Yamato Jyouzo
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Yamato Jyouzo
Yamato Jyouzo
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First Name - Yamato
Last Name - Jyouzo
Nickname - None
Gender - Male
Age - 20 (22 PTS)
DOB – June 2
Height - 5' 10"
Weight - 176 lbs.
Village - Yugagakure
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Body Appearance
Hair Colour - Brown
Hair length - Shaved
Eye Colour - Brown
Skin Colour - Tan
Body Shape - Muscular
Tattoo's – Flames (forearms) that extend into tribal tattoos up his arms, across his shoulders to his head
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Other Information
Likes – Simple Living, Learning, Helping Others
Dislikes – Corruption, Killing, Unfair Play
Parents - Mother: Umeko Jyouzo Father: Katsurou Jyouzo
Siblings - Itsuki, Ayumu, Honoka, Shizuka, Takehiko, Minoru, Akira, Kyo
Children - N/A
Sexual Orientation - Heterosexual
Partner - N/A
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Ninja Information
Elements - Medical, Wind, Earth (PTS)
Main Focus - Support, Chakra
Sensei - Etsuko Ka'game
Squad - N/A
Specialty - Healing
Rank - Chuunin (Equivalent), SJ (PTS)
Job - Medical Corps Member (Equivalent)
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-Bio-
Yamato is the second son of many of Katsurou's children. Each of them grew up studying with the Jyouzo and abiding by their ideals, and to this day Yamato's goal is to earn his father's blessing and one day have charge of a temple of his own.
Early life was peaceful. The Jyouzo stay out of other's affairs for the most part, and usually only get involved as moderators. For Yamato this only further developed his misplaced understanding of the world and people, based on his own ignorance. But even he was aware of this as he came of age to begin a pilgrimage. He received tattoos on his arms that represent the core values he was raised by, as a reminder of where he came from. Upside down flames that represent control and opened rings containing orbs that represent retention.
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Yamato has begun his pilgrimage, the period of his life where he leaves the safety of Yugakure and learns the ways of the world while trying to make a difference in it. Humans are naturally corrupt, and few practice fairness in all they do. Yamato strives to correct this nature in man, because he believes that inside all humans there is an inkling of purity, waiting to be cultured.
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A year has passed since his pilgrimage had begun. Yamato had seen an experienced many things, and is starting to get a good understanding of people and how they interact with one another. But with this understanding comes natural relationships, and Yamato now realizes the difference between celebrating another person and having a meaningful relationship with them… Just as he understands the difference between witnessing a murder and losing someone he loves. Even as he learns, he is reminded that all things in this world exist in harmony. There cannot be joy without suffering. To mark this lesson, Yamato had his tattoos extended from his arms, across his shoulders, and all the way up to his head.
- Jyouzo:
- [Jyouzo]
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*.
[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].
--
[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. DMG Bonus refers to ONLY DMG bonus gained from Chakra Mastery)
- Taijutsu Specialization:
- [Taijutsu Specialist]
Someone who has poured all their time, energy, effort and power into training their Taijutsu to perfect as it can get, making them masters of physical Attacks. Their damage output with Taijutsu is to extreme levels, and their speed is even faster, making them a deadly opponent.
Universal: Taijutsu pierce 1 DR and do 1 CP damage, +5 to Learning taijutsu, Those they teach Taijutsu get +3 to rolls.
Genin: +1 Taijutsu Rolls, 1 DR vs Taijutsu DMG, +10 HP, +1d4 Taijutsu Damage, Taijutsu = Small Weapon Damage (Not Dual Wield)
Chunin: +2 Taijutsu Rolls, 2 DR vs Taijutsu DMG, +15 HP, +1d6 Taijutsu Damage, Taijutsu = Small Weapon Damage (Not Dual Wield)
Jounin: +3 Taijutsu Rolls, 3 DR vs Taijutsu DMG, +20 HP, +1d8 Taijutsu Damage, Taijutsu = Small Dual Wield Weapon Damage
Last edited by Asuma on Fri Dec 23, 2016 12:21 pm; edited 14 times in total
Asuma- Posts : 21
Join date : 2016-06-12
Asuma- Posts : 21
Join date : 2016-06-12
Re: Yamato Jyouzo
Known Jutsu
E Rank
D Rank
C Rank
B Rank
A Rank
S Rank
E Rank
- Jutsu:
- Wall/Tree Walking
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: The user covers their feet with at thin layer of chakra, which acts as a stick substance to allow them to walk up solid surfaces
PVP Effect: Rolepaly Jutsu Only.
Taught By: Suzumi Kichida
Teaching/Learning: Gate System - E Rank
Substitution Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 3
RP Description: A simple technique all Shinobi need to learn. It is simple replacing their body with a nearby object in place of an incoming attack
PVP Effect: Wisdom based Dodge
Taught By: Suzumi Kichida
Teaching/Learning: Gate System - E Rank
Kai
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: This jutsu is a simple two handed seal and then you focus your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off another target.
PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS/INT/CHA is rolled vs the attacker's initial Roll.
Taught By: Azumi Hyuuga
Teaching/Learning: Gate System - E Rank
Clone Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 4 + 1 per round maintained
RP Description: The ability to create a basic clone of themselves. Unlike other types of clones, these clones are not solid clones, so they cannot do any damage or attack the Enemy
PvP Effect: Opponent must roll INT/WIS vs the user's INT/WIS. On failure, the opponent must roll a 1d6 when attacking the user. A roll of 1-3 hits the Clone, and a roll of 4-6 hits the real target.
Special Note: Clones are destroyed on hit. Destroying a Solid Clone deals 1 HP damage to the caster, bypassing all DR.
Taught By: Azumi Hyuuga
Teaching/Learning: Gate System - E Rank
Water Walking
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: The user covers their feet with a thin layer of chakra, which acts as a solid surface to allow them to walk on water
PVP Effect: Rolepaly Jutsu Only.
Taught By: Etsuko Kag'ame
Teaching/Learning: Gate System - E Rank
Rope Escape Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: This jutsu is a simple technique, which can be several different ways. It's taught to all Academy students on how to break out of anything that is keeping them tied up
PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from ninja wire and other such bindings. WIS is rolled vs the attacker's initial Roll. In the event of Set trap skill being used in combat the user must roll the appropriate skill other wise Break DC is decided by active DM.
Taught By: DM Rasa (2/28)
Teaching/Learning: Gate System - E Rank
Cloak of Invisibility Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1 (+1 per round maintained)
RP Description: A basic technique all Academy Students learn. Taking a simple piece of fabric, they can channel; a small amount of chakra into the fabric and change the fibers to the same as their surroundings
PVP Effect: +5 Hide Roll
Taught By: DM Rasa (2/28)
Teaching/Learning: Gate System - E Rank
Dress wound (C/NC)
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi.
PVP Effect: Heals target for 1d4 HP, may be used in battle.
Teaching: Gained on Graduation
Teaching/Learning: Gate System - E Rank
Examine Injury (C/NC)
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: A technique used by all Medical nin. The medic can quickly diagnose basic injuries, and formulate the best way to maximize their healing through intensive medical knowledge.
PVP Effect: Adds 2+1/10th Heal Roll (Max 10) HP to next healing Technique.
Special Note: Allows for the character to roll Heal to diagnose an injury in player/DM events.
Teaching: Gained on Graduation
Teaching/Learning: Gate System - E Rank
Chakra Lace
Jutstu Type: Taijutsu
Rank: E
Chakra Cost: 1
Rp Description: With a thin layer of chakra covering their attack, they would strike the target with it doing a minimal amount of extra damage.
PVP Effect: Rank Damage + 1
Special Note:
Taught By: Gained on Graduation
Teaching/Learning: Gate System - 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
[Key to the Mind]
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2 per round
RP Description: Many years of meditation and study have taught some of the Jyouzo how to use the “Key to the Mind”, a combination of zen meditation and study. Within the recesses of their mind they are able to draw their understanding of all things and how they are interconnected and apply it to new training.
PvP Effect: +10 to learning rolls.
Special Note: Can only be used on first gate.
Teaching/Learning: Gained on Creation
Fuuton: Gentle Breeze
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The user performs a ram hand seal and blows a soft burst of wind
PvP Effect: 2 Damage to 1d4 Targets
Special Note: Hijutsu offered to all wind element academy students of every village
Taught By: DM Deidara (Hiril)
Doton: Dirt Path
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: With a few basic hand signs the user kicks a cloud of dirt, grass and mud at an opponent
PVP Effect: 1d4 damage
Special Note: Hijutsu available to all earth element academy students of every village
Taught By: Timeskip
Teaching/Learning: Gate System - E Rank
Doton: Mud Slab
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a basic sign sequence, the user creates a small bit of mud under their opponent
PVP Effect: -1 to Target for their next roll
Special Note: Hijutsu available to all earth element academy students of every village
Taught By: Timeskip
Teaching/Learning: Gate System - E Rank
D Rank
- Jutsu:
- Remove Poison Technique (C/NC)
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Removes poison from a victim who has been hit with a lingering toxin.
PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual.
Taught By: Kotoyo Kichida
Teaching/Learning: Gate System - D Rank
Chakra Concentration
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu
PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds
Taught By: Aoioki Kichida
Teaching/Learning: Gate System - D Rank
Chakra Focused Punch
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power
PVP Effect: Rank Damage + 1d4
Special Note:
Taught By: Aoioki Kichida
Teaching/Learning: Gate System – D Rank
Leaf Whirlwind
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: The user focuses their chakra to increase their speed while twisting making it harder to hit the user, or can utilized for a basic attack doing an enhanced round house kick.
PVP Effect: Regular Damage + 2 Damage
Special Note: Can be used to block dealing 1d4 damage
Taught By: Azumi Hyuuga
Teaching/Learning: Gate System – 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
Control Bleeding
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding.
PVP Effect: heals target for 1/10th Heal Roll (Max 10) , can be used in battle
Special Note: uses up 2 turns, to fully control the bleeding.
Taught By: Kyuzo Tadakuro
Teaching/Learning: Gate System - D Rank
[Rejuvenation]
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 4
RP Description: By channeling some of the Jyouzo’s chakra into the key gates of an ally, they are able to repair some of the stress on their chakra network.
PvP Effect: Target recovers 1 HP and 1 CP a round for 2d4 rounds.
Special Note: Cannot be used on yourself.
Teaching/Learning: Gained on Creation
Fuuton: Sudden Gust of Wind
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Sends a gust of wind blasting the target backwards
PvP Effect: 1d4 Damage.
Special Note: On-Hit Target is Unable to Attack on their next Turn.
Taught By: DM Deidara (Hiril)
Teaching/Learning: Gate System - D Rank
Fuuton: Cyclone Kick
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 3
RP Description: Flipping onto their hands the user channels wind chakra into their feet and begins a rapid spin
PvP Effect: Rank damage + 1d4
Special Note: Can be used to block, when used to block the technique does 1 damage
Taught By: DM Deidara (Hiril)
Teaching/Learning: Gate System - D Rank
[Chakra Resurgence]
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3 + 1 per active ability affected
RP Description: The Jyouzo's understanding of chakra goes as far as being able to breathe life into dying jutsu by channeling chakra along the core of its form, elemental or otherwise.
PvP Effect: Two effects choose 1
Effect 1: Adds 1d4 rounds to any Supplemental Ninjutsu technique (E.G Chakra Focus) currently active on user.
Effect 2: Free action: when using a Supplemental Ninjutsu technique (E.G Chakra Focus) that has a duration extend it by 1d4 rounds for 4 CP
Special Note: If an AoE buff is used by the Jyouzo, he may extend the duration for everyone.
Special Note: If an AoE buff is used by someone else that effects the Jyuozo, he may increase the duration for himself only.
Taught By: Observed by Aoioki Kichida (DM Deidara)
Teaching/Learning: Gate System - D Rank
Doton: Wall of Earth
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user hand signs as a wall of earth is created, protecting the user from harm.
PVP Effect: Defense roll against any jutsu with WIS
Special Note: May be used to Stop an Escape utilizing Wisdom instead of Dexterity with a +2.
Taught By: Timeskip
Teaching/Learning: Gate System - D Rank
Doton: Heavy Feet
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user hand signs then raises their arms as earth from the ground raises around the enemies feet, making them move more slowly.
PVP Effect: Gives the target -1 to Dex rolls for 1d4 rounds
Special Note:
Taught By: Timeskip
Teaching/Learning: Gate System - D Rank
Doton: Rock Wall
Jutsu Type: Taijutsu
Rank: D
Chakra Cost: 2
RP Description: Stomping the ground the user uses their chakra to raise a thick layer of rocks from the earth, using chakra encased hands they kick, punch and push the rocks against the attacker.
PvP Effect: Rank Damage + 1d4
Special Note: Can be used to block, when used to block the technique does 1 damage
Taught By: Timeskip
Teaching/Learning: Gate System - D Rank
Healing Jutsu Minor
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: A basic medical ninjutsu that heals cuts, scratches and bruises with ease.
PVP Effect: 1d10 Damage healed to a target
Taught By: Timeskip
Teaching/Learning: Gate System - D Rank
C Rank
- Jutsu:
- Chakra Absorption Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The users hand glows blue, as a beam of chakra hits a single target. The beam drains some of the Targets Chakra and replenishes your own
PvP Effect: Drains 2d6 cp from your target, and returns it to your own CP Pool
Special Note: May be used twice per battle only
Taught By: Aoioki Kichida/Etsuko Kag'ame
Teaching/Learning: Gate System - 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
Falcon Drop
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user grabs an airborne opponent, and turns them facing head first to the ground, and wraps their arms around the opponents legs, and their legs around the opponents head, locking them in and slams them into the ground
PVP Effect: Rank Damage + One Round Stun (Or Until Hit)
Taught By: DM Iruka
Teaching/Learning: Gate System – D Rank
Leaf Rising Wind
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user focuses enough chakra into their kick, that when they kick the opponents jaw they go flying into the air.
PVP Effect: Rank Damage. Target may not ATK on their next turn, but may Dodge / Block freely at a -2 penalty. (This is not considered a stun)
Special Note: User may make a DEX/CON check vs the original ATK roll on their turn to regain their equilibrium and can use any jutsu that doesn't require Dex/Str.
Teaching/Learning: Gate System – C Rank
Healing Jutsu Light
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat.
PVP Effect: Heals 3d4 to a target.
Taught By: DM Deidara
Teaching/Learning: Gate System- C Rank
[Chakra Pulse Technique]
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Similar in structure to the Disruption Technique, the Jyouzo fires a chakra block into the opponent’s chakra network. However, once it enters the network, it sends a powerful pulse throughout their chakra system, disrupting the flow.
PvP Effect: Deals 2d8 CP Damage
Taught By: DM Deidara
Teaching/Learning: Gate System – C Rank
Fuuton: Great Breakthrough
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: This is a Ninjutsu which utilizes the Wind Element. After bringing their hands to their mouth, the user will blow a large blast of wind capable of leveling almost anything in its way
PvP Effect: The target may not attack for one round and takes -2 to Dex/Str rolls for 1d4+1 Rounds.
Taught By: DM Deidara (Hiril)
Teaching/Learning: Gate System - C Rank
Chakra Concentration: Legs
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user focuses their chakra into their legs, giving them greater speed and dexterity for a certain amount of time
PVP Effect: +1d4 to DEX rolls for 1d4 rounds
Taught By: DM Kiba
Teaching/Learning: Gate System - C Rank
Fuuton: Flight
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5+2 per round
RP Description: Utilizing their nature affinity the user is able to create a loop of chakra induced wind, this loop allows them to maneuver in the air at will, otherwise fly
PvP Effect: Grants +3 to Dexterity Rolls, Lasts 1d4+1 Rounds.
Special Note: Because of the concentration required to maintain the loop no other ninjutsu, genjutsu or taijutsu may be used while maintained. Not even substitution.
Taught By: DM Hachiman
Teaching/Learning: Gate System - C Rank
Touch of Tranquility
Jutsu Type: Ninjutsu
Rank: C
Cp: 6
RP Description: Combining his practice with medical techniques with Jyouzo chakra principles of connection between body and chakra, Yamato is able to restore another quickly, tending to their greatest need. His ability to restore chakra using this technique sets him a class above medical shinobi.
PvP Effect 1: Heal 2D6 HP or 2D4 CP
PvP Effect 2: Heal 1D6 HP and 1D4 CP
Special Note: User may pay an additional 2 CP to add 1d4 to either HP or CP on PvP Effect 2.
Taught By: DM Hachiman
Teaching/Learning: Gate System- C Rank
Doton: Underground Projection Fish Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 3 per round maintained
RP Description: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily emerge from the ground without disrupting the ground around him.
PvP Description: The user hides underground for 1d6 rounds. They may make a sneak attack against any opponent on the field. Cannot be attacked while underground, After they attack this effect automatically ends.
Special Note: User gains a +3 to their roll if doing a sneak attack
Taught By: Timeskip
Teaching/Learning: Gate System - C Rank
Doton: Earth Prison
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5 + 3 per round maintained
RP Description: Hand signs and sticks their hand into the ground, the user then summons up the earth around the target, trying to capture him/her in a prison of earth.
PVP Effect: Target is held for 1d6 rounds
Special Note: Unblockable, Target can escape if they beat a WIS roll against the User's original WIS roll
Taught By: Timeskip
Teaching/Learning: Gate System - C Rank
Doton: Earth Pillar
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs and brings forth a sharp earth pillar from the ground
PVP Effect: 2d8 Damage
Special Note: Can be used defensively with a WIS roll. User gains +1 to their roll and inflicts 1d8 damage to any Taijutsu attack blocked
Taught By: Timeskip
Teaching/Learning: Gate System - C Rank
Doton: Inner Decapitation Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground
PvP Description: This must be used after underground Projection Fish Technique. If successful, the target is immobilized for 1d6 rounds or until hit
Special Note: Target may escape if they can beat the users Original WIS roll + 5. If hit with 'Headhunter' to break this stun, it gains an extra +1d8 to its Damage roll.
Taught By: Timeskip
Teaching/Learning: Gate System - C Rank
Leaf Great Whirlwind
Jutsu Type: Taijutsu
Rank: C
Chakra Cost: 4
RP Description: The user focuses enough chakra into their spinning motion that utilizes a dual leg spinning attack that is directed at several points of the opponent’s body.
PVP Effect: Rank Damage + 1d6 Damage
Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank.
Taught By: Timeskip
Teaching/Learning: Gate System – B Rank
Fuuton: Devils Speed
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Using wind, the ninja can give a speed boost to their projectiles, making them more efficient and hard to dodge. This jutsu can also be used to boost the user's running speed for a short period of time, nearly doubling the amount of ground covered by the normal run
PvP Effect: Gives the user +2 to DEX attack rolls for 1d4+1 rounds
Taught By: Timeskip
Teaching/Learning: Gate System - C Rank
Fuuton: Wind Explosion
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user begins to pull in the wind around them, and then focuses the chakra into an invisible ring around them. As the wind picks up in speed, the user will send the burst outwards, like that of an explosion to hit those around them. The only drawback to this jutsu is that it has the possibility of also hitting allies closest to them, like that of any other jutsu that has the same drawbacks to it.
PvP Effect: Unblockable, Deals 2d4 Damage to up to 3 Targets
Taught By: Timeskip
Teaching/Learning: Gate System - C Rank
Fuuton: Violent Wind Twisting
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user performs the hand seals and then applies chakra to their feet. They then spin on their heels a total of three times. Each spin releases a violent burst of air that extends about eight feet out. This burst of air is used to displace incoming projectiles and possibly jutsu, depending on the opposing Jutsu's strength and element. (i.e. water or fire would be easy to disperse versus earth which would be difficult due to weight and density). This jutsu is also used to knock back opponents who come to close to the user.
PvP Effect: Wisdom to Defense +2
Special Note: On a Successful Defense vs Taijtusu/Kenjutsu the attacked takes 2d4 Damage.
Taught By: Timeskip
Teaching/Learning: Gate System - C Rank
B Rank
- Jutsu:
- Way of the Sacred Palm
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8 CP + X
RP Description: Jyouzo master the relation of chakra to the body, which allows them to leech chakra from others using their own well trained chakra. The Jyouzo build chakra in the edges of their hands, which allows them to minimalize damage dealt to the body and concentrate on the chakra network.
PvP Effect: 1d4+2 Rounds) All user's Taijutsu ATK's are dealt to CP DMG instead of HP. Due to the impact of the blows, target would take an 1d4 HP DMG per ATK.
Special Note: All Bonus DMG to Taijutsu would apply to the CP DMG. The Jyouzo's Chakra Mastery applies the +1d8 DMG to HP and CP to all jutsu done. No target may take more then 1d8+1d4 HP DMG per Taijutsu ATK from the Jyouzo while this is active.
Special Note: Depending on the rank of the Taijutsu being used, User must pay additional CP. E Rank - +1 CP, D Rank - +2 CP, C Rank - +3 CP, B Rank - +4 CP, A Rank - +6 CP, S Rank - +10 CP
Taught By: Etsuko Ka'game (Prodigy Learning - Genin)
Teaching/Learning: Gate System – B Rank
[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.
Taught By: Etsuko Ka'game (Observed)
Teaching/Learning: Gate System - B Rank
Cherry Blossom Impact
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Due to their extensive knowledge of chakra control, a medical shinobi can focus their chakra into their hands and use it to strike an opponent.
PVP Effect: Adds +1d8 damage to Taijutsu attacks, and Grants +2 to Strength/Dexterity Rolls for 1d4+3 rounds.
Special Note:
Taught By: DM Deidara
Teaching/Learning: Gate System- B Rank
Chakra Concentration: Master's Legs
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Focuses massive amounts of chakra to their legs to make them light as air and super speedy.
PVP Effect: +1d6 to DEX rolls for 1d6 rounds
Special Note: Must Know - Chakra Concentration: Legs
Taught By: Etsuko Ka'game
Teaching/Learning: Gate System - B Rank
Chakra Scalpel
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can also be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle.
PVP Effect: Combat Mode: Rank Damage for 1d6 rounds.
If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them.
If it hits the leg, it weakens target by -2 to DEX.
If it hits the wrists, it weakens target by -2 to WIS.
Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d6+2 rounds.
Surgery Mode: Can fix screwed up chakra networks healing for 4d8, but never inside combat even with Medical Specialization.
Taught By: DM Deidara
Teaching/Learning: Gate System- B Rank
Leaf Hurricane
Jutsu Type: Taijutsu
Rank: B
Chakra Cost: 6
RP Description: The user focuses a mass of chakra into their legs, and charges the opponent sending an upper kick, bringing them into the air; then jumps into the air and send a high assault of round house kicks.
PVP Effect: Rank Damage + 2d6 Damage, On Hit Target rolls Con DC: 20, On fail Physical stunned for 1 round or until Hit.
Taught By: Timeskip
Teaching/Learning: Gate System – B Rank
Oxygen Transfer
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: A jutsu in which the shinobi will breathe air into the lungs and attempt to revive a fallen target.
PVP Effect: Revives a KO'd target, roll 1d20. If 4 or less is rolled target receives 2d4 damage. Revived subjects are brought back with 2d4 HP.
Special Note: If target is hit 6 or more damage from this jutsu, Perma is Possible.
Taught By: Timeskip
Teaching/Learning: Gate System- B Rank
Doton: Crushing Bedrock
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: This jutsu allows the user to control multiple sections of rock and move them around their opponent. The user then forms them into two gigantic sections and crushes them together with their opponent in the middle.
PvP Description: 4d4+1d8 Damage
Special Note: Str Check On-Hit Required, DC: 25, or the target is Stunned for 1 Round Physically.
Taught By: Timeskip
Teaching/Learning: Gate System - B Rank
Doton: Earth Barrier
Jutsu Type: Ninjutsu
Rank: B (Only Useable 2x a Fight)
Chakra Cost: 8 + 3 to maintain
RP Description: The user hand signs then sticks his hands into the ground, a dome of earth is then risen and covers the user or an ally.
PVP Effect: An earth barrier is created, the target inside cannot attack or be attacked unless someone manages to break it down, or the user ends it early.
Special Note: Can be used to defend for an ally or formed around yourself, or capture an enemy. It lasts for 1d4+3 Rounds, or can be broken Down. If attempted to break down it has 5 DR a hit that can NOT be pierced, and has a HP equal to the User's Wisdom Mod+10.
Taught By: Timeskip
Teaching/Learning: Gate System - B Rank
A Rank
- Jutsu:
- [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.
Taught By: Timeskip
Teaching/Learning: Gate System - A Rank
[Great Resonation]
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 20
RP Description: After a series of handsigns, the Jyouzo claps their hands together as they pulsate harmonious chakra from their body. The chakra spreads quickly in a wave and reaches all people in the nearby area, restoring chakra to those who welcome it and disrupting those who do not.
PvP Effect: 1 round charge, Second round) WIS Vs DEF Full AOE. Allies are restored for 1/5 of their chakra pool, while enemies take 2d10 + 2d6 CP DMG. The Jyouzo is not included.
Special Note: If the Jyouzo is hit while charging the technique, it is not interrupted but leaves them stunned for 1 round afterwards. Usable once per battle.
Taught By: DM Deidara
Teaching/Learning: Gate System – A Rank
Balance Disruption
Jutsu Type: Ninjutsu
Rank: A
Cp Cost: 13
Description: Using their extensive knowledge of human anatomy and extreme chakra control a medical shinobi will quickly strike with a burst of chakra the balance center of the target located in the inner ear. This will cause balance and coordination issues to the target as their balance is greatly affected.
PVP: User can't attack for 1d4+2 rounds, however they can still make defensive maneuvers at a -4 to rolls.
Special Note: This jutsu requires a STR/DEX roll to hit.
Taught By: Timeskip
Teaching/Learning: Gate System- A Rank
S Rank
- Jutsu:
[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
Grand Chakra Leech
Jutsu Type: Ninjutsu (DEX)
Rank: S
Chakra Cost: 20 + X
RP Description: Similarly to the Chakra Leech Technique, the Jyouzo inserts a powerful strain of their Bloodlines' chakra into an opponent - that connects to one or several allies. Using the opponents chakra as well as the Jyouzo's, the Grand Chakra Leech transfers the very life essence from one being into another. Used rashly, this technique can deplete someone to dangerous levels. It is by the Jyouzo's discipline alone that this technique is not considered forbidden.
PvP Effect: Select X allies. The opponent takes 3+X damage to HP and CP for 1d4+2 rounds, while the allies targeted gain half (rounded down) what is taken from the opponent. DR is ignored.
Special Note: Can only be used once per battle. Technique stops if the opponent reaches 0 CP, but if they regain CP or draw from an additional pool the technique resumes for its duration or until the Jyouzo breaks the leech. Knocking a targeted ally unconscious reduces the damage taken by the appropriate amount.
Taught By: Timeskip
Teaching/Learning: Gate System – S Rank
Asuma- Posts : 21
Join date : 2016-06-12
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