Master 1,000 weapons [Gray Route] Create his own weapon collection, with more pieces than his Grandmother possessed [Gray Route] Develop the skill to take on a contingent of warriors single-handedly [Dark Route] Build up a reputation as weaponry incarnate [Dark Route] Master his grandmother's Legacy [Light Route] Attain Sagedom [Light Route]
PERSONALITY:
Chikara's personality varies depending on the company around him. Alone, he can be very playful and naive acting, though not to the point of childish. When his brother is around, he tends to behave a bit more passively; maintaining a calm, almost irritated facade. Lastly, combat situations tend to show Chikara being careful, while bearing a cocky air to provoke his opponents into behaving recklessly.
()Exploit weaknesses of weapon dependency by removing them from an opponent. ()Long-range mixture of Raiton style Ninjutsu and long-range Metallic Kenjutsu. () Wary defense with Doton style Ninjutsu or Metallic Ninjutsu. () Highly Chakra Dependant
Those who posses Keikei Tota are extremely rare. Always powerful or useful to some degree they are coveted, often time mistaken for senju or a different line. Those rare families or people who have a Keikei Tota wielder in their history tend to grow nomadic if they are not absorbed into a village. However it is extremly rare and most do not even know they themselves are different from the shinobi worlds more celebrity lines.
.:: HOW IT CAME TO BE ::.
.:: TIDES OF WAR ::.
“I was there, but I was too young to remember. The day my parents, my brother, and I were separated from each other was a rainy one. Of course, it always rains in Ame no Kuni, but it’s a fact that should be noted. The oversaturated ground was difficult to traverse, but… that didn’t stop the events that occurred. That was a long time ago though, so let’s fast forward a few years to… the invasion of Sunagakure. It was then that I found out my brother was still alive.”
~~Genin Years~~
“We’re going to Sunagakure??” A young boy with hair and eyes as blue as the night sky looked up to the man that he called sensei. He and two other children, not more than 11 years old, were having a small meeting with a tall, gaunt man wearing standard issue Kumogakure garb.
“That’s right. The Kages of Iwagakure, Kirigakure, and Kumogakure have all decided that we’re going to take the war to Suna’s gates. I’m certain that you’re all prepared, but I want you to know that war is different than a mission or training. You need to be focused, and absolutely certain that you can continue fighting if one of your squad mates or friends is killed in battle. There will be casualties you three and I will make sure to do everything I can to make sure that you aren’t among them.” Josai sensei smiled a slight and reassuring smile to the three children that he was charged with training. “Now, all disclaimers aside, I want to discuss strategy with you three. During the time you’re in Sunagakure, I want you all to remain as close to each other as possible. Watch each other’s backs. Kimiko, you’re our little taijutsuist-“
“Sensei! I’m not little; I demand to be considered a warrior like any other.” The girl interjected. Kimiko was of the yotsuki clan; dark skinned with bright yellow eyes and a frizzy mess of white hair.
“Hai, sumimasen Kimiko, I sometimes forget how strong you’ve become. With your Raiton armor, I expect you to take point within the squad should I be pulled away from you three.” The girl nodded as her skin flickered with a charge of static. Josai moved on. “Kao, have Yuura keep you protected so you can preserve your chakra to use for medical jutsu should any of you be injured. If you have a clear shot, feel free to fire off a few arrows; but otherwise stay safe. A medical shinobi can’t heal anyone if they’re injured or downed in battle. Remember that.”
“Of course sensei, Yuura and I will keep things tame and everyone patched up. No sweat sir,” Kao shifted himself on the behemoth of an animal companion that he had with him whenever the beast could fit where he was. Kao was of the Yajuutsukai clan, and he managed to befriend a very exotic companion; a Rhinoceros. Yuura had grown up rapidly, and many people wondered how long the small boy would be able to keep his pact with this giant animal.
“Good, and that brings us to you, Chikara. I don’t want you trying anything reckless… your biggest enemy in this fight is yourself. You and I know what you’re capable of, but if anyone in Sunagakure finds out about your abilities, you’ll be wishing that they killed you. Your kekkei genkai is a rare gift, something that some people would want to rob you of… painfully.” Josai stared seriously at Chikara, making sure that his message had hit home. Chikara gulped before speaking, his fists clenched on his lap.
“I understand Josai sensei. I will keep myself under control unless absolutely necessary.” With that bit of reassuring, and a small talk about working together thereafter, the group disbanded to get a good night’s sleep before the five day run they’d have to make to reach Sunagakure.
~~~~~~~
“Why did they have to put this village in the middle of the desert? I’m so thirsty, I think my spit is turning to vapor,” Kimiko had whined the whole way to Sunagakure. Her clan required her to wear a formal set of armor when going on missions and other important trips, and it was clearly designed for the cool mountain climate. Kao, on the other hand, had taken off his shirt and pants to keep cool.
“Kimiko-chan, why bother with that armor? It’s much cooler wi-“*SLAP* Kao was cut off mid-sentence by an open palm on his bare, reddening back. “Chikara I’m going to murder you!!” Kao sobbed as he instinctively reached for the red ‘hand’ mark that was appearing amid the sunburn he was getting. Chikara laughed.
“Ha ha! Kao I couldn’t resist, your back is so red. You should put your clothes back on.” Chikara gently ruffled Kao’s hair, before sneaking a very quick peck on Kao’s cheek. “You get too uptight sometimes.”
“Don’t kiss me! Ugh, what is wrong with you, I swear you only have half a brain,” Kao blurted out, rubbing his cheek as an application of medical chakra healed the burned skin cells in every place he could reach.
“Knock it off boys, we’re here…” Josai spoke up as they approached a large mass of people. The armies of three shinobi nations were all amassed in the middle of the desert. “Why are they here, the Sand village isn’t anywhere around here-“ Josai fell silent, as did much of the three-nation army as a giant crack appeared in the sky. As the remnants of a cloaking henge faded from around the Hidden Sand, the army sprang into action; a sea of ninja all rushing as one towards the village that recently appeared out of thin air.
“Chikara! Where are you going?! Our platoon is going this way!! Chikara!!!!” Kimiko shouted as Chikara flew upwards into the air. As he flew past the shinobi, an occasional Kunai would be pulled from the crowd and gathered up until he had enough to shield his flight.
“I know that I sensed it… I’m not sure what it is, but it’s familiar, and it’s drawing me…” Chikara thought to himself as he flew in the cover of a bubble made entirely of Kunai. In moments, he heard the sounds of battle as shinobi at the Main Gates engaged in combat, but on he flew. Through small gaps in the mass of Kunai knives, Chikara saw the village blur by, ninja clashing steel with steel and impressive displays of ninjutsu creating devastation wherever it was unleashed. “Where are you… where” Suddenly, Chikara was engulfed in flame, as the Kunai around him moved close to protect his body from harm as he was shot down out of the sky by a katon ninjutsu.
“’What the hell was that?’ ‘Maybe that was a jutsu?’ ‘I’m not sure, but you shot it down.’” Chikara groaned as he got up out of the mess of sand and metal, shaking his head to clear his hair of dust as he looked around. A few Sunagakure ninja were standing nearby, talking about the ball of Kunai that just got blasted out of the sky by a boy with hair and eyes that matched Chikara’s. He blinked, staring at the boy for some time, before regaining his senses; pulling the kunai from the sand to float in the air around him.
“Don’t come near me, I’m warning you!” Chikara’s voice cracked as he tried to hide his anxiety. He scanned over the three nin, probably a genin squad, but spending longer glances on the boy that looked more and more like him the longer he looked.
“He’s wearing Kumo colors, hit him again Itonami!” the two other boys with the genin that looked just like Chikara jeered as they took defensive positions. The genin handsealed, before sending a second plume of scarlet flames at Chikara, but this time, Chikara was prepared.
“Raiton, Static Wall!” Chikara handsealed before putting his palms out before himself; lightning arcing out to catch and disperse the fire. “Who are you? Are you using some sort of henge ninjutsu?”
Kekkei tōta (血継淘汰; Literally meaning "a selection of blood inheritance" or "Bloodline Selection") can be trained and passed down from one master to another. (The pc may not have a bloodline or clan or custom ability. They must obtain permission from the creators. Dm Kankuro and DM Kushina to create a Keike Tota or learn directly from one previous one.)
.:: Innate ::. [Uber-Strong Trait] + 25 CP [Master Chakra Manipulators] Gains 2x the bonus effect from Wis stat. (Dmg and cp bonus) Lvl 15: + 1 Wis/Str or Dex (Choose on Creation) Lvl 25: + 2 Wis/Str or Dex Lvl 35: + 3 Wis/Str or Dex
.:: Ability ::. [Elemental Creation I] Choose 3 Elements at Genin, and create an Elemental Combination Affinity. (DM Approval Required) Elemental Creation Focus: + 2 Rolls to Elemental Jutsu Greater Ability: Custom (DM Approval Required) Lesser Ability: Custom (DM Approval Required) Jutsu: Create Custom Jutsu, May be Nin / Tai / Gen (Up to the Creator, DM Approval Required) Custom Jutsu must be learned but are free. Special: Kekkei tōta jutsu are extremely taxing. They require a balance of physical and mental health. Note: When the body fails they take an even higher toll. +2 cp to use any tōta jutsu, goes up to +3 below half hp (to a total of +5) E-RANK X 2 D-RANK X 4 C-RANK X 4 B-RANK X 3 A-RANK X 3 S-RANK X 2
[Elemental Creation Overdrive: 100 Token Upgrade + DM Approval + Lvl 40] (DM Approval Required) This is an even more advanced form of the tōta Creation. Elemental Creation Focus: + 2 Rolls to Elemental Jutsu Greater Ability: Custom (DM Approval Required) Jutsu: Create Custom Jutsu, May be Nin / Tai / Gen (Up to the Creator, DM Approval Required) Custom Jutsu must be learned but are free. Special: Overdriven Kekkei tōta jutsu are even more strenuous than the usual. The blend of all the elemental natures is extremely debilitating to the bodies chakra network. When one has to do it on the fly it is nearly always painful. They require a balance of physical and mental health. And even so still strain the body. Using Secondary tōta jutsu accumulate stress to the users chakra network. Enough stress will damage the network. Note: When used outside of battle the user may spend time to carefully manage the elemental natures and learn and use the jutsu without harm. Within combat situations and split second movement they suffer. D-C= 0stress points B-A= .5 stress point S= 2 stress points Reaching 15 stress points signals: -20 to cp.. Reaching 30 stress points signals: -40 to cp. Reaching 45 stress points signals: -60 to cp. 1 Stress point is 5 tokens to remove, max of 5 removed a week. Points may also be removed via rest. 1 week of no personal training or df removes 1 stress point. E-RANK X 1 D-RANK X 2 C-RANK X 2 B-RANK X 2 A-RANK X 2 S-RANK X 1
ABILITIES:
Spoiler:
Greater Ability- Target: Bullseye By being able to direct metals with their magnetic field, the magnet release user is able to position their strikes with extreme proficiency. In addition, wherever the Koneton user goes, their body collects loose metals, creating a thin barrier of metal over their skin 15+: +2DR; 19-20 crit range with Magnetic Jutsu and Metal weapons; Any thrown weapon bears a chance to stun on hit (Con DC= 15) 25+: +4DR; 19-20 crit range with Magnetic Jutsu and Metal weapons; Any thrown weapon bears a chance to stun on hit (Con DC= 20) 35+: +6DR; 18-20 crit range with Magnetic Jutsu and Metal weapons; Any thrown weapon bears a chance to stun on hit (Con DC= 20 + 1/10th level)
Minor Ability- Resonance Projecting a minor and latent magnetic field, the user is able to resonate with Metals and people around them. 15+: Able to manipulate thrown ninja tools with WIS (-1 To Roll, RPly they float in the user's magnetic field) 25+: Able to manipulate any metal weapon with WIS (At No Penalty) 35+: Able to automatically detect any target for 5 Cp, (WIS Vs WIS + 5 for targets hidden via Jutsu)
E
[Magnetic Release: Repulsor Flight] CP cost: N/A Description: The user manipulates the metals on a person’s body, making them capable of flight. PvP Effect: None
[Magnetic Release: False Start] CP cost: 2 Description: The user manipulates the metals in a target’s clothing, causing the clothes to come undone, making them unfit for battle. PvP Effect: The user gets to use WIS to make initiative.
D
[Magnetic Release: Magnet Pulse] CP cost: 5 Description: As an opponent attacks, the user flares their chakra, creating a magnetic barrier that raises up any metal in the area to defend for them. PvP effect: Block + 2, If fails vs Tai / Ken deal DMG equal to User's DR.
[Magnetic Release: Single Rapid Shot] CP cost: 3 Description: The user draws a single throwing weapon, making it magnetic before they launch it at a target with a burst of opposite polarity, making it much faster than a thrown weapon. PvP effect: Uses a single ninja tool, making the damage equal to rank medium weapon damage. The force is enough to stagger someone hit, giving them a -2 to rolls (stackable to a max of 3) for 1d4 rounds.
[Magnetic Release: Reverse Polarity] Cp cost: 3 Description: The user handseals, making their body and chakra strongly magnetic for a short duration as most metal in the area is drawn to them. PvP effect: Up to 1d4+1 thrown tools are added to the user’s inventory.
[Magnetic Release: New North] Cp cost: 3 Description: The user handseals, altering the magnetic field around a single person, allowing them to track them if/when they leave combat as their own field resonates with the newly created one. PvP effect: for 1d4 rounds, the target becomes “Traced” making them trackable if they leave battle during the duration. For NPC’s during events, this comes with DM discretion. Additionally, any “Traced” target is unable to hide from the user for the duration. (Duration can be refreshed at 5 Cp cost)
C
[Magnetic Release: Forced Repulsion] CP cost: 6 Description: The user handseals, before focusing their chakra on a weapon, making it and it’s holder have opposing polarities. This makes the weapon unusable by the target for a short time. PvP effect: STR / WIS Vs WIS+ 3, 1d4+1 rounds the target weapon is unusable by the original owner, and is considered “thrown”. The weapon may be retrieved as a free action once the duration ends.
[Magnetic Release: Remote Manipulation] CP cost: 6+2 per round per item manipulated Description: The user creates a wide field of polarity with their chakra, allowing them to take hold of any weapon in the area, using it to fight alongside them. PvP Effect: Wis vs Physical stat to manipulate an opponent’s item. Up to 3 weapons can be manipulated as a “weapon clone”; each dealing rank weapon damage. (Kekkei Tota roll bonus applies, and no weapon penalties count during this manipulation.) The “weapon clone” may be knocked out of the polarity field by being struck, or reclaimed if it is an opponent’s item. Duration 1d4+1 Rounds
[Magnetic Release: Scattered Shower] CP cost: 5+ 1 “Ball Bearings” item Description: The user handseals, before throwing Ball Bearings into the air. Catching them in their magnetic field, the user sends them rocketing at a target at blurring speeds. PvP Effect: Deals 4d6 damage piercing 4DR
[Magnetic Release: Rags to Riches] Cp cost: 5 Description: The user handseals, before extending both palms towards a target, causing any items that the target has to be magnetically drawn and bound to the user’s body for a short time. PvP Effect: Wis vs High stat. For 1d4+1rounds, the user steals 1d4-1 (min 1) rings, necklaces, belts that the target has in their possession, gaining whatever bonuses that they may have had. (These bonuses may stack with bonuses that the User already has, but not with bonuses of other stolen items)
B
[Magnetic Release: Pinning Shot] CP cost: 10+2 per round Description: The user brings out a pair of Kunai, launching them at a target as it skewers their palms. Then, the user brings the hands together and pins the target to the nearest solid object with heavy magnetism. PvP Effect: Physical stun that deals 3d8 damage and lasts for 1d4+2 rounds. Being hit lowers the duration by 2. Str / Wis to break stun
[Magnetic Release: Running with Scissors] CP cost: 10 Description: The user handseals as they’re attacked by a Kenjutsu or ninja tool attack; projecting their magnetic chakra over the weapon that is attacking them, and reversing it on the target. PvP Effect: STR / WIS VS WIS + 3, Deals damage equal to the target’s attack damage +1d10. This attack gains +1 (to a max of +3) if used in succession each round.
[Magnetic Release: Leaden Launch] CP cost: 10 Description: The user handseals, before throwing a special poisoned kunai. As it pierces a target, the user directs the lead metal rapidly through the target’s bloodstream, badly poisoning them. PvP Effect: deals 2d6 damage on strike, and 1d6 poison damage (bypasses all DR) for 1d4+1 rounds. Takes two uses of “Poison Cleansing Jutsu” to remove poison prematurely
A
[Magnetic Release: Backstabber] Cp Cost: 15 Description: The user handseals before projecting their magnetic chakra outwards, causing the ninja tools and weapons of nearby opponents to turn inwards, stabbing them from wherever they are held. PvP Effect: AoE + 3 to roll, 4d8 DMG + lose 5 Ninja tools / weapons from inventory. (Can spend their turns to pick it up)
[Magnetic Release: Gyro Spin] Cp Cost: 15 Description: In defense, the user draws a weapon in each hand, hyper-polarizing them to cause their body to spin like a top, allowing them to block seemingly any attack. PvP Effect: User gains +4 to a WIS based blocking roll and cancels out any bonuses vs blocking rolls. This technique deals 2d10 damage in backlash to tai/ken jutsu. Additionally, this jutsu may be used to remove the effects of a physical stun, due to the rapid spinning motion.
[Magnetic Release: Shrapnel Field] Cp Cost: 15 + 3cp per protected ally Description: The user scatters Caltrops, before handsealing and causing the caltrops to whirl around the area, tearing into anyone not protected by a magnetic field. PvP Effect: AoE. Deals 2d6 damage per round to all within the field besides the user and those protected for 1d6+1 rounds. Each round, the opponent(s) may make a defense roll vs the users WIS to evade the shrapnel.
S
[Magnetic Release: New World Order] Cp Cost: 20 Description: The user primes themselves with chakra, before overloading the area with a magnetic field, causing any and all metal objects to rise into the air and then crash down on a target. The sheer amount of metal in this jutsu makes it difficult to avoid. PvP Effect: Deals 5d10+2d8 to one target. User gains an additional +3 to this attack roll.
[Magnetic Release: Giant Blade] Cp Cost: 25 Description: The user utilizes their mastery over magnetism to gather up all weapons in the area, binding them together with a strong magnetic current to create a massive blade. PvP Effect: Wis vs Str/Dex to steal an opponent’s weapon. For 1d6+2 rounds, the user creates the “Magnetic Blade” which deals 3d10 dmg and gains +2 vs opponents wielding a weapon or wearing armor. Any properties on the opponent’s stolen weapon are added to this blade.
ABILITIES (CONT'D):
Spoiler:
Koneton: Iron Sand (砂鉄) Type: Ninjutsu Rank: N/A CP Cost: 5 to activate, 2 to maintain Description: The Iron Sand is actually several hundred pounds of iron powder which, in the hands of a Koneton user, can be molded into makeshift objects and weapons; turning their imagination into their greatest weapon. PvP Effect: User gains Access to Iron Sand Jutsu. + 2 Rolls and + 1d6 DMG to Iron Sand / Kekkei Tota Jutsu.
Iron Sand: Gathering Assault Type: Ninjutsu Rank: Varies (User can only perform as they are capable) CP Cost: Varies Description: This technique gathers a great volume of Iron Sand and compresses it into a high-density shape. This greatly increases the hardness, creating a gigantic steel-like weapon in an instant. PvP Effect: Rank, Damage, and Cost to Perform are as follows: (Must be stated before the attack roll what Rank is being used) E-rank Object: 1d6 dmg; 2cp D-rank Object: 1d8 + 1d6 dmg; 4cp C-rank Object: 2d10 + 1d6 dmg; 7cp B-rank Object: 3d8 + 2d6 dmg; 10cp A-rank Object: 2d10 + 3d8 dmg; 17cp S-rank Object: 5d8 + 2d6 dmg; 23cp
Iron Sand: Cast Iron Binding Type: Ninjutsu Rank: C CP Cost: 5cp + 3 if used on a person/animal/summon Description: The user commands the iron sand to coat an object or person, be that weapon, animal, or shinobi. Depending on the target, this jutsu has varying effects. PvP Effect: +1 to connect. lasts 1d4+1 rounds Weapon: The weapon is now unusable by anyone other than a Koneton user for the duration (applies to puppets as well) Animal/Shinobi: Stunned for the duration or until hit. (STR/WIS to break)
Iron Sand: Spike Forest Type: Ninjutsu Rank: B CP Cost: 10cp Description: The user pushes out the iron sand along the floor of combat, before handsigning and causing the sand to rapidly rise up and create a myriad of dense spikes, skewering and slashing anyone unfortunate enough to be inside. PvP effect: AoE +2vs Dex. deals 2d8+3d6 dmg up to 3 Targets.
Iron Sand: Black Sandstorm Type: Ninjutsu Rank: A CP Cost: 15cp Description: The user causes the Iron Sand to stir violently, creating an abrasive environment that is difficult to maneuver in as the iron powder coats and weighs down everything. PvP Effect: AoE (Excluding User) Deals 5d6 damage and hinders DEX/STR rolls by 1d4+1 for 1d4 rounds
5-15 = D ranked; 16-25 = C ranked; 26-35 = B ranked; 36-45 = A ranked; 46-50= S ranked
Ability:
Vitality
Chakra
Speed
Strength
Jutsu
Skill
Power
Seals
Total:
Genin-C Ranked
2.5
5
1
.5
3
1.5
3
4
20.5
[center]
Last edited by DM Kushina on Mon May 09, 2011 6:24 pm; edited 18 times in total
Epitaph Kage
Posts : 954 Join date : 2010-01-19 Age : 33 Location : SSDD
Subject: Re: Sousakuryoku, Chikara Sat Apr 30, 2011 2:03 am
><>< WEAPONS/Custom Items ><><
Name: Kikan Shintai (Mirror Movement)
Spoiler:
Base Item: Dagger Physical Description: This weapon is about a foot long in total, with each blade being a curved five inches angling out in opposite ends. Being made of a highly magnetic steel polymer, it is lightweight and easy to throw, as well as wield in one's hand. Historical Relevance: One of many weapons that were left in the possessions of Lila Sousakuryoku when she passed. Being her only known family Chikara inherited and practiced with the weapons of their Magnet craft, hoping to become the great shinobi she would've wanted to see him become. This particular weapon, called a Glaive, is magnetically charged to the point that it has developed it's own field of magnetism.. taking heavy strain away from a Koneton user that fights using this weapon.
Weapon Properties (DF): If the weapon is unsheathed, the user has -3cp to Magnetic/Lightning Jutsu cp costs. Counts as a throwing weapon that doesn't leave inventory when thrown (deals 1d8 damage).
Special: Ricochet Rank: N/A CP cost: N/A? Description: Due to the weapon's unique magnetic field, when manipulated by a particularly strong magnetic force the weapon is able to "rebound" or "ricochet" off of one object and towards another, much like one magnet would bounce away from one of similar polarity. PvP Effect: This weapon may be used to perform two attacks based on the DEX bonus chart. Being manipulated with WIS subs WIS for DEX for only the extra attack effect with this item. (IE: an attack with this item is formed, and the d20 roll meets the opportunity for an extra attack. This weapon may be thrown again as an extra attack)
Item: Ball Bearings (3 uses)
Spoiler:
Description: Ball bearings come in a small string-tied pouch and are made of stainless steel. Each pouch carries about thirty of these little buggers, but to most ninja, they bear no particular use. For Chikara however, Ball bearings are ammo for some of his strongest attacks. PvP Effect: Ammo for the jutsu "Scattered Shower". If used in conjunction with any other offensive Magnetic Release jutsu, these deal an additional Thowing Weapon Damage (ie: Kunai/Shuriken)
.:.:.:JUTSU SHEET:.:.:.
~FUUTON~
Fuuton: Gentle Breeze - Gained on Creation 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
Fuuton: Minor Blast Jutsu - Gained on Creation Jutsu Type: Ninjutsu Rank: E Cp: 1 Description: The user blows a small gust from their mouth at their opponent. PvP Effect: 1d4 damage
^DOTON^
Doton: Mud Bath - Gained on Creation Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: User performs 2 handseals and spews out a stream of mud from their mouth in a wide range. PvP Effect: - 1 to 1d4 targets rolls for 1 round
Doton: Mud Strike Jutsu - Gained on Creation Jutsu Type: Ninjutsu Rank: E Cp: 1 Description: The user does three handsigns (Boar, Dog, Snake) and stomps their foot, sending a weak wave of debris at the target. PvP Effect: 1d4 damage
Doton: Earth Screen - Learned 5/3/11 Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The User performs 2 hand seals and stomps the earth as a thin slab of earth hastily rises to protect them from an attack, even if the slab fails to endure the attack it softens the blow. PvP Effect: Block, if failed - 1d4/2 Damage from the attack
Doton: Armor of Stone Jutsu - Learned 5/5/11 Jutsu Type: Ninjutsu Rank: C Cp: 5 + 2 per round Description: the user handsigns (Boar, Ox, Snake) as the ground rises and forms a protective layer of debris on their body. PvP Effect: adds 2dr for 1d6+1 rounds -2 DEX rolls
*RAITON*
Raiton: Numbing Touch - Gained on Creation Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: The user performs 1 hand seal and flicks an electric charge at a target that when hit numbs the area struck. PvP Effect: 1d4 Lightning Damage, - 1 to roll for 1 round
Raiton: Static Blast Jutsu - Gained on Creation Jutsu Type: Ninjutsu Rank: E Cp: 1 Description: With some simple seals the user sends a small spark of electricty towards the opponent. PvP Effect: 1d4 damage
Electric Zap Jutsu - Learned 4/30/11 Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The user shocks an opponent lightly, after having performed some easy handseals. PVP Effect: 1d10 damage
Static Cling - Learned 5/22/11 Jutsu Type: Ninjutsu (WIS) Rank: C Cp: 5 Description: (Handseals: Horse > Monkey > Ox > Ram > Bird > Ram) User would send out a jolt of highly ionized electricity that when hit would cause the air around a target to crackle intensely. PvP: 2d6 Lightning DMG + 1d4 Lightning DMG per Round (add -2 Rolls via Weapons / Ninja Tools) for 1d4 Rounds. |KONETON|
[Magnetic Release: Repulsor Flight] - Gained on Creation Rank: E CP cost: N/A Description: The user manipulates the metals on a person’s body, making them capable of flight. PvP Effect: None
[Magnetic Release: False Start] - Gained on Creation Rank: E CP cost: 2 Description: The user manipulates the metals in a target’s clothing, causing the clothes to come undone, making them unfit for battle. PvP Effect: The user gets to use WIS to make initiative.
[Magnetic Release: Magnet Pulse] - Gained on Creation Rank: D CP cost: 5 Description: As an opponent attacks, the user flares their chakra, creating a magnetic barrier that raises up any metal in the area to defend for them. PvP effect: Block + 2, If fails vs Tai / Ken deal DMG equal to User's DR.
[Magnetic Release: Reverse Polarity] - Gained on Creation Rank: D Cp cost: 3 Description: The user handseals, making their body and chakra strongly magnetic for a short duration as most metal in the area is drawn to them. PvP effect: Up to 1d4+1 thrown tools are added to the user’s inventory.
[Magnetic Release: Single Rapid Shot] - Learned 5/1/11 CP cost: 3 Description: The user draws a single throwing weapon, making it magnetic before they launch it at a target with a burst of opposite polarity, making it much faster than a thrown weapon. PvP effect: Uses a single ninja tool, making the damage equal to rank medium weapon damage. The force is enough to stagger someone hit, giving them a -2 to rolls (stackable to a max of 3) for 1d4 rounds.
[Magnetic Release: Remote Manipulation] - Gained on Creation Rank: C CP cost: 6+2 per round per item manipulated Description: The user creates a wide field of polarity with their chakra, allowing them to take hold of any weapon in the area, using it to fight alongside them. PvP Effect: Wis vs Physical stat to manipulate an opponent’s item. Up to 3 weapons can be manipulated as a “weapon clone”; each dealing rank weapon damage. (Kekkei Tota roll bonus applies, and no weapon penalties count during this manipulation.) The “weapon clone” may be knocked out of the polarity field by being struck, or reclaimed if it is an opponent’s item. Duration 1d4+1 Rounds
[Magnetic Release: Forced Repulsion] - Learned 5/2/11 Rank: C CP cost: 6 Description: The user handseals, before focusing their chakra on a weapon, making it and it’s holder have opposing polarities. This makes the weapon unusable by the target for a short time. PvP effect: STR / WIS Vs WIS+ 3, 1d4+1 rounds the target weapon is unusable by the original owner, and is considered “thrown”. The weapon may be retrieved as a free action once the duration ends.
[Magnetic Release: Scattered Shower] - Learned 5/6/11 Rank: C CP cost: 5+ 1 “Ball Bearings” item Description: The user handseals, before throwing Ball Bearings into the air. Catching them in their magnetic field, the user sends them rocketing at a target at blurring speeds. PvP Effect: Deals 4d6 damage piercing 4DR
[Magnetic Release: Pinning Shot] - Learned 5/10/11 Rank: B CP cost: 10+2 per round Description: The user brings out a pair of Kunai, launching them at a target as it skewers their palms. Then, the user brings the hands together and pins the target to the nearest solid object with heavy magnetism. PvP Effect: Physical stun that deals 3d8 damage and lasts for 1d4+2 rounds. Being hit lowers the duration by 2. Str / Wis to break stun
Koneton: Iron Sand (砂鉄) Type: Ninjutsu Rank: N/A CP Cost: 5 to activate, 2 to maintain Description: The Iron Sand is actually several hundred pounds of iron powder which, in the hands of a Koneton user, can be molded into makeshift objects and weapons; turning their imagination into their greatest weapon. PvP Effect: User gains Access to Iron Sand Jutsu. + 2 Rolls and + 1d6 DMG to Iron Sand / Kekkei Tota Jutsu.
Iron Sand: Gathering Assault Type: Ninjutsu Rank: Varies (User can only perform as they are capable) CP Cost: Varies Description: This technique gathers a great volume of Iron Sand and compresses it into a high-density shape. This greatly increases the hardness, creating a gigantic steel-like weapon in an instant. PvP Effect: Rank, Damage, and Cost to Perform are as follows: (Must be stated before the attack roll what Rank is being used) E-rank Object: 1d6 dmg; 2cp D-rank Object: 1d8 + 1d6 dmg; 4cp C-rank Object: 2d10 + 1d6 dmg; 7cp B-rank Object: 3d8 + 2d6 dmg; 10cp A-rank Object: 2d10 + 3d8 dmg; 17cp S-rank Object: 5d8 + 2d6 dmg; 23cp
Iron Sand: Cast Iron Binding Type: Ninjutsu Rank: C CP Cost: 5cp + 3 if used on a person/animal/summon Description: The user commands the iron sand to coat an object or person, be that weapon, animal, or shinobi. Depending on the target, this jutsu has varying effects. PvP Effect: +1 to connect. lasts 1d4+1 rounds Weapon: The weapon is now unusable by anyone other than a Koneton user for the duration (applies to puppets as well) Animal/Shinobi: Stunned for the duration or until hit. (STR/WIS to break)
,'TAIJUTSU/ENHANCEMENT/KENJUTSU,'
Last edited by DM Kushina on Sun Jun 12, 2011 10:43 pm; edited 11 times in total
Epitaph Kage
Posts : 954 Join date : 2010-01-19 Age : 33 Location : SSDD
Subject: Re: Sousakuryoku, Chikara Sat Apr 30, 2011 11:49 pm