[Universal] Jyouzo

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[Universal] Jyouzo

Post by N:RE DM Team on Thu May 12, 2016 7:56 pm

200 tokens

The Jyouzo are similar to Budhist monks, spending endless hours fine tuning their bodies and minds with vigorous training. The Jyouzo are a peaceful people, never going out and instigating trouble. The Jyouzo are not pacifists, however, they just don't believe in "messing in other people's affairs". They do not interact much with other clans due to a vow of secrecy that all members must take at the age of 10, and most do not even know of their existence outside of Yugakure. Although the Jyouzo are found in the temples of Yugakure, their pursuit of neutrality forbids them from aligning themselves to the shinobi caste.

Some Jyouzo are permitted a pilgrimage upon their coming of age. The purpose of this pilgrimage is to gain wisdom, studying the true nature of man through the people you meet and how they treat one another. Jyouzo are granted special diplomatic immunity and allowed to study under the shinobi of the great villages to further culture their abilities and understanding. This comes with the expectation that the Jyouzo will help those in need if they can, and help use their neutrality to resolve disputes. Although nobody can "call upon" the Jyouzo for these services, to be in the vicinity and walk away is like disrespecting a gracious host.

There are, however, a few young Jyouzo that decide to abandon the idea of neutrality and simplicity. These rogue Jyouzo leave the clan with the mental and physical strength trademark to their people. However, those who decide to leave have decided that others are better in the eyes of the Jyouzo, and are treated as outsiders, even being disowned by their parents. To leave the clan is to forsake your life. While abandoned by all they knew in their early life, rogue Jyouzo have no limitations on serving as shinobi of Yugakure. To serve in other villages is to take a village bloodline away and is generally seen as taboo by the few that still acknowledge them.

The Jyouzo are most easily recognized by their eyes. They have cold, stone-color eyes that contain similar qualities of the Hyuga, but to a less acute level. The Jyouzo, however, also possess the ability to control chakra flows in general mannerisms. One of the primary lessons taught as young Jyouzo are raised is to understand the harmony in everything, including Body and Chakra. This is evident in the abilities the Jyouzo culture.

[Way of the Spirit]
The Jyouzo train endlessly to perfect the strength of their bodies and minds. The develop the practice of letting out chakra as they train or fight, increasing their own ability to manipulate their chakra and body. This effect gives them a soft glow in combat.
Universal: -2 to CP Costs.
Genin: +1 DEX / WIS Rolls, +10 to HP/CP, 1 Spirit Regen*.
Chuunin: +2 DEX / WIS Rolls, +15 to HP/CP, 2 Spirit Regen*.
Jounin: +3 DEX / WIS Rolls, +20 to HP/CP, 3 Spirit Regen*.

*Spirit Regen allows the Jyouzo to regenerate their choice of HP or CP with each point of regen per round. Due to the harmony between body and spirit required, Jyouzo cannot benefit from any further regen gained from other abilities or items.

[Whole in Body and Mind]
The Jyouzo are natural medics, much of their training focusing on human anatomy and the interaction between their chakra and another's. Their non-aggressive ways make them excellent medics, as they keep their minds focused on the task at hand and never overpursue the enemy.
Universal: The Jyouzo start with the Medical Element, and cannot gain another element until Chuunin.
Universal: +10 to Learning Medical Jutsu, +5 to those they teach Medical Jutsu
Genin: +5 to Heal Mod, +1d4 to Healing Jutsu (HP or CP, not both)
Chuunin: +10 to Heal Mod, +1d6 to Healing Jutsu (HP or CP, not both)
Jounin: +20 to Heal Mod, +1d8 to Healing Jutsu (HP or CP, not both)

[Stone Cold Eyes]
The Jyouzo have the ability to see chakra auras with ease, however they cannot tighten their perception to view all of the chakra pathways like the Hyuuga can. They still retain remarkable visual abilities, and are often employed as sensory nin.
Genin: +10 to Spot rolls, 19-20 crit range.
Chuunin: +20 to Spot rolls, 19-20 crit range.
Jounin: +30 to Spot rolls, 18-20 crit range.

*Jyouzo can ask any player via Tell or OOC what their chakra levels are, and the player must tell them.

[Clan Jutsu]
The Jyouzo are allowed to create 1 custom jutsu of each rank for free [E/D/C/B/A/S].
Universal Clan Jutsu:

[E Rank]

[Synchronized Body]
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The Jyouzo are able to freely open up chakra passageways, allowing for the target to experience a "second wind".
PvP Effect: The target gains +1d4-1 (Min 1) HP and CP. This can be used on an ally or themselves.
Teaching/Learning: Gained on Creation

[D Rank]

[Disruption Technique]
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The Jyouzo halt the flow of chakra in the target's system by inserting a chakra block of their own into the opponent's network, forcing some of their chakra to "leak."
PvP Effect: Deals 1d4+1 CP Damage.
Teaching/Learning: Gained on Creation

[C Rank]

[Self-Inflicting Chakra Burn]
Jutsu Type: Ninjutsu (DEX)
Rank: C
Chakra Cost: 5
RP Description: The Jyouzo insert a bloodline-specific chakra leech into the opponents chakra network via contact, which proceeds to inflict minor wounds using their own chakra. This leech damages both the opponents chakra and physical structures.
PvP Effect: The opponent takes 1d4 HP DMG and 1 CP DMG for 1d4+2 rounds, ignoring DR.
Special Note: Can only be used once per battle per target.
Teaching/Learning: Gained on Creation

[Chakra Leech Technique]
Jutsu Type: Ninjutsu (DEX)
Rank: B
Chakra Cost: 10
RP Description: The Jyouzo inserts a bloodline-specific chakra leech into the opponents chakra network via contact, which proceeds to inflict minor wounds using their own chakra, as well as one in a second target. The opponent loses health due to their own chakra attacking them, while the second target gains all that the opponent losses.
PvP Effect: The opponent takes 2 damage to HP and CP for 1d4+2 rounds, while the second target gains what is taken from the opponent. DR is ignored.
Special Note: Can only be used once per battle while Jyouzo is Genin and Chuunin, but upon reaching Jounin Rank, they can use it twice per battle.
Teaching/Learning: Gate System - B Rank

[A Rank]

[Master of Harmony]
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: X (min. of 1, max. of 20)
RP Description: The Jyouzo opens up his chakra network to maximum potential, achieving a perfect state of self-control and harmony. He is then able to take away from his strengths to boost his weaknesses, using his medical chakra in a way very few have ever attempted.
PvP Effect: The Jyouzo gets -X to his HP or CP while gaining 2(X) of the opposite. DR is ignored.
Special Note: Can only be used once per battle.
Teaching/Learning: Gate System - A Rank

[S Rank]

[Perfect Synchronization]
Jutsu Type: Ninjutsu (DEX) [Forbidden]
Rank: S
Chakra Cost: X (min. of 10, max. of 20)
RP: The Jyouzo breaches the gateways of chakra networks between him and his opponent via touch. At this point, he establishes dominion over the opponent's chakra through sheer willpower and is able to enhance it with his own. He can then use his opponent's chakra as he wishes.
PVP: The target gets -1/2(X) CP, and the Jyouzo then does one of the following- X damage to target, heals X HP, or leeches 1/2(X) CP from his opponent. DR is ignored.
Special Note: Can only be used once per battle.
Teaching/Learning: Gate System - S Rank

[Chakra Mastery]
(75 token Clan Buyable)
The Jyouzo have trained themselves to be masters at their strange medical techniques, and their chakra systems even moreso. This gives them a serious edge against those who have not prepared themselves with equal rigor.
Universal: +20 to CP.
Genin: +1d4 Ninjutsu Damage Rolls*
Chunin: +1d6 Ninjutsu Damage Rolls*
Jounin: +1d8 Ninjutsu Damage Rolls*
(*If Jutsu does HP and CP DMG, DMG Bonus Applies to Both. If it only does HP, 1/2 the DMG Bonus is done to CP, and vice-versa. DMG Bonus refers to ONLY DMG bonus gained from Chakra Mastery. DMG Bonus gained from Chakra Mastery only counts once toward the passive cap. I.E.- The Jounin value counts as 8 of the 16 cap).
N:RE DM Team

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