Kanetsugu, Hotaru

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Kanetsugu, Hotaru

Post by Aurianos on Wed Sep 07, 2016 10:51 pm

old:


Name: Kanetsugu, Hotaru
Age: 19
Gender: Female
Village: Originally Konohagakure, taking refuge in Kumogakure
Element: Fire/Inferno
Rank: Chuunin

Battle info
HP:
CP:

Known Jutsu
Academy:
;]Wall/Tree Walking - DM Sasori
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.
Teaching/Learning: Gate System - E Rank

Substitution Technique - DM Sasori
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
Teaching/Learning: Gate System - E Rank

Henge Technique - Saiya
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2 +1 per round it remains active
RP Description: This jutsu is a simple one, that changes the users body into one of which they choose
PVP Effect: +5 Hide (Disguise)
Special Note: Must learn before becoming Genin (Rolled with WIS)
Special Note: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising.
Teaching/Learning: Gate

Clone Technique -  Saiya
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 4 + 2 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: As long as the bunshin is maintained when being attacked the attacker must roll 1d6. On a 1-3 the bunshin is attacked, on a 4-6 the real target is attacked.
Teaching/Learning: Gate System - E Rank

Cloak of Invisibility Technique - DM sasori
Jutsu Type: Genjutsu
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
Teaching/Learning: Gate System - E Rank

Water Walking - DM Sasori
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.
Teaching/Learning: Gate System - E Rank

Kai - Oni
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 is rolled vs the attacker's initial Roll.
Teaching/Learning: Gate System - E Rank

Rope Escape Technique - Aoioki
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.
Teaching/Learning: Gate System - E Rank
Non-Elemental:
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
Teaching/Learning: Gate System - D Rank

State of Mind and Body: Nothingness
Jutsu Type: Ninjutsu, Non-Elemental
Rank: D
Chakra Cost: 4
RP Description: An Anti-Genjutsu technique that attempts to mold ones chakra into fooling a Genjutsu technique that the target simply isn’t there. In a way, it also tries to pass the genjutsu through a targets body without any negative effects.
PVP Effect: Defensive Jutsu, Defend against a Genjutsu with +1 to the defense roll

Chakra Burst
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user forces their chakra to condense in the palms of their hands, once concentrated the user the slaps their hands together creating a sonic cone to emit from their hands toward a target. Upon impact it causes the target to become temporarily deafened and causes their ear drums to bleed
PVP Effect: 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds
Teaching/Learning: Gate System - D Rank

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
Teaching/Learning: Gate System - C Rank
Katon:
E Rank

Katon: Blazing Red Cannon - DM sasori
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: After performing the necessary hand signs, the user sends a ball, the size of their head, of red chakra straight at their opponent
PVP Effect: 1d4 Damage
Special Note: Hijutsu offered to all fire element academy students of every village

Katon: Quiet Flame Jutsu - DM Sasori
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: User performs a single sign, before lifting their index finger to their mouth. With a quick blow, they send a single flame over to a target which slowly burns at the targets skin.
PvP Effect: 1 damage over 1d4 rounds
Special Note: Hijutsu offered to all fire element academy students of every village

Katon: Onibi - Created
Jutsu Type: Ninjutsu, Katon
Rank: E
Chakra Cost: 2
RP Description: After performing the necessary hand signs, the user creates a small flame in their hand and compresses the flames so it forms into a small ball of flames and by channeling chakra into the orb the orb will then shoot forward and explodes on impact and flames cling to the victims skin for a small amount of time.
PVP Effect: 1d4 Damage, 1 DoT for 1d2 rounds

D Rank:
Katon: Dragon Blocks The Path - DM Sasori
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 2
RP Description: The user performs several swift strikes and a burst of chakra bursts forward and projects an image of a fiery dragon between the user and their opponent.
PVP Effect: Rank Damage + 1d4 Damage
Special Note: Can be used to block, If used to block does 1 Damage
Teaching/Learning: Gate System - D Rank

Katon: Gentle Touch Of Fire - Kag'ame Etsuko
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: After the simple sign sequence, the user raises the final sign to their mouth and blows out a gentle wave of fire, directed at one opponent.
PVP Effect: 1d8 Damage
Special Note: Target takes 2 Damage Next Round.
Teaching/Learning:

C Rank:
Katon: Fire Ball Jutsu - Aoioki
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Similar to the hellfire Jutsu, the user simply aims this giant fire ball at the target, and engulfs them within flames.
PVP Effect: 2d8 Damage

Katon: Flame Sword Technique - Aoioki
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: After the hand signs, the user manifests a flaming sword made of pure chakra in their hand to use as a weapon
PVP Effect: Sword usable for 1d6 rounds that deals 2d8 Damage
Special Note: No weapon penalties and STR damage does not apply. Attack rolls done with Dexterity
Special Note: May dismiss the weapon early.

Katon: Burning Ash Cloud - Kotoyo
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: After the need hand sign sequence, the user blows forth an ash cloud that burns and blinds the target
PVP Effect: 4d4 Damage
Special Note: Target makes Constitution Check DC 15 or is stunned for 1 round.

Rank B:
Katon: Blazing Shield Technique - Taught by DM Rasa 8/03/16
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: This jutsu is used as a pure defensive technique. The user creates a flaming wall in front of them to block incoming attacks. This technique is a nasty surprise for those who use Ice and/or Taijutsu.
PVP Effect: Wisdom to Block
Special Note: +2 to Blocking Ice/Wind Jutsu or Deals 2d6 Damage to attackers

Katon: Fire Dragon Jutsu
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user makes a long list of hand seals and then breathes forth a huge dragon made of pure fire. This dragon then flies forward and slams down onto the opponent.
PVP Effect: 3d8 Damage
Special Note: Unblockable
Teaching/Learning: Gate System - B Rank

Katon: Fire Blade Missiles
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: This technique is a more advance version of Blazing Shuriken. The user completes the hand sign sequence and then quickly shoots out several flaming shuriken from their hands to strike their opponent
PVP Effect: 3d8 +1d4 +1 Damage
Teaching/Learning: Gate System - B Rank
Inferno:
E rank
Inferno: Surging Fireball - Created
Jutsu Type: Ninjutsu, Inferno
Rank: E
Chakra Cost: 2
RP Description: By preforming the hand signs Tiger, Dragon, Bird and Rat the user pulls both palms back and forms a ball of compressed heat and flames, when held for long enough the user brings their palms forward quickly, opens them and releases the fireball at the target, upon impact the heat surrounding the fireball surges through their body causing their muscles to seize and they become immobile.
PVP Effect: 1d4+1 damage, target is stunned for one round

Inferno: Phoenix Blessing - Created
Jutsu Type: Ninjutsu, Inferno
Rank: E
Chakra Cost: 2
RP Description: By preforming the hand signs Tiger, Dragon and Bird the user may create an orb of flame in their hand to bless an allies melee weapon with the flames of the Phoenix and when hit the allies attack will leave a small flame on the wound that burns into their targets flesh causing more pain.
PVP Effect: One ally gains +1d4 damage on Kenjutsu / Taijutsu for 1d4-1 (min. of 1) rounds.

Inferno: Shooting Star Counter
Jutsu Type: Ninjutsu, Inferno
Rank: E
Chakra Cost: 1
RP Description: A low rank inferno tech that when used as a defense is more effective and swings around any attacks in its way.
PVP Effect: Defensive Jutsu) Attacker takes 1 DMG

D Rank
Inferno: Blazing Shout - Created
Jutsu Type: Ninjutsu, Inferno
Rank: D
Chakra Cost: 4
RP Description: By channeling chakra into the back of their throat and focusing Inferno Chakra the user can release a stream of flames from their mouth burning into an opponent. When hit the target feels the immense pain of their skin and flesh being melted by the intense heat of the jutsu.
PVP Effect: 1d8+2 damage, If blocked via Kenjutsu / Taijutsu, target still takes 1/2 damage due to the heat.

Inferno: Crescent Sun - Created
Jutsu Type: Ninjutsu, Inferno
Rank: D
Chakra Cost: 4
RP Description: By holding the Dragon handseal the user begins to channel chakra into their dominant hand causing that arm to be engulfed in intense white flames. They then punch the target dealing damage and their senses become disoriented making it harder to attack and defend.
PVP Effect: 2d4-1 damage, target suffers -1 to all ATK / DEF rolls for 2 rounds.

Inferno: Gaze of the Demon Prince - Created
Jutsu Type: Ninjutsu, Inferno
Rank: D
Chakra Cost: 5
RP Description: By focusing chakra in front of them the user creates a large red mask which laughs as it rushes at the target and fires beams from its eyes. The Mask will fly around any attack heading its way
PVP Effect: 1d6 DMG. If used to Counter, Gains +2 to the ATK Roll.

Inferno: Dragons Scales
Jutsu Type: Ninjutsu, Inferno
Rank: D
Chakra Cost: 3
RP Description: By Holding the dragon hand seal the user finds themselves encased in a feint red shell that blocks damage as the user is attacked.
PVP Effect: Gains 1d4-1 DR (Min 1) for 1d4 rounds.

C Rank
Inferno: Hells Railgun - Created
Jutsu Type: Ninjutsu, Inferno
Rank: C
Chakra Cost: 5
RP Description: By focusing nothing but puer inferno and Katon chakra into a fireball the user creates a dangerous orb of pure destruction. The speed it moves at is an indication of such but the raw power behind this jutsu is on impact the force and heat causes the body to seize up in a sort of shock that freezes them entirely and the remaining energy bursts out at those near the target taking the form of demon masks that seek out other enemies to wreak havoc upon.
PVP Effect: 1 Target) 1d10 DMG, target stunned for 1d4-1 rounds or until hit (min 1) 2 Targets) DMG, Targets stunned for 1 round or until hit

Inferno: Salamanders Defense
Jutsu Type: Ninjutsu, Inferno
Rank: C
Chakra Cost: 5
RP Description: By coating the users body in flames anyone that makes a close range attack finds themselves being struck by the flames.
PVP Effect: For 1d4 Rounds, Upon Blocking or being hit by a Taijutsu / Kenjutsu / Close Range Ninjutsu attacker takes 1d4 DMG

Inferno: Plasma Burn
Jutsu Type: Ninjutsu, Inferno
Rank: C
Chakra Cost: 5
RP Description: By forming an orb of compressed flames and inferno energy the user creates a stream of super heated flames that have become plasma when hit the defenses of the target are burned through be the heat alone.
PVP Effect: 1d10 DMG, Pierces 2 HP DR

Inferno: Ifrit’s Tornado
Jutsu Type: Ninjutsu, Inferno
Rank: C
Chakra Cost: 5
RP Description: After the necessary hand signs of Tiger, bird and Dragon. The user creates a small wheel of flames and either throws or kicks it at the opponent when the opponent is sucked into the wheel it turns into a tornado of flames and launches them into the air after the flames burn them they need to try and land or else suffer the force of the fall disorienting them.
PVP Effect: 2d6+1 DMG. Target then rolls CON DC Original ATK Roll - 5. If Failed, Target suffers -1 to ATL/DEF Rolls for 1d4-1 (Min 1) Rounds)

Rank B
Inferno: Crimson God’s Arrow
Jutsu Type: Ninjutsu, Inferno
Rank: B
Chakra Cost: 10
RP Description: A powerful jutsu that has no hand seals but instead the user creates a large bow from their chakra and firing a single large arrow of inferno energy at their opponent, the arrows sheer strength blasts through a targets armor and most likely the target itself.
PVP Effect: Does 2d8 + 1d6 DMG, Bypassing all DR. Target's HP DR is reduced by half for 1d4 rounds when hit (effect does not stack).

Inferno: Devil Rush
Jutsu Type: Ninjutsu, Inferno
Rank: B
Chakra Cost: 10
RP Description: By converting Inferno chakra into 3 humanoid shapes the user shapes these three shapes into demons that rush at the target and mercilessly slashing into them continuously. After their job is done the demons sink into the ground and are never seen again. People who are attacked with this jutsu may suffer nightmares afterwards.
PVP Effect: 3 Separate Attack Rolls, second receives a -1 to hit, third receives a -2 to hit. Deals 1d8+2 DMG for each hit.
Note: passive dmg bonus applies only to the first attack roll.

Inferno: Hungry Flames
Jutsu Type: Ninjutsu, Inferno
Rank: C
Chakra Cost: 5
RP Description: After preforming a few hand seals the user gains the power to convert some of the users life force into their own by using Katon and inferno chakra. When a Katon of Inferno jusu makes contact the targets may feel as if they have been bitten by something.
PVP Effect: 1d4+1 Rounds, Katon and Inferno ninjutsu deal an additional 1d4 DMG.

Inferno: Hells Railgun MK2
Jutsu Type: Ninjutsu, Inferno
Rank: B
Chakra Cost: 7
RP Description: A powered up version of Hells railgun instead of one orb this one is two smaller orbs that seek out the enemy or two separate targets.
PVP Effect: 2d8 HP damage stuns for 1d4(Min 2 rounds) rounds. 2 targets: 1d8 dmg each stuns for 2 rounds

Rank A:
Inferno: Hellfire
Jutsu Type: Ninjutsu, Inferno
Rank: A
Chakra Cost: 10
RP Description: A jutsu that charges a large amount of Inferno through the users arms leaks into a compressed orb being held in the users hands. When the chakra builds up enough the user places the orb in front of them while still holding it and unleashes a large beam of fiery energy that cannot be blocked as the sudden rush of energy passes through the target even if attempting to block. Like Crimson Gods Arrow this jutsu also punctures through armor but does not weaken said armor and damaging effects caused by non-fire techniques seem to be absorbed into the blast.
PVP Effect: Unblockable, Deals 2d8 +2d6 damage, bypasses all HP DR.


Last edited by Aurianos on Tue Oct 25, 2016 10:02 pm; edited 9 times in total

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Re: Kanetsugu, Hotaru

Post by Aurianos on Wed Sep 07, 2016 11:02 pm

old:

History:
Kanetsugu Hotaru, or Hota for short is a Leaf Ninja or arguably a Ninja of Both Kumo and Konoha as he seemed to frequent both villages and saw both of them as home. He is probably mostly known for his temper and rather stubborn and anti-social attitude, but after he became a Chuunin he vanished into the sands Wind countries desert. His time spent there was mainly training and trying to find who he was and who he wanted to be, often hiding his headband when he made a few rare stops in Sunagakure. Refining himself and gaining a different look on things caused him to grow even further. As there wasn't much he could do in the terms of breaking his limit with his abilities, he simply studied tactics. Finding his weaknesses and starting to create ways to make up for them.

Mantra: Nothing is easy, nothing is hard, everything is just right.

Relationships:
Misaki: Friend, I miss having you around to make fun of me...
Shindou, Rei: Friend, Let's see who's strength pierces the heavens first.
Hiro: Friend
Aoioki: Friend
Kisame: Boyfriend, *Gears turning*
Tomoko: Ex-Girlfriend
Etsuko: Friend, I will have to learn parenting off her someday I guess
Kazumi: Hiro's relative, Nough said
Kotoyo: Neutral, Stop.being.weird



Last edited by Aurianos on Tue Oct 25, 2016 12:26 am; edited 5 times in total

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Re: Kanetsugu, Hotaru

Post by Aurianos on Wed Sep 07, 2016 11:07 pm

Purchases

Rebuild - 10 tokens

E-Rank Jutsu:
Onibi - 1 token
Inferno Jutsu total: 30 tokens
State of body and mind - 2 jutsus- 12 tokens

Special Abilities:
Houou Tsubasa - 125 tokens - DM Sasori

Stats:
*= unrefundable

*2 points of con - 30 tokens - DM Sasori
*1 point of wis - 15 tokens - dm izanagi
*3 points of con - 30 tokens - DM Konohamaru
*2 points of wis - 40 tokens - DM Konohamaru
*6 points of wis - 90 tokens - DM Killer BEE - 10/03/2016
2 points of wis - 30 tokens - DM Sai


Last edited by Aurianos on Fri Nov 04, 2016 12:17 am; edited 2 times in total

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Re: Kanetsugu, Hotaru

Post by Aurianos on Wed Sep 07, 2016 11:09 pm

Goals

Become a Genin
Become a Chuunin

Become a Jounin
Create an S rank Ninjutsu
Protect those close to him
Become stronger
Uncover Ancient relics
Defeat Rei
Become a man again


Last edited by Aurianos on Thu Oct 20, 2016 8:35 am; edited 3 times in total

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Re: Kanetsugu, Hotaru

Post by Aurianos on Wed Sep 07, 2016 11:11 pm

Houou Tsubasa:

[Houou Tsubasa]

(125 Tokens)

[Information]

A mixture of Chakra Mutation and remnants of a now extinct bloodline has lead to Masaru developing powers that greatly enhances his Ninjutsu and connection to the fire element. This power is known as Houou Tsubasa, by pressing a pressure point unique to him in his right hand and flowing chakra into it his entire right arm and part of his torso is engulfed in flames and his right eye turns fiery orange. While the first stage isn’t very special it grants him enhanced endurance as well as an enhanced chakra flow allowing more hits to be taken and more jutsu to be used and thus he can be a very strong ninjutsuist. The Houou Tsubasa must be activated in order to gain it’s combat benefits. Through much training Hotaru has been able to create an empowered form of Fire Jutsu called Inferno Jutsu. While Masaru cannot teach this to anyone he still intends to use this power to become a great ninjutsuist.

Innate: Start with Fire / Inferno, +1 to learning Fire, +2 to learning Inferno Jutsu. Creates 2 E/D/C/B 1 A/S Inferno Jutsu. Starts with E rank*. +10 HP / CP
Innate: Fire Jutsu can be Inferno jutsu for 1 CP Per Rank Over E^ - Inferno Jutsu Gain +1 to ATK/DEF Roll and also apply 1 DoT for 1d4 rounds.   (Rounds stack, Damage does not)

^ D = 1 CP, C = 2 CP, B = 3 CP, A = 4 CP, S = 5 CP
* All Jutsu must be approved by DM Team and D - S rank must still be learnt via Gate System.


Stage 1: Hanbun Houou Tsubasa (Genin)
DF Effect: +1d4 to Fire / Inferno, Fire / Inferno Jutsu Pierce 2 DR, +1 WIS Rolls, 1 HP Regen Per Round

The first stage is rather simple as it only requires knowledge of fire jutsu and pressing the pressure point on ones right hand and releasing Hanban Houou Tsubasa. The Hanbun Houhou tsubasa engulfs the users right arm in flames and turns their right eye a fiery orange color and empowers the users Ninjutsu. Having being able to use this power grants an aptitude to Ninjutsu that allows the user to learn them quicker. When using fire jutsu he can make it Siphon flames from his arm to turn it into an Inferno Jutsu. Whe injured the wounds heat up to seal wounds and heal damage slowly. When Fire and Inferno Jutsu are cast the flames contribute to the casting allowing more efficient casting.

Stage 2: Houou Tsubasa (Chunin)
DF Effect: +1d6 to Fire / Inferno, Fire / Inferno Jutsu Pierce 3 DR, +2 WIS Rolls, 2 HP Regen Per Round

The second stage is the farthest that is expected for Masaru to reach, this time both arms are engulfed in flames and both eyes turn fiery orange and hit torso becomes an eerie stone like substance with cracks that seem to spew small flames when he uses his ninjutsu. Wisps of fire surround him and dance around him while preforming fire jutsu the wisps can merge with the jutsu to create an inferno jutsu. It is also required that one of the wisps becomes a fire jutsu it self when using one, his body will create more wisp, his body also heats all the wounds his suffers and covers them in a rock like substance to assist with healing.

Stage 3: Dai Houhou Tsubasa (Jounin)
DF Effect: +1d8 to Fire / Inferno, Fire / Inferno Jutsu Pierce 4 DR, +3 WIS Rolls, 3 HP Regen Per Round
DF Effect:When his HP or CP hits 0, he enters a hibernation begin unable to be targeted for 2 rounds and is "Reborn" at 1/2 HP and 1/4 CP rounded down. (Once per fight - 1 week IRL Cooldown)

The third stage requires complete focus and determination to achieve this state, it covers Masaru's arms and back in red flames and his chest in a rock like substance that spews these red flames constantly as his chakra flows through his body quickly causing heat that ignites the flames from within his body. His hair and eyes also turns deep red and his hair begins to spike up a bit. On his back wings of flame form from his chakra. Inferno Jutsu form more naturally at this stage by just channeling more chakra into the jutsu. To reduce the need for chakra of fire and inferno jutsu his body draws flames from his body and when injured his wounds cover themselves in a thick amber which breaks away as the wound heals. When he would normally be knocked out in combat his body encases itself in a thick Amber shell for a short while before bursting open revealing the Aratana Houou Tsubasa form.

Stage 3A: Aratana Houou Tsubasa (Unlocked via DM Event +25 Tokens - Replaces Dai Houhou Tsubasa)
DF Effect: +2d4 to Fire / Inferno jutsu Pierce, Fire / Inferno 4 DR, +4 WIS rolls, 3 HP Regen Per Round
DF Effect: When his HP or CP hits 0, he enters a hibernation begin unable to be targeted for 2 rounds and is "Reborn" at 1/2 HP and CP rounded down. When he is reborn, Masaru does 2d8 to all enemies on the field. (Once per fight - 3 Days IRL Cooldown).

After the amber is broken the Aratana Houou Tsubasa is revealed, this form seems to resemble Dai Houou Tsubasa but the flames have turned blue and his eyes have changed to the same flame blue color, the left wing is missing and tiny blue flames dance around him the same as in Stage 2. Also like stage 2 when turning a fire jutsu into an inferno jutsu he merges one of the wisps with the jutsu before hand. When wounded his body forms a sort of blue crystal like substance that uses the heat to seal wounds and when using fire and inferno jutsu part of the flames formed are from his own body heat. If deemed necessary Masaru can gather all his remaining strength and drain the form entirely into a medium sized blue fireball that he then absorbs himself into and enters a second state of hibernation that when reborn he bursts from the large fiery cocoon causing it to explode into multiple small flames that home in on enemies burning them upon impact.
Removed arm:

[Permanently Removed]
While on a mission, Hotaru had attempted to buy some time for his fellow shinobi by accepting Junsuina Waru’s test and the result was his arm being violently torn off after a surge of chakra went through his body. The loss shocked Hota physically and mentally as his body took longer than usual to recover from injuries and many nightmares followed the loss of the arm causing Hotaru to have many sleepless nights. However Hota believes that with this loss there is strength that can be gained from it and has since learned how to use his usual ninjutsu technicians with the use of the one hand instead of two.
Universal: Allows Hotaru the use of Fire Jutsu and Enhancement Jutsu with one handed seals.


Last edited by Aurianos on Mon Oct 24, 2016 3:32 am; edited 1 time in total

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Re: Kanetsugu, Hotaru

Post by Aurianos on Wed Sep 07, 2016 11:11 pm


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Re: Kanetsugu, Hotaru

Post by Aurianos on Thu Oct 20, 2016 4:31 am

Recent History
Recently, Hotaru has lost his left arm and for some reason has become a woman, while he is confused and scared he just wants to return to who he once was and try to figure out his life now that Konoha has been destroyed.

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Re: Kanetsugu, Hotaru

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