[Universal] Haachi

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[Universal] Haachi

Post by N:RE DM Team on Thu May 12, 2016 7:45 pm

[Haachi]
(200 Tokens)

A clan that formed in ancient times, sometimes revered as gods for their abilities. Later known, they used a type of technique in which had complete control over the gravity forces around them. They are capable of creating entire gravity wells, or even repulse gravity around them, with handseals, though the amount of weight that can be pushed by the gravity changes with the skill of the shinobi. Being natural enemies of the Ura, while Kirigakure and Iwagakure may not be at war, the clans are always fighting. The families of the Haachi are usually calm and peaceful, adoring nature. Though, they can be quite violent if they or their family is threatened, often making the village of rocks seeming like a very violent land.


Members of the Haachi have dark brown or black eyes, usually, and hair that shimmers either pure white, orange, grey, black, or brown. Their skin tones are usually tanned, but sometimes their skin can grow to be dark, or very pale. Their families are ruled by a single man, and his wife. Usually, they have one to two children, before retiring.

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[Gravitational Shift]
As being able to control gravity, they can lift objects several times their size, or repulse attackers from getting too close. In order to control techniques like this, they must be very good at their techniques, even rivaling that of the Uchiha.

Universal: Haachi start with Earth, Wind, Darkness and Gravity Elements. Gaining no more.
Genin: +1 WIS Rolls, +10 CP
Chuunin: +2 WIS Rolls, +15 CP
Jounin: +3 WIS Rolls, +20 CP

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[Juggernaut]
Haachi members are very resilient as they can increase their weight and bend gravity around them, making them heavier, almost immovable. They resist attacks easier by attacks weakening as they come close.

Universal: +10 HP
Genin: +2 DR vs HP DMG
Chuunin: +3 DR vs HP DMG
Jounin: +4 DR vs HP DMG

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[Jutsu]
Due to being trained at an early age, it is encouraged for many of the Haachi to create their own techniques. They may submit 3 jutsu of each rank to the DM team, free of charge. These become clan jutsu, teachable to any Haachi, with creators permission. (These jutsu must still be learned, after C rank)

[Juuryoton : Gravity Well]
Type : Supplementary
Rank : E
CP : 0 or 2
Description: This allows the Haachi to control small amounts of gravity, equal to that of about a pencil. Though this allows them to create some of their strongest techniques. Though this can be used conventionally, just by throwing a rock or something of similar size at the opponent.
PVP: 1d4 DMG to Target
Teaching/Learning : Gained on Creation

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[Master of Gravity]
(100 Token Bloodline Expansion)
Every few generations, a Haachi is born with the ability to naturally control their gravity release. They usually excel among their relatives, and quickly learn their techniques, as well as gaining an edge in combat.

Universal: +6 to Learning Ninjutsu
Genin: +1 ATK/DEF Rolls, +1d4 Ninjutsu DMG
Chuunin: +2 ATK/DEF Rolls, +1d4+2 Ninjutsu DMG
Jounin: +3 ATK/DEF Rolls, +2d4 Ninjutsu DMG

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[Force Lord]
(75 token Legendary Bloodline)
Only the Haachi elders know that, once every hundred years, when a Master of Gravity is born there is a chance he will learn the two mightiest techniques-Shinra Tensei and Bansho Ten’nen. The whispers of the Gunshu, or the Force Lord, are legends at best but when they are born they are destined to become great and powerful shinobi that change the world-or so the elders say, at least.

Universal: The Haachi gains access to Shinra Tensei and Bansho Ten’nin, two unique jutsu with variable CP costs and ‘ranks.’ These jutsu may not be copied.
Genin: May activate Shinra Tensei / Bansho Ten’nin as a C-rank Jutsu. (B Rank if Advanced Genin)
Chuunin: May activate Shinra Tensei / Bansho Ten’nin as an A-rank Jutsu.
Jounin: May activate Shinra Tensei / Bansho Ten’nin as a S-rank Jutsu.

[Shinra Tensei]
Type: Ninjutsu
Rank: Varies
Cost: Varies
Description: The user repels everything around him with an impenetrable wave of sheer force.
PvP: The user chooses the rank, and pays the cost associated with that rank when activating this jutsu. It then has the listed effect. Regardless of the effect, Shinra Tensei has a 2 round cooldown effect-once used the
user cannot use it again for 2 rounds.
E-Rank (3 CP): Blocks with WIS.
D-Rank (4 CP): Blocks with WIS, 1d6 DMG if Melee attack is blocked.
C-Rank (5 CP): Blocks with WIS+1, 1d6 DMG if Melee attack is blocked. Offensive) Deals 2d8 DMG.
B-Rank (8 CP): Blocks with WIS+2, 1d8 DMG if Melee attack is blocked. Offensive) Deals 6d4 DMG and is Unblockable.
A-Rank (12 CP): Blocks with WIS+2, 2d6 DMG if Melee attack is blocked. Offensive) AOE - Melee Range - Deals 2d8 + 3d6 DMG and is Unblockable.
S-Rank (20 CP): Blocks with WIS+2 (Unblockables Included), 2d8 DMG if Melee attack is blocked. Offensive) AOE - Everyone but User - Deals 4d8 + 2d10 DMGe and is Unblockable.

[Bansho Ten’nen]
Type: Ninjutsu
Rank: Varies
Cost: Varies
Description:The user draws something or someone towards him with an invisible but powerful magnetic attraction, drawing them to him with the iron in their very blood.
PvP: The user chooses the rank, and pays the cost associated with that rank when activating this jutsu. It then has the listed effect. Regardless of the rank used, Bansho Ten'nen has a 1 round cooldown.
C-Rank (5 CP): 1 Round Stun, Or Until Hit
B-Rank (8 CP): 1 Round Stun, Or Until Hit. Additional 1d6 DMG to target next time user hits them.*
A-Rank (12 CP): 1 Round Stun, Or Until Hit. Additional 1d8 DMG to target next time user hits them.*
S-Rank (20 CP): 1 Round Stun, Or Until Hit. Additional 4 DR Pierce and 1d10 DMG to target next time user hits them.*

(*DMG Bonus applies to Burst Character Cap)
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