[Konohagakure] Kishida

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[Konohagakure] Kishida

Post by N:RE DM Team on Thu May 12, 2016 7:42 pm

[Kishida Clan]
(100 Tokens)

Long ago, before the founding of the Five Great Shinobi Nations, a tribe of wandering Nomad people, who were known for their beautiful silver hair and eyes as blue as the very oceans. These nomadic people were known as the Kishida. This tribe dealt as traders, wandering the lands, offering their services to all, until one fateful day. They had made camp far out in the desert, when a group of Rogue Shinobi ambushed them, many of the tribe had been slaughtered. The leader of these Shinobi stepped forth and demanded to speak with the tribe's leader, Hogetsu Kishida stepped forward, intent on parlaying with this man, for the sake of his tribe. However, the Shinobi had other plans, it seemed. For he lashed out at Hogetsu, his hands ablaze with flaming chakra. Hogetsu screamed out in agony as the chakra began to burn into his skin, the cells in his body were changed to that of pure flame, rushing through his body sending waves of heated pain throughout his nervous system.


When he was finished, this Shinobi went to each of the captive Kishida doing the same method. Several of them had dropped dead immediately, their bodies incinerating where they fell. The wicked man laughed loudly as his handiwork did it's job. “You shall all know pain for what is left of your pathetic lives. Feel honored I have decided to let you live long enough for my jutsu to take effect.” The Shinobi gloated over his triumphant victory, and left with his comrades. Not knowing what to do, the Kishida began to panic, Hogetsu turned to his frightened bretheren, and looked at them sadly, and they did the only thing they could. They moved on, collecting what little they could carry and continuing the convoy. After several years, many more of the Tribe fell to the jutsu that cursed them, it was then that Kimiachi Kishida, developed a fuuinjutsu, one that he believed would save his people, if not cure them. He tested it on the only one willing to go through with his experiment, Hogetsu.


The man had grown old over the years, and he wanted nothing more than to see his people freed of this dreadful curse they were forced to bare. Kimiachi did his work, performing the technique, a seal began to carve itself painfully into Hogetsu's side, taking the shape of a phoenix. Hogetsu's hair became a dark shade of crimson, as did his eyes. His body then erupted in flames, but he did not scream in agony, the flames did no harm to his body. He looked at the flames covering his body with wide eyes, amazed by this miracle. It was only minutes later that he realized he could control these flames at will, even manipulate the body temperature of himself and others. Kimiachi began his work on the rest of the tribe, sealing the flames with his Fuuinjutsu, and on that day, they were no longer a tribe of merchants, they were Shinobi. Using the flames of their body, they hunted down the Rogue Shinobi responsible, and slew him. It was then that they had grasped their independence from the curse, and accepted it as a gift. That day, the Kishida Clan was reborn, like the phoenix which they had made their Clan's emblem.

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[Masters of the Flames]
Kishida are all naturally masters of Ninjutsu and especially of Fire Jutsu, a able to utilize it to such severe degrees that with it they become known as wielders of flames so hot they can burn away even lava. Destructive and powerful the Kishida are made to destroy everything in their path and turn it to ash, and this is reflected in their natural skills.

Universal: Starts with Fire Element Always, +10 to Learning Fire Jutsu
Genin: +1 to Wisdom Rolls, +10 Total CP
Chunin: +2 to Wisdom Rolls, +15 Total CP
Jounin: +3 to Wisdom Rolls, +20 Total CP

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[Bodies of the Sealed Inferno]
The Kishida's bodies are extremely advanced, for years having slowly adjusted to an advanced Fuuinjutsu that slowly breaks down their bodies and rebuilds them, this power has caused them to become practically immune to the heat of flames, as well as having abnormally high body temperatures. To top it off the Kishida posses incredible durability in exchange for this power around the flames and sensitivity to Fuuinjutsu.

Universal: +10 Total HP
Genin: +4 DR vs Fire* Dmg, +1 DR vs HP Dmg
Chunin: +6 DR vs Fire* Dmg, +2 DR vs HP Dmg
Jounin: +8 DR vs Fire* Dmg, +3 DR vs HP Dmg


*Note: Fire Damage includes all form of Heat/Flame Damage such as Fire Jutsu, Explosive Tags, Bombs, and the like.

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[Jutsu]
If the Nenshou Kamaitchi is Active, all Kishida Clan Jutsu Gain an xtra +1d4 to their Damage Rolls. Note, Only Kishida Clan Jutsu NOT Basic Fire Jutsu.

Spoiler:
Honoo Kurie-shon - Fire Creation
Jutsu Type: Ninjutsu
Rank: E
Cp: 2
Description: Creates small colorful flames that the Kishida can manipulate, a study and trainig tool for young Kishida.
PvP: Rp Jutsu

Atsusa Joukei - Heat Seeking
Jutsu Type: Ninjutsu
Rank: D
Cp: 3
Description: User's eyes would alter into a prismatic color temporarily as they draw in UV-rays exuded from the human body, and read heat signatures around the vacinity.
PvP: Grants a +2 to Attack Rolls for 1d4+1 Rounds.

Enkounebai no Jutsu - Sticky Fire Technique
Jutsu Type: Ninjutsu
Rank: D
Cp: 3
Description: The user sends a wave of clinging burning liquid to snare a target.
PvP: Deals 3 fire damage for 3 rounds, the user can spend a round to remove the liquid.

Kasumi Enbu no Jutsu - Blazing Mist Technique
Jutsu Type: Ninjutsu
Rank: C
Cp: 5
Description: The Kishida expels a corrosive mist that clings to everything around it and causes first to second degree burns.
PvP: AoE explosive tag radius (Except User + Allies) 1d4 Fire DMG per round for 1d4 Rounds.

Joushou Ootori no Jutsu - Rising Phoenix Blast Technique
Jutsu Type: Ninjutsu
Rank: C
Cp: 5
Description: A standard fire technique Kishida implement for mutli enemy combat, it crafts a large bird of fire that rises from beneath its opponents to set afire.
PvP: Undodgable, AoE explosive tag radius (Except User + Allies) 2d8 Fire DMG.

Ryuuka no Jutsu - Dragon Fire Technique
Jutsu Type: Ninjutsu
Rank: C
Cp: 5
Description: A jutsu that shines when used with ninja wire Ryuuka utilizes a stream of highly flammable low level fire to deal moderate damage to a target.
PvP: 2d10 Fire DMG, If used Vs Stunned targets via Ninja Wire + 1d4+2 Fire DMG.

Housenka no Jutsu - Mythical Fire Phoenix Technique
Jutsu Type: Ninjutsu
Rank: B
Cp: 8
Description: Creates half a dozen miniature phoenix birds that explode on contact.
PvP: +2 Attack Roll, ATK up to 2 Targets, deal 3d8 + 2 Fire DMG.

Kasumi Enbu no Jutsu - Mist Waltz Technique
Jutsu Type: Ninjutsu
Rank: B
Cp: 8
Description: The user expels a powerful gust of heat at his opponent, the air is so potent it causes aggravated damage at the merest passing. And causes minor explosions if contact Is made
PvP: Undodgable, 4d6 + 2 Fire DMG.

Hibashiri - Running Fire
Jutsu Type: Ninjutsu
Rank: B
Cp: 8+1 CP maintenance
Description: An advanced technique that creates two waves of chakra flames that bend and coil at the users will.
PvP: Duration 1d4+1 Rounds or until User is hit. Summon 2 " Running Flames " that ATK / DEF via User's WIS (Fire Bonus applied) and deals 2d4+2 Fire DMG per hit. (Max of 3 Flames out)

Radiation Therapy
Jutsu Type: Ninjutsu
Rank: B
Cp: 8
Description: User would muster the particles in the air around them to reinvigorate themselves, and draw in all forms of heat based energies such as fire / lightning / light / and wind.
PvP: Duration 1d4+1 Rounds, User gains 4 DR Vs Fire / Light / Lightning / and Wind Jutsus healing their CP equal to User's total DR. (CP heal applies only when struck from Fire / Light / Lightning / Wind Jutsus.)

Gouka no Jutsu - Hellfire Technique
Jutsu Type: Ninjutsu
Rank: B
Cp: 8
Description: User superheats their core, as light visibly seeps out from their mouths emitting a very thick steam capable of melting metal on contact. The user boils an immense amount of fire energy in preparation for an upcoming Katon Release strike, that is sure enough to incinerate anyone or anything in its path.
PvP: Add 2d10 + WIS Stat DMG Bonus to User's Next Fire Jutsu ATK. Duration until Fire Jutsu ATK is made.

Senkohonoo no Jutsu - Flash Fire Technique
Jutsu Type: Ninjutsu
Rank: A
Cp: 15
Description: Swift and abrupt this technique ignites the heat around a target, fed by the Kishidas chakra it swiftly blooms into a conflagration.
PvP: Unblockable, 3d8 + 2d6 Fire DMG

Hinote no Jutsu - Blaze Technique
Jutsu Type: Ninjutsu
Rank: A
Cp: 13
Description: A simple yet powerful jutsu that conjures a conflagration of flames to devour all in its path.
PvP: +2 to Attack Rolls, Mass AoE (Except User + Allies) ATK dealing 4d6 + 2 Fire DMG.

Seitan kara Haigara - Birth from Ashes
Jutsu Type: Ninjutsu
Rank: A
Cp: 15 x 1 per Battle
Description: By this time, the Kishida member has become very adept in their Fire nature and have become nearing a master-like control over it. Utilizing this, when a Kishida feels they are about to undergo defeat, they may activate this Ninjutsu.
Should the Kishida truly fall while this Jutsu is in effect, the next round it gets to them, fire bursts forth from around their body and the fallen Kishida rises forth from their ashes to fight in battle once more.
PvP: Duration 1d6+1 Rounds. While active if User's HP ever reaches 0 or below they are revived once at 25 HP. Duration ends immediately after User is revived.

Apocalypse
Jutsu Type: Ninjutsu
Rank: S
Cp: 20
Description: User performs a deadly hidenjutsu that is capable of incinerating a target from the inside out, to the few that have had to endure such a devastating technique would be remained scarred at the brutality of its nature. The Kishida super-heats the body temperature of the target to such an intense degree that it would ignite them into flames.
PvP: 2d10 Fire DMG +2d4+2 Fire DMG per round for 1d4 Rounds.

Ryuujin Bakuha - Dragon King Blast
Jutsu Type: Ninjutsu
Rank: S
Cp: 25
Description: The pinacle of Kishidas single target fire techniques raises a burning mass of fire in the shape of a Grand Dragon. The Creatures sheer materialization singes the area and its breath leaves little but ash in its wake.
PvP: Deal 2d10+5d8 Fire DMG to 1 target and 2d10+5d4 Fire DMG to those around User.

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[Nenshou Kamaitchi]
(100 Tokens - Enhanced Bloodline)
3 CP to Activate, +2 CP to Maintain
The Nenshou Kamaitchi was born into the Kishida Clan through mastery of the flames sealed within their bodies. This Doujutsu takes the form of a whirlwind of fire swirling wildly within the eyes of the Kishida weilding it. The Kishida do not view this Kekkei Genkai as a gift or simple tool. To them, it's a curse that has taken hold of their lives through the insidious flames they desperately fight to keep under control within them. The eyes have the ability to thrust the Kishida's victim into a world created by the user, emulating a Hell-like world that distills immense fear in the victim. There are many who believe these eyes are the gateway to Hell, and thus the Nenshou Kamaitchi is widely feared by all, and a common dislike for the Kishida is shared by many, Shinobi and commoner alike. (When this is Boguhten you then awaken the Stage 1 Eye via a Private Event. Beyond that requires DM-Permission to Rank up the Eye, and a Personal Event.)

Universal: May use Clan Jutsu without Handseals, Allowing them to Perform Clan Jutsu while Physically Stunned -2 to ATK Rolls.
Stage One: +1 Attack/Defense Rolls, +1d4 Fire/Clan Jutus Damage Rolls, Fire Jutsu has a 19/20 Crit Range, May use 'Hells Gaze'.
Stage Two: +2 Attack/Defense Rolls, +1d6 Fire/Clan Jutus Damage Rolls, Fire Jutsu has a 18/20 Crit Range, May use 'Hells Gaze', and 'Heatseeker'.
Stage Three: +3 Attack/Defense Rolls, +1d8 Fire/Clan Jutus Damage Rolls, Fire Jutsu has a 17/20 Crit Range, May use 'Hells Gaze', 'Heatseeker', and 'Inferno Gaze'.

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Hells Gaze: For 3 CP, May Roll Wis/Int vs Opponents Wis/Int, On-Sucess target suffers a -3 to Attack/Defense for 1d4+1 Rounds.
Heatseeker: For 5 CP, Gains Autospot Priviledges for 1d4+1 Rounds, and +1 to Attack Rolls Stacking to Jutsu Max. (Free Action to Use on the Kishida's Turn)
Inferno Gaze: For 20 CP, May Roll Wis/Int vs Opponents Wis/Int, On-Sucess target is Stunned for 1d4+1 Rounds or Until Hit, Taking 2d8 CP Damage On-Stun, and suffering 1d4 CP Drain a Round every Round Stunned afterward.
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