for all things academic, she took great strides to better herself beyond her peers out of the sheer desire to simply do so. It was perhaps at this time that little Maji was about to discover her fascination with Ninjutsu.
During a small outing with a small group of friends, Majiwari was able to utilize a blinding array of lights to defend the group from a small troupe of bandits, just enough time for her and the rest to escape. She was quick to apply her abilities within the teachings applied by her clan and thus came upon a pleasant yet startling discovery.
Combining both yang and wind energy allowed the young woman to utilize essentially compacted bubbles of sound to assault enemy lines where the likes of simple elements could not. The explosions of sound that resulted from such attacks earned her the moniker ‘Lady Shriek.’
It was perhaps during the “Battle of Eminence and Fortitude” that earned her clan a spot within Sunagakure’s history books. A decisive battle, but decidedly losing one that ultimately resulted in Majiwara in holding the line with her and her squad upon a not so easily defensive point. Once morning came the next day, not a single enemy shinobi made it past the front gate.
Overall Personality Calm, calculating and valuing cold hard efficiency; Majiwari values value above all else. In her mind, everything is a game and the allies and enemies before her are her pawns to manipulate as she sees fit. A terrifying tactician in her own right, she has led her team to success on many an occasion utilizing a myriad of cunning strategies ranging from simple decoys, stall tactics, ambushes and deception.
However, her clan remains as a soft spot for her and her family perhaps was able to mellow out the edges that years of calculating have sharpened beyond human reason.
Level: 40 HP: 50 CP: 64 Elemental Affinity: Yang/Sound Abilities: Statline: 10 [00]/38 [14]/30 [10]/10 [0]/50 [20]/44[17] Equipment: Kasokuheishi Dual Valve, Ninja Toolkit
Clan Powers
[ Each player must choose at least /one/ core ability before access is granted to the rest.]
Elemental Loading
Core Ability
Most people of the Kazeshushō are able to store a variety of different elements within their Kasokuheishi. Some stick with the basics scorch enemies with Katon while others turn to more advanced transformations of nature such as chilling destruction of Hyōton. Those who intend to go single construct single valve Kasokuheishi while those who wish to experiment go with the dual valve variety.
Base I: Gain access to [ACN] or Basic element. Gain 1 x E, 2 x D free jutsus of named element.
Upgrade I: Gain 2 x C free jutsus of named element.
Upgrade II: Gain 1 x B, 1 x A free jutsus of named element.
Note: User creates an advanced chakra nature (2 elements) that must contain at least 1 basic element (Suiton, Doton etc.) as the primary. User can also instead gain access to a basic element. Choose 2 specialties. Same rules as applied to creating custom elements.
and/or
Fusion Armament
Core Ability
The triple valve is a recent technique that has only gone into practice for the fifty or so years. The creation of a kekkei tota is inherently dangerous and new members are advised to exercise extreme caution if they choose to pursue such a thing to a manipulate inside their orbs as the resulting carnage an accelerated kekkei tota can deliver can be cataclysmic.
Base I: N/A
Upgrade I: Gain access to [Kekkei Tota] element. Gain 1 x E, 1 x D, 1 x C free jutsus of named element
Upgrade II: Gain 1 x D, 1 x B free jutsus of named element
Note: User creates a kekkei tota (3 elements) that must contain at least 1 basic element as the primary. Choose 3 specialties. Same rules as applied to creating custom elements.
Going the Distance
Using the accelerating power of their kasokuheishi and the optimal angle, one can hit a target from several kilometers away. An advantage greatly exploited by the Kazeshushō.
Base I: N/A
Upgrade I: N/A
Upgrade II: Able to target detected enemies or allies up to 1 area away.
Note: Most techniques, unless otherwise noted, can be or are often lobbed to avoid obstructions.
Acceleration Formula
The construction of a kasokuheishi allows one to accelerate the funneled chakra inside the fusion chamber to empower the subsequent jutsu once it leaves the firing chamber. It is best to exercise extreme caution when dealing with a Kazeshushō who hasn’t fired in a while.
Base I: User can spend 4 CP to enter a charging state that starts at +1 bonus damage or +0 bonus healing; user can choose to wait each subsequent round to boost bonus by +2 up to a max of 1D3+1 bonus damage or 1D2 bonus healing.
Upgrade I: User can spend 3 CP to enter a charging state that starts at +1d2 bonus damage or +1 bonus healing; user can choose to wait each subsequent round to boost bonus by +2 up to a max of 1D3+2 or 1D2 + 1 bonus healing.
Upgrade II: User can spend 2 CP to enter a charging state that starts at +1d3 bonus damage or +1d2 bonus healing; user can choose to wait each subsequent round to boost bonus by +2 up to a max of 1D4+2 or 1D2 + 2 bonus healing.
Note: User incurs charges to bonus upon activating ability and/or passing each turn (i.e. bonus is maxed the round after round the ability is activated.). Bonus damage/healing only procs during the round in which user deals damage/heals (or as of patch 1.02 procs only on first hint, but basing delay as conditional). Player must choose to either gain bonus damage or bonus healing but can purchase the other as an additional slot.
Chakra Affinity
Discovered as a byproduct of the strict moderation of chakra control. A Kazeshushō, who is so ingrained in the motion of flowing chakra is able to detect and pinpoint familiar patterns from meters away; allowing them to know exactly where they should be aiming their attacks.
Base I: +1 Bonus to Chakra Detection rolls. Can make detection rolls up to 1 area away.
Upgrade I: +2 Bonus to Chakra Detection rolls. Can make detection rolls up to 2 areas away.
Upgrade II: +4 Bonus to Chakra Detection rolls. Can make detection rolls up to 3 areas away.
Note: N/A
Prismatic Precision
Yet another byproduct of a Kazeshushō’s training, one is able to control down to the finest detail, the flight path of each of their techniques. Each shot fired is known to be terrifyingly accurate.
Base I: +1 to [Named Element] rolls
Upgrade I: +2 to [Named Element] rolls
Upgrade II: +3 to [Named Element] rolls
Note: Named element refers to the element chosen by the player when picking up their core ability.
Scraping the Barrel
Each well is constructed in order to house the chakra used to facilitate the inner workings of a kasokuheishi. Therefore, it is not uncommon for a Kazeshushō to dip into these reserves when the situation calls for it.
Base I: Grants access to secondary CP Pool that starts at 3/10 with a regen rate of 1.
Upgrade I: Grants access to secondary CP Pool that starts at 5/12 with a regen rate of 1.
Upgrade II: Grants access to secondary CP Pool that starts at 8/15 with a regen rate of 1D2.
Note: Cannot be targeted by CP Damage. Does not gain lvl bonuses to CP
Medical Instruction
Potential medical nin who wish to implement use of a kasokuheishi must adhere to a specific set of training procedures that mirrors that of normal ninjutsu. However, the loosely bound nature of medical ninjutsu during acceleration requires a greater deal of focus in order to maintain a propellable form.
Base I: Gain access to Medical Discipline
Upgrade I: N/A
Upgrade II: N/A
Note: N/A
Accelerated Distribution
Certain models of kasokuheishi are crafted with a splitter within the firing chamber to direct attacks towards multiple targets. Some clansmen can also opt to have their jars augmented to perform such feats.
Base I: Increase number of targets for [Named Element] is increased by 1
Upgrade I: Increase number of targets for [Named Element] is increased by 2
Upgrade II: Increase number of targets for [Named Element] is increased by 3
Note: Named element refers to the element chosen by the player when picking up their core ability.
collab with: DM Boruto | |
| | | Crayon Special Jounin
Posts : 295 Join date : 2010-06-06 Age : 30 Location : Australia
| Subject: The Kirei Clan Tue Jul 14, 2015 3:07 pm | |
| Kirei Clan
Kirei History The Kirei are known for their long lineage of renown artists. Originally from Tea Country, the Kirei are mostly passive and often rely on commissions from their artwork as a way of life. The most famous pieces of art were born from the hands of a Kirei. Art is often sold to rich Daimyos across many lands, sometimes even donated to non-profit organisations. Although mainly a pacifist clan, there have been those ignorant enough to cross the clan. The Kirei often make fine shinobi, the many secrets within the family are of a combat-focused variant. A Kirei is able to make their artwork take physical form, which proves to be incredibly dangerous when used correctly. It is because of this, and the impending war, why the Kirei sided with Sunagakure. The village eagerly accepted the clan for their extra trade it would bring additionally to the military benefits. In turn, the Kirei gave themselves the opportunity for regular selling of their artwork and protection from the war. Common Traits The Kirei commonly have from light brown to black hair. They are often small in stature and are of the belief that verbiage is needless, and therefore only speak when they need to. They are usually passive. Kirei Relations The Kirei are unsurprisingly passive in considering their relations with other clans. They have close relations to Tea country due to their heritage. They seem to harmonise with the Anja quite well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Our art is seen as peaceful. The meaning is lost on the blind. We will show the world." - Dakura Kirei, Current and sixth leader of the Kirei. Some speculate that his last statement of 'we will show the world' has a second meaning, which closely ties in with the belief of the 'Wise Child'. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Notable Kirei Members Dakuren Kirei
Description: Dakuren is quite tall for a Kirei, standing at 6'2", and also quite masculine for a Kirei. Many Kirei think poorly of Dakuren, as his personality is contradictory to what the Kirei stand for. Personality: Dakuren is quite confronting, especially for a Kirei. Although he is a man of little words, when he speaks, it is often spiteful and full of hate. His artwork is dark in nature, and conveys his anger. It is rare for Dakuren has never sold or donated his artwork. Some say he destroys most of his art once complete, though not many know why. Wise Child
Perhaps the greatest mystery around the Kirei are the legends of the 'wise child', who is born every few centuries. This is a child who is born from the Kirei with an ability to paint a potential future. Although greatly rumoured, the only documented wise child was Base Kirei, the first leader of the Kirei, and even then there were no certainties of the truth. Most dismiss the tale as clan folklore. There was speculation that Dakuren Kirei was born as a Wise Child due to his first art piece, painted at the age of seven. Although abstract, the painting portrayed a clash between two great forces. Interest grew as Dakuren curiously labelled the artwork as 'the first of seven', causing speculation that Dakuren may tell a tale with a series of paintings. As he grew older, his paintings became increasingly abstract and showed only rage, however there are still those who believe Dakuren to be a Wise Child, and that the future is grim. It has been observed by many that the mystery of the Wise Child and Dakuren Kirei may have drawn the Kazekage's interest, which would explain their very reasonable terms of residence and trade. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "An honest word can shatter the ignorant." - Kimi Kirei, Second Leader of the Kirei. Known as the first female Kirei who became a shinobi. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kirei Abilities Black Ink
The Kirei who pursue life as a shinobi are able to conjure their ink work into tangible form. Their ink is infinite, tied in with their natural chakra network. <Core Ability> Specialities: User may choose 2 specialty Base I: [Black Ink]: Gain 'Ink' Style, specific to the Clan. 1xE Rank, 2x D Rank Jutsu. Upgrade I: 2xC Rank Upgrade II: 1xB Rank, 1x A Rank
Ink Guardian Some Kirei focus on the creation of beings in their artwork. As they grow stronger, as do their creations. These are often animalistic in nature. Base I: 1 x Ink Guardian Upgrade I: 2 x Ink Guardians Upgrade II: 3 x Ink Guardians Note: Follows summon rules. Artists The Kirei are raised to be artists. Only a handful choose to pursue the life of a shinobi, however they are still artists. All Kirei are talented in their paintings and unique methods. Base I: +1 to Black Ink rolls Upgrade I: +2 to Black Ink rolls Upgrade II: +3 to Black Ink rolls Ink Chakra Pots Kirei carry ink pots heavily infused with their own chakra for when they paint in combat. They use this freely with their own natural chakra. Base I: +3 CP Upgrade I: +5 CP Upgrade II: +8 CP Speed Painter The Kirei are gifted painters. Some are precise, whereas some enjoy painting quickly. The latter can be beneficial for a shinobi during a fight. Base I: Lets the user perform a second technique. E Limit on Rank. Upgrade I: Lets the user perform a second technique. D Limit on Rank. Upgrade II: Lets the user perform a second technique. C Limit on Rank. Note: Cooldown 2 Round. Adds bonuses. Creative Innovation Kirei are known for their creativity in artwork, however innovation is especially pronounced from those who pursue the shinobi life. These individuals integrate their creative minds with jutsu creation. Base I: Increase Jutsu JP by 0. Upgrade I: Increase Jutsu JP by 0. Upgrade II: Increase Jutsu JP by 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "In the end, our art will supersede our lives. I pity those who will die unknown." - Basu Kirei, First leader of the Kirei. It's said his greatest piece of art prevented a war between neighbouring families. The artwork depicted a lone soldier standing broken and old upon a pile of corpses. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| | | Isobu Special Jounin
Posts : 365 Join date : 2010-02-11 Age : 29 Location : Alberta, Canada
| Subject: Re: (Sunagakure Contest) Welcome Clan X Mon Jul 27, 2015 6:40 am | |
| HantōClan HistoryThe Hantō clan is rather obscure. The root of such is that their Clan utilizes a unique Hijutsu that when put upon a newborn, weakly manifests a near un-seeable wave of energy; otherwise coined as a ‘Colorless Aura’. This Aura appears quite nearly invisible beyond the fact there are the occasional sparkles of energy, like stars in the night sky. As a Hantō grows older, they begin to take form of their own true aura. This aura is often a direct resemblance to their personality, something that they can cherish, build upon and discipline much like themselves. By this time, their aura often will take form in a unique color and bares its own unique traits alongside the Hantō’s growth. Notably the user’s element, through their base affinity too, often maintains relative traits to their aura.
When one meets a Hantō it is often described as a disciplined warrior, someone who values their prowess, discipline and maintains a composed, calculative stature amongst the shinobi ranks. Although their personalities do differ without a doubt; this does not dismiss their duty and honor to their clan and the village.AurasBlue = Water = Order, Honor, DefenseRed = Fire = Chaos, Destruction, OffenseGreen = Lightning = Ambitious, Curious, Nature Driven Gold = Earth = Leadership, Control, DominanceSilver = Wind = Relaxed, Carefree, Harmonious- Clan-Leader Biography:
Kiga HantōAlias: The Golden Fist Affiliations [Village, Clan, Other Affiliations]: Sunagakure, Hantō Clan, The Wolf Pack Rank: Jōnin Occupation: Clan Head Combat Style/Weapon of Choice: Aura/Fists Elemental Preference: Golden Aura Squad [If Any]: N/A Lifetime: SH 6 Date of birth [31 Years of Age] Gender: Male Height: 5 Feet 7 Inches Weight: 155 Pounds Eyes: Black Hair [Include Head Number;Hair Color Number]: Jet Black Skin [Include Skin Color Number: Lightly Tanned Build: Wiry Distinctive Characteristics: Pony-Tail; front of hair left down Outfit [If possible, have specific numbers in the case of a custom imported uniform, for accurate portrayal]: Wind Coat, wears a scarf/facemask Sexual Orientation: Heterosexual Marital Status: Married Significant Likes: Discipline, Wolves, Water, Cool-Days Significant Dislikes: Undisciplined Swines, Scorching Weather GoalsContinue to Protect Sunagakure and his Clan - = Get Sunagakure to accept the Wolf Pack as official members = = Level: 40 Elemental Affinity: Fire, Earth, Colorless Aura, Physical Conditioning, Golden Aura Equipment: Ninja Toolkit Clan RelationsClan Hantō respect and befriend the Clan Anju for their ideals, methods and discipline Clan Hantō dislike the Shinkirō due to their subtle and subterfuge ways, even for shinobi Clan Hantō are neutral in feeling towards the Shirogane Clan Hantō like the Sabaku for their Discipline Clan Hantō is indifferent towards the Jikodo Core AbilitiesAuraRP: Each member of the clan utilize a unique hijutsu, that through it’s first usage marks their bodies with a unique colored aura. Although it’s never really certain on which it becomes before the process is executed. Through this aura it allows the user to extend their striking range quite drastically, paired with their notably potent taijutsu and kenjutsu expertise; it becomes an indispensable tool. Core Clan AbilityBase: User gains Colorless Aura. Choose 2 Specialties (1 Rare), Create x1 E; User gains Physical Conditioning, Specialties (HP DR, CP DR), Create x1 E Rank Upgrade I: User gains X Aura. Choose 3 Specialties (2 Rare). Create x1E,1D,1C Unrelenting AssaultRP: Utilizing this style with their aura. The user is capable of extending their aura to great lengths, making their strikes wide and efficient for taking out hordes of enemies. This can be done by splitting, extending, and expanding their aura in any direction imaginable. Core Clan AbilityBase: x1 Extra Targets when using (Type: X Aura) Upgrade 1: x2 Extra Targets when using (Type: X Aura) Upgrade 2: x3 Extra Targets when using (Type: X Aura) ForceRP: As a Hantō trains throughout their life, their aura too increases in strength, potency and overall deadliness. The more they train, the increased density and appearance of their aura becomes. Defining it and refining it to a point of remarkable force. Base: HP Damage ‘X Aura’/Round +D2+1 Upgrade 1: HP Damage ‘X Aura’/Round +D4+1 Upgrade 2: HP Damage ‘X Aura’/Round +D4+2 Attentive Strikes[color=#ffcc66]RP: Pairing the users’ overall ability to manipulate, mold and utilize their aura as a striking force. Gives they themselves, the ability to close distances and strike out with brute force and keen attention to weaknesses, being a force that dominates the entire battlefield. Base: User Gains a Secondary Attack that deals D2; User gains +4 Increase Critical Range/Round (‘X Aura’ Type) Upgrade 1: User Gains a Secondary Attack that deals D3; User gains +5 Increase Critical Range/Round (‘X Aura’ Type) Upgrade 2: User Gains a Secondary Attack that deals D3+1; User gains +6 Increase Critical Range/Round (‘X Aura’ Type) Harnessed Energy[color=#ffcc66]RP: Much like the majority of their abilities. The Hantō need to channel, focus and harness the aura that lives inside them. Through dedicated work, training and a life built around perfecting their auras. Base: User gains +1 to ‘X Aura’ Rolls Upgrade 1: User gains +2 to ‘X Aura’ Rolls Upgrade 2: User gains +3 to ‘X Aura’ Rolls Spiritual ConnectionRP: Although a rather common trait to most of Sunagakure’s shinobi numbers, the Hantō clan are often seen travelling around with summons, a test that they often will send their young to discover and acquire a contract with an animal of the desert; or a neighboring country if they’re daring. This is often a basic initiation, but some will often progress even further down the path of a Summoner. Base: User gains a summon Grade 1 (Stat Spread: 5, 4, 4, 1, 1, 1) Unique Slots; Requires DM Permission & Events to Unlock – Cannot have BothWorld Connection (Sage Equivalent) – Requires Spiritual ConnectionRP: Progressing even further beyond the Spiritual Connection with their animal. The user approaches them, with the deepest and most heartfelt requests; to become a part of the pact; in a way. The user requests the training into becoming their coined Sage. A protector of their rights, goals and will; someone who will stand beside them in the darkest and most painful moments of life. – Appearance, Abilities, etc vary person to person. Base: N/A Upgrade 1: Gain ‘Training’ Sage Upgrade 2: Gain ‘Imperfect’ Sage Upgrade 3: Gain ‘Perfect’ Sage Aura’s Embrace (Gates Equivalent) – Requires Harnessed EnergyRP: Through the path of Harnessing their raw energy. A Hantō member is eventually able to coat their bodies, cells, atoms and particles down to the very core with their aura; a method in which does not come without consequence, as they do this; their body begins to break apart very slowly. However, that being said; by doing so greatly enhances effectively their entire form, state and being. By doing so allows the user to effectively become their aura; manipulating, molding and manufacturing the greatest of shapes; ultimately. Becoming tools of destruction themselves. Through this change, the user will often assemble a very unique personality trait, this is something that is shared heavily with their colored identifier. Base: User gains access to Gate Equivalent [1 - 2] Upgrade 1: User gains access to Gate Equivalent [3 - 4] Upgrade 2: User gains access to Gate Equivalent [5 - 6] Upgrade 3: User gains access to Gate Equivalent [7 - 8] | |
| | | Kankuro Jounin
Posts : 934 Join date : 2010-01-18 Location : One String to rule them all, One String to find them. One String to bring them all and in the darkness bind them.
| Subject: Re: (Sunagakure Contest) Welcome Clan X Mon Jul 27, 2015 8:59 pm | |
| Closed. Judging will begin shortly. | |
| | | Kankuro Jounin
Posts : 934 Join date : 2010-01-18 Location : One String to rule them all, One String to find them. One String to bring them all and in the darkness bind them.
| Subject: Re: (Sunagakure Contest) Welcome Clan X Tue Jul 28, 2015 12:53 am | |
| First Place: Shakuren Second Place: Kazeshusho Third Place: Kirei and Hanto
Congratulations.
With the addition of a New Leaf Clan we have decided to select four total Clans.
These will be adjusted Mechanically and Rply (If needed) to fit into Suna. | |
| | | Kankuro Jounin
Posts : 934 Join date : 2010-01-18 Location : One String to rule them all, One String to find them. One String to bring them all and in the darkness bind them.
| Subject: Re: (Sunagakure Contest) Welcome Clan X Sat Aug 01, 2015 10:30 pm | |
| Winners, PM me to tell me your preferred Reward
Rewarded:
DM Zapotec - Participant Reward - 5 Tokens
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| Subject: Re: (Sunagakure Contest) Welcome Clan X | |
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