[Sunagakure] Mousho

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[Sunagakure] Mousho

Post by N:RE DM Team on Thu May 12, 2016 7:36 pm

[Mousho]
(100 Tokens)

Mousho are known within Sunagakure as the ones that control the heat, and make it so only that the Suna shinobi can with stand it. They control the wind within Wind Country, and also the heat that comes down and cause it almost unliveable for some. They are extremley feared, as they can cause the bodies of the shinobi around them to almost suffer and probably shut it down from the inside due to removing the water. They are able to control the heat around them, much opposite of the Yuki, who are said to be rivals of the Mousho.


All Mousho are born within Sungakure, and live within Sunagakure and it is extremley rare for Mousho to become Missing, as they are trained to have respect for the clan. They all have lighter skin, although they spend most of their time outside, and their eyes do not have an Iris. Their eyes are a straight Red, much like the Yamanaka and their blue.

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[Heat Wave]
Mousho literally means Heat Wave and this corresponds to their ability to control their wind and heat around them to a large extent. With each movement and each handsign they make, it almost looks as though they are in complete control of the wind and heat, making it almost deadly to vs them.

Universal: Begin with Wind, Fire and Heat Element.
Genin: +1 to Wisdom Rolls, +10 CP Total
Chuunin: +2 to Wisdom Rolls, +10 CP Total
Jounin: +3 to Wisdom Rolls, +15 CP Total

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[Dehyrdration]
Due to the control over their abilities and their natural ability of controlling the heat, Mousho are able to reduce the water within opponents bodies which cause it to act slower. It also means that any water jutsu around them suffer, and almost causes the water to evaporate instantly. Mousho take this skill high, and prove that they are able to push themselves and almost cause the death of some by just dehydrating them.

Universal: Anyone around Mousho suffer -1 to their HP Regen
Genin: +1d4 Damage to Ninjutsu. Water / Ice Jutsu suffer -1 to Rolls and -3 Damage vs User (Min 1 Dmg)
Chuunin: +1d6 Damage to Ninjutsu. Water / Ice Jutsu suffer -2 to Rolls and -4 Damage vs User (Min 1 Dmg)
Jounin: +1d8 Damage to Ninjutsu. Water / Ice Jutsu suffer -2 to Rollsr and -5 Damage vs User (Min 1 Dmg)

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[Jutsu]
All Mousho are capable of Heat Manipulation, to the point that they instinctively begin to learn the various Jutsu. These Jutsu do not require someone to teach them, and don't become easier with someone to teach them (Mousho may make 2 free Jutsu of D / C / B / A / S Rank but must be manually learned after C rank.)


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[True Heat]
(100 Tokens, Enhanced Bloodline)
Some Mousho are born more adapted to the heat then others, and have the natural ability to control it much easier then the others. The Moushu are extremley trained and with their training, comes a strength that only the other Mousho born like this understand. These Mousho are all branded with a large sun on their back, which proves they are a true master of the heat, and can cause death.

Universal: Every enemy in a battle with the Mousho suffer 1 HP Damage per round, that Bypasses DR
Genin: +1 to Wind, Fire and Heat Rolls, If Hit by Taijutsu / Kenjutsu / Close Range Jutsu, Attacker takes 2 Damage that bypasses all DR
Chuunin: +2 to Wind, Fire and Heat Rolls, If Hit by Taijutsu / Kenjutsu / Close Range Jutsu, Attacker takes 1d4 Damage that bypasses all DR
Jounin: +3 to Wind, Fire and Heat Rolls, If Hit by Taijutsu / Kenjutsu / Close Range Jutsu, Attacker takes 1d4+1 Damage that bypasses all DR
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