Isobu
Posts : 7 Join date : 2017-05-08
| Subject: [Konohagakure] Namikaze, Asari Mon May 08, 2017 2:07 pm | |
| Background
Nindo "If you can keep up, I'll buy you dango!Background: - Background:
TBD Genin:
Chunin:
Jonin:
- Other Information:
Rank: Genin Element: Lightning Skill Bonuses:
- -1 Weapon Negatives, Rank Damage 1 Rank Higher
- +1 to Learning Rolls, -1 CP Costs Discipline (Flying Thunder God)
Appearance
Abilities
- Spoiler:
[Namikaze][Leaf] While not much is known about the family of Namikaze, for they’ve been quite talented at keeping a relative low-profile. What is known is that far in the past, these individuals had begun fostering relationships amongst the Uzumaki for several generations. Through this intricate tie of blood, the families begun to devise techniques that would grant the Namikaze an almost unspoken talent in the shinobi world; where speed and transportation was not only a highly sought skill to master. But it was never truly brought to immaculate heights; the Namikaze revolutionized that. By becoming the first, and presently only individuals capable of true instant-transporation. [Flying Thunder God](6 AP Cost) The Namikaze ‘bloodline’ has always been exceptionally capable of utilizing fuuinjutsu from early childhood. Through rigorous training over their fuuinjutsu paired with tools of their trade namely three-horned kunai; they’re capable of launching themselves through battlefields unleashing a horde of strikes from multiple points strewn through enemy lines. Universal) Gives access to Fuuinjutsu. 1x Custom C/B/A Rank Fuinjutsu - Universal Only - May not have if Medical is gained. (2AP) Academy Student) Multi-Cast Flying Thunder God - Lets the user perform a second technique, May still apply free actions. E Limit on Rank. Cooldown 2 Round. Adds bonuses; Secondary Attack - Allows for a second Basic attack roll as a free action. Cooldown 1 Round. Set DMG 1D4 - Adds bonuses.Genin) Multi-Cast Flying Thunder God - Lets the user perform a second technique, May still apply free actions. E/D Limit on Rank. Cooldown 2 Round. Adds bonuses; Secondary Attack - Allows for a second Basic attack roll as a free action. Cooldown 1 Round. Set DMG 1D4+1 - Adds bonuses. Chunin) Multi-Cast Flying Thunder God - Lets the user perform a second technique, May still apply free actions. E/D/C Limit on Rank. Cooldown 2 Round. Adds bonuses; Secondary Attack - Allows for a second Basic attack roll as a free action. Cooldown 1 Round. Set DMG 1D6+1 - Adds bonuses. Jonin) Multi-Cast Flying Thunder God - Lets the user perform a second technique, May still apply free actions. E/D/C/B Limit on Rank. Cooldown 2 Round. Adds bonuses; Secondary Attack - Allows for a second Basic attack roll as a free action. Cooldown 1 Round. Set DMG 1D8+1) - Adds bonuses.[Adaptive Combat Practitioners](6 AP Cost) While the Namikaze excel at utilizing their Fuuinjutsu talents to incorporate the Flying Thunder God seals, it is almost mandatory for each Namikaze to have proficiency in utilization of weapon techniques as their kunai allow them to make unreal attacks at exemplary speeds; but naught is useful unless they can successfully hit! Universal) Removes -2 on Weapon Negatives (-2 Becomes -0) Academy Student) +0 to Fuuinjutsu Rolls, +0 to Bukijutsu RollsGenin) +1 to Fuuinjutsu Rolls, +1 to Bukijutsu Rolls Chunin) +2 to Fuuinjutsu Rolls, +2 to Bukijutsu Rolls Jonin) +3 to Fuuinjutsu Rolls, +3 to Bukijutsu Rolls[Three-Horned Kunai] – Special PassiveThe ultimate tool of this bloodlines abilities is their aptitude to utilizing Fuuinjutsu paired with their blood and training to transport themselves instantaneously to wherever their kunai(s) land. Be it in the middle of close-quarters combat or as far as they can throw. Thankfully, these tools can only truly be exploited by the Namikaze, having created the seals to only work with those of their lineage. Due to their ability to translocate to their tools; it’s effectively impossible for them to never be without their weapons at capacity. Special Passive) Custom Clan Ability - Gains Flying Thunder God Techniques* 2x Free E/D/C/B Rank Jutsu, 1x A/S. Must be Special Passive. Special Passive 2) Kenjutsu as Ranged Default - Allows the user to classify their Tai/Kenjutsu or a specific style as ranged by Default - Universal Only Special Note: All Namikaze suffer -5 to their Tool Bag, but in turn gain unlimited Three-Horned Kunai that act as regular Kunai. *Flying Thunder God Techniques require the user to have Fuuinjutsu, and are considered Fuuinjutsu unless otherwise specified; I.E Bukijutsu Attack*
Equipment
- Tool - Own/Max:
Genin Max: 15-5=10- Three-Horned Kunai - Unlimited
Thrown Damage: DEX/STR vs Defense. 1d6 DMG Per Kunai (No DEX / STR bonus applied). Each thrown suffers a stacking -1 negative. (E.G Three thrown, First -1, Second -2, Third -3.) Genin: Maximum 2 Thrown. Chuunin: Maximum 3 Thrown. Jounin: Maximum 4 Thrown. Weapon Damage: Small Weapon Rank, may dual wield.
- Shuriken - 0/6
Thrown Damage: DEX/STR vs Defense. 1d6 DMG Per Shuriken (No DEX / STR bonus applied). Each thrown suffers a stacking -1 negative. (E.G Three thrown, First -1, Second -2, Third -3.) Genin: Maximum 2 Thrown. Chuunin: Maximum 3 Thrown. Jounin: Maximum 4 Thrown.
- Senbon - 5/10
Thrown Damage: DEX/STR vs Defense. 1d4 DMG Per Senbon (No DEX / STR bonus applied). Each thrown, after the second,suffers a stacking -1 negative. (E.G Three thrown, First no negative, Second no negative, Third -1.) Genin: Maximum 4 Thrown. Chuunin: Maximum 5 Thrown. Jounin: Maximum 6 Thrown.
- Ration Pill - 1/1
PvP Effect: 2d6 Chakra Regained
- Wire - 1/2
PvP Effect: DEX/STR Roll vs Defense. If successful, Target is stunned for 1d4 Rounds. DEX/STR/CON to break out or jutsu that allows Physical Stun Break.
- Explosive Tag - 1/2
PvP Effect: DEX/STR Roll vs Defense. 2d6 Damage (No DEX / STR bonus applied). Trap: Concealment vs Perception, If successful gain 2x Concealment bonus when activating. (If character has no concealment bonus, they gain +1 ATK/DEF)
- Antidote - 0/1
PvP Effect: Removes a poison of X Rank. Creator of antidote must have the required experience / rank to create the antidote.
- Smoke Bomb - 1/3
PvP Effect: Used to hide, Gains +5 bonus to concealment. Escape: +2 to Escape roll for user and those in melee distance.
- Flash Bomb - 1/3
PvP Effect: DEX/STR Roll vs Defense. If successful, target suffers -1 to Rolls for 1d4 Rounds. Escape: +2 to Escape roll for user and those in melee distance.
Techniques
- Rank E:
Academy Jutsu
- Name) Substitution Technique
Type) Academy Jutsu Rank) E CP Cost) 2 RP Description) The user replaces their body with a nearby object or something that their village is set to. Konoha shinobi usually replace themselves with logs, where Suna is a rock or sand cloud. It is commonly used to escape sticky situations, where the user is unable to block or react. PvP Effect) Dodge) WIS vs ATK
- Name) Henge
Type) Academy Jutsu Rank) E CP Cost) 2 CP per 1 round Maintained RP Description) Using their chakra, the user would take on the form of a target or someone that they are thinking of. This is considered the hardest academy technique as it requires constant emission of chakra while mentally maintaining the form. PvP Effect) +5 Deception Roll Special Note) Can not be used in Combat. User can not Attack while using henge without breaking their henge.
- Name) Wall Walking
Type) Academy Jutsu Rank) E CP Cost) 1 CP Per round maintained RP Description) The user would coat their feet / shoes in a thin layer of chakra that allows them to scale surfaces. This jutsu is required by all shinobi as it is considered an essential tool for combat. PvP Effect) Allows user to walk on Walls / Vertical surfaces Special Note) If agreed at the start of combat or by DM, CP Cost is not needed to be paid.
- Name) Water Walking
Type) Academy Jutsu Rank) E CP Cost) 1 CP Per round maintained RP Description) Similar to Wall Walking, the user would coat their feet / shoes with thin chakra. Instead of sticking, they become buoyant and are able to stand on water surfaces or surfaces they would normally sink into. Considered an essential tool for combat. PvP Effect) Allows user to walk on Water / Sinking Surfaces. Special Note) Must know Wall Walking before learning. Special Note) If agreed at the start of combat or by DM, CP Cost is not needed to be paid.
- Name) Cloak of Invisibility
Type) Academy Jutsu Rank) E CP Cost) 2 RP Description) The user would quickly surround themselves with a cloak or thin piece of cloth. Using their chakra, they would blend the cloak or cloth into their environment and hide from pursuers or attackers. PvP Effect) +5 Concealment Roll Special Note) Not useable in Combat
- Name) Rope Escape
Type) Academy Jutsu Rank) E CP Cost) 2 RP Description) A technique taught to all academy students so that they may escape situations where they are bound. It is taught in many ways but the simplest way is using their chakra to vibrate and loosen the restraints allowing them to escape. PvP Effect) +1 DEX/STR Roll when Escaping Physical stuns caused by Ninja Wire / Rope etc
- Name) Clone Technique
Type) Academy Jutsu Rank) E CP Cost) 2 + 1 per round maintined (Per Clone) RP Description) The basic clone jutsu is used and taught in the academy. The user would create a simple clone of themselves, and show that they have the understanding of chakra control and manipulation. PvP Effect) Create Clone) 1d4 Rounds. HP = 1/2 Users CON Mod. DMG = 1d4 DMG. Uses users STR/DEX to ATK/DEF. Special Note) More clones may be made, depending on Rank. A/S 1 Max, Genin 2 Max, Chuunin 3 Max, Jounin 3 Max. Special Note) Does not gain ANY Bonuses from the user.
ElementalIllusionUnarmedWeapon
- Name) Bokijutsu: Chakra Jab
Type) Boikijutsu Rank) E CP Cost) 1 RP Description) Coating their weapon in a small amount of chakra, the user would launch / shoot at their target and attempt to damage them slightly. PvP Effect) Rank Boki DMG + 1 Special Note) Prerequisite to learn any other Bokijutsu
Clan
- Name) Flying Thunder God - Evade
Type) Flying Thunder God Technique (Bokijutsu) – Defensive Rank) E CP Cost) 1 RP Description) By utilizing their Three-Horned Kunai the user whips it away from the zone of impact and warps themselves to it’s destination (or during, depending on what comes first!), all that remains where they stood was a flash of yellow! PvP Effect) +1 DEX Dodge vs Ranged Attacks Special Note) Requires affinity to Flying Thunder God Techniques
- Name) Flying Thunder God - Phase Strike
Type) Flying Thunder God Techniques (Bukijutsu) Rank) E CP Cost) 2 RP Description) Twirling a Three-Horned Kunai, the user can launch it in their foes direction; intentionally clipping just beyond their position. Once it reached the optimal point (Preferably behind the foe), the user can warp to the point and unleash a series of strikes with their weapons of choice. Due to flat-footing their target, it often leaves them unprepared for anything following up. PvP Effect) Rank Bukijutsu Damage + 1, -1 to their next DEF Roll. Special Note) Can be used dual-wielding
- Rank D:
ElementalIllusionUnarmedWeaponClan
Name) “Can’t Stop This!” Type) Flying Thunder God Technique – Defensive Rank) D CP Cost) 2 RP Description) Upon witnessing an ally being targeted by a pesky foe; the user can whip one of their trusty kunai in their friends direction and utilize the Flying Thunder Technique to warp instantaneously in time to block, dodge with their ally in toe or utilize some ninja-talents to halt their foes advances! PvP Effect) DEF Rounds Only - Allows the user a free-action defense for one ally; the user must still defend themselves or take the full-damage in-place of the original target Special Note) Requires affinity to Flying Thunder God Techniques Special Note 2) 2 Round Cool-down
- Name) Flying Thunder God – First Step
Type) Flying Thunder God Technique (Bukijutsu) - Offensive Rank) D CP Cost) 3 RP Description) Whipping their kunai in a precise fashion towards their foe. They can instantly warp closing the distance between them and the combatant, by doing this it grants them a hair of a moment to unleash their famous flurries of combat. Weapons, hand-to-hand or further flying raijin techniques PvP Effect) Deals Rank Bukijutsu Damage + 1D4 Special Note) If user does a consecutive attack, they gain +1 to the ATK Roll and +1d4 DMG. Special Note) Requires affinity to Flying Thunder God Techniques
- Rank C:
ElementalIllusionUnarmedWeaponFuuinjutsu
Name) Detachment of the Bodily World Type) Fuuinjutsu Rank) C CP Cost) 7 RP Description) Weaving through intricate and modified seals the caster is capable of placing the seal upon the base of their palm. Requiring the physical contact of their foe to create the sealing; the purpose of this specific seal grants the user the ability to temporarily remove functionality of a foes’ talents, this however is limited to a specific function within’ their body. PvP Effect) DEX Roll vs Defense; If successful the target suffers -2 to their ATK/DEF rolls with the type of attack they just attacked the user with (Ninjutsu/Taijutsu/Bokijutsu etc) for 1d4+1 rounds. Special Note) This seal can be dismantled by a wisdom roll that exceeds the original attack; however the individual dismantling the seal must know fuuinjutsu to do this.
Clan
- Name) Flying Thunder God – Second Step
Type) Flying Thunder God Technique (Bukijutsu) Rank) C CP Cost) 5 RP Description) By following through with their original attack, the pressure and gained momentum to bombard their opponents with a consecutive strike and another set of kunai flung in their direction; this time utilizing two to grant them an advantage of positioning. By warping to either (or both) kunai and unleashing a series of strikes via hand-to-hand/weapon or jutsu! PvP Effect) Deals Rank Bukijutsu Damage + 1D6 + X (User may throw up to two kunai during the attack. X = 1/2 of the Total Kunai DMG roll) Special Note) Requires affinity to Flying Thunder God Techniques Special Note 2) Can only be used after ‘Flying Thunder God – First Step’ even if the original attack fails
Name) Flying Thunder God – Feigned Step Type) Flying Thunder God Technique Rank) C CP Cost) 5 RP Description) By wavering their stances and utilizing their weapons in a defensive fashion a Namikaze is capable of luring their opponents into a sense of security that contrasts their traditional ruthless assault. When struck, or targeted the Namikaze can utilize their seals to position themselves in an opponent’s vulnerable points. PvP Effect) Counter - Uses next Free Action, not Turn - +1 to Roll and +1d4 to DMG Special Note) Requires affinity to Flying Thunder God Techniques
- Rank B:
ElementalIllusionUnarmedWeaponClan
- Rank A:
ElementalIllusionUnarmedWeaponClan
- Rank S:
ElementalIllusionUnarmedWeaponClan
|
Asari Namikaze | Personal | Birth Date
| January 23 | Age
| 15 | Gender
| Male | Height
| 5-'06" | Weight
| 137 lbs | Blood Type
| O | Kekkei Genkai
| Flying Thunder God | Affiliation
| Konohagakure | Team
| N/A | Clan
| Namikaze |
Skill Name
| Points | Perception
| XX
| Tracking
| XX
| Village Lore
| XX
| World Lore
| XX
| Concealment
| XX
| Deception
| XX
| Clarity
| XX
| First Aid
| XX
| Tools
| 15
| Weaponry
| 20
| Handseals
| XX
| Chakra Control
| 20
|
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Last edited by Isobu on Fri May 19, 2017 2:41 pm; edited 30 times in total | |
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Isobu
Posts : 7 Join date : 2017-05-08
| Subject: Re: [Konohagakure] Namikaze, Asari Mon May 08, 2017 3:49 pm | |
| - Changelog:
- +1 DEX, 5/7/2017 - DM Hinata - Play Event
- +3 LVL, 5/8/2017 - DM Hinata - Jutsu Learning
- +1 WIS, 5/8/2017 - DM Hinata - Earned via DM Hinata
- Multi-Cast Changed from Fuuinjutsu to Flying Thunder God Techniques - DM Vote Approved
- Graduated to Genin - 05/14/2017 - DM Auto
- +1 WIS - 05/14/2017 - DM Auto - Graduation
- +1 CHA - 05/14/2017 - DM Auto - Graduation
- Increased to Level 13 - 05/14/2017 - DM Auto - Graduation
- Increased to Level 14 - 05/17/2017 - DM Shadow - Event
- Increased to Level 15 - 05/18/2017 - DM Pakkun - Training
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