Gabriel Tsukichi

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Gabriel Tsukichi

Post by LTenhet on Mon Sep 12, 2016 11:47 pm




First Name - Gabriel
Last Name - Tsukichi
Nickname - "Lord of the Dance" (Self-appointed)
Gender - Male
Age - 17
Height - 6'3"
Weight - 125 pounds
Village - Kumo

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Body Appearance

Hair Colour - Blonde
Hair length - Medium length
Eye Colour - Blue
Skin Colour - Tan
Body Shape - Thin
Scars - Back has multiple lash and whip scars, as well as various burn scars, none else noticeable
Tattoo's - Mark of a "Mental Institution" on right forearm, crescent moon shape on the side of his neck

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Other Information

Likes - Pie, Waffles, Technology, Metallurgy, Bananas
Dislikes - Scary things, Mental institutions, electroshock therapy (lightning), needles
Parents -
Siblings - N/A
Children - N/A
Partner -

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Ninja Information

Elements - Blood, Darkness, Water
Main Focus - Bloodtech
Sensei -
Squad -
Specialty - Technology
Rank - Adv. Genin

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Known Jutsu
All Academy Jutsu
Clan Jutsu
Spoiler:
[Chiton: Boil]
Type : Ninjutsu
Rank : E
CP : 2 (Or 1 HP)
Description : This Jutsu allows for the Tsukichi to warm the blood in an enemies body and make it shoot pain through the victim for a small time.
PVP : 1 Damage for 2 Rounds.
Teaching/Learning : Gained on Creation

Powerfist
CP: 1
Type: Bloodtech
Rank: E
RP: The users blood tendrils start pulling scrap and components out of the toolbag, assembling a large metallic fist over their hand, enabling the hand to move much faster
PVP Effect: Free Action) +1 to next ATK or DEF Roll

Junk Toss
CP: 2
Type: Bloodtech (WIS)
Rank: E
RP: The user pulls out large various bits of junk from their tool bag, infusing them with chakra and hurling them at their opponent; using the chakra to control it in the air, aiming for any chink in the targets armor
PVP Effect: 1d4 Damage, pierces 1 dr

D Rank
[Chiton : Scykle]
Type : Ninjutsu
Rank : D
CP : 4 (or 2 HP)
Description : After a small hand sign, the user can force some of the cells in their targets body to become scythe shaped, blocking arteries and making the users blood flow decrease.
PVP : 1d4 rounds of -1 to physical attacks/defenses.

Steam Protector
CP: 3
Type: Bloodtech (WIS)
Rank: D
RP: Once again the users blood tendrils pull components free from the Users toolbag, assembling them into a large shield. The shield hovers infront of the user, moving to block any attack
PVP: Used to block an incoming attack, cannot block Genjutsu. If attack is melee, does 1d6 damage to the attacker, if failed does 1d4 damage

Hand-Cannon
CP: 3
Type: Bloodtech
Rank: D
RP: Forming a small projectile weapon out of various junk, the user imbues chakra into the weapon, allowing it to fire any type of projectile, or his own chakra-imbued blood
PvP: 2d4+1 pierces 2 dr

C Rank

Rocket Fist
CP: 4
Type: Bloodtech (WIS)
Rank: C
RP: Forming a floating fist and base from various pieces of junk, the user seperate water from their blood, using chakra they bring it to a boiling point. The Fist shoots straight outwards from its base, flying towards the nearest targets face.
PVP: Rank Damage + 1d4/2 (Min. 1) + One Round Physical Stun

Bloody Cloud
CP: 5
Type: Bloodtech (WIS)
Rank: C
RP: The user slices their hand open, blood pouring from their wound and rising into the air, hovering over their foe and raining down poisonous blood
PVP: 4d4 Damage, or they may make this an AOE (Max 3) dealing 2d4+1 Damage to each target.

B Rank

Cellular Repair
CP: 7
Type: Blood (WIS)
Rank: B
RP: Slicing their hand open, or using the blood on the field, the user makes it rise into the air and rain down on them and their allies, the blood healing any open wounds.
PVP: 2d8 + 2 Healing, to a single target This may be reduced to a 3d4 + 1 to up to 4 Targets

Victorian Armor
CP: 6 + 2 per round
Type: Bloodtech
Rank: B
RP: The user starts forming armor around their (or an allies) body using the junk from their toolbag, and the area, the blood tendrils helping form it into a suit. Any area left bare is covered in solidified blood, powered with the same Blood-water/chakra combination as the rocket fist. It increases the users speed and Armor, however it is a much easier target.
PVP: +1d4 to Wisdom/Strength rolls, +2d4 DR vs HP Dmg, -2 to Dexterity Rolls.\
Note: Can be ended early.

Dark Jutsu
Spoiler:
Inton: Dark Marble Jutsu
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: Creates a small black marble that flies at the target
PVP Effect: 1d4+1 Damage
Special Note: Hijutsu available to all Dark element academy students of every village

D Rank

Inton: Shadow Substitution
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user substitutes themselves with an object, appearing as though they explode into shadows.
PVP Effect: Standard Substitution
Special Note: On Fail Gain +1d4 DR
Teaching/Learning: Gate System - D Rank

Inton: Dark Blast
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user summons chakra to their palms and fires a ball of shadows at the foe.
PVP Effect: 1d10+1 Damage
Special Note: On-Hit causes -1 to Attack/Defense for 1 Round.
Teaching/Learning: Gate System - D Rank

Inton: Whirlwind of Shadows
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: A spinning cone of shadows engulfs the user's hand and the user then attempts to slam it into the opponent.
PVP Effect: 2d4+2 damage
Teaching/Learning: Gate System - D Rank

C Rank

Inton: Obsidian Whip
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user dips their arm into a nearby source of shadow, wrapping their arm in darkness, they then snap their arm, sending the darkness off of them and flying at the target like a whip.
PVP Effect: 2d8+1 Damage
Teaching/Learning: Gate System - C Rank

Inton: Orb Of Darkness
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Forming some hand signs, the user engulfs the entire area in darkness making it difficult to see, and react.
PVP Effect: -2 to rolls for 1d4 rounds.
Special Note: Unblockable
Teaching/Learning: Gate System - C Rank

Inton: Shadow Talon
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user concentrates chakra to their finger tips, they then fire a blast of chakra from both hands at the target, each take the form of a talon.
PVP Effect: 4d4 Damage
Teaching/Learning: Gate System - C Rank

Inton: Shifting Blade
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user creates a blade of shadows to be wielded.
PVP Effect: the blade does 4d4 damage for 1d4+2 rounds
Special Note: Strength Bonus does not apply
Special Note 2: Attacks are rolled with Dex/Str
Teaching/Learning: Gate System - C Rank

B Rank

Inton: Dark Dragon
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user molds the dark element to form a large gaping mouthed dragon. It is known as one of the larger dragons of all of the dragon jutsus, with very frightening features.
PVP Effect: Deals 3d8 damage to an opponent.
Special Note: Unblockable
Teaching/Learning: Gate System - B Rank


Water Jutsu
Spoiler:
Suiton: Water Gun
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a few basic hand signs the user is able to fire a small jet of water from their mouth
This jutsu requires no source of water
PvP Effect: 1d4 Damage
Special Note: Hijutsu offered to all water element academy students of every village.

Suiton: Spray
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: After basic hand seals the user sends a small shoot of water towards the target, which covers their face and gets into their ears
PvP Effect: 1d4 Damage + -5 listen for 1 round
Special Note: Hijutsu offered to all water element academy students of every village

D Rank

Suiton: Water Missile
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user drinks the equivalent of a cup of water, forms the projectiles in their mouth and fires a burst of water at the target
PvP Effect: 1d10 Damage
Special Note: Doesn't need water around
Teaching/Learning: Gate System - D Rank

Suiton: Water Wall
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Pulling water from a source the user is able to place a thin membrane of liquid around their hands, moving with speed or strength they can strike against the opponent in a brilliant riposte the liquid travels slowly through the air and often leaves a thin wall like membrane in place
PvP Effect: Rank Damage + 1d4
Special Note: Can be used to block, when used to block the technique does 1 damage
Teaching/Learning: Gate System - D Rank

Suiton: Whip of Water
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3 CP
RP Description: Uses water to create a whip which is used in the standard fashion
PvP Effect: Creates a Whip of Water for 1d4 Rounds. This Mace Does Small Weapon Rank DMG (No Penalties)
Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon.
Special Note: May be used to disarm somebody, but if this is done, the Whip is gone.
Teaching/Learning: Gate System - D Rank

C Rank

Suiton: Water Ballista
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user forms a ball of water in the air before sending it at a target, however in the air it splits in three and slams into three targets
PvP Effect: Deals 2d6 Damage to up to three targets
Special Note:
Teaching/Learning: Gate System - C Rank

Suiton: Black Clouds Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user manifests the Water Element causing a black cloud to form and rain a flammable black oil substance on the user's targets
PvP Effect: Up to 3 Targets suffer a -2 to Defensive Rolls for 1d4 rounds or until ignited, when ignited the damage of the Fire/Tag used to ignite it +2d8 is dealt.
Special Note:
Teaching/Learning: Gate System - C Rank

Suiton: Tornado of Water
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Utilizes water to create a spinning water vortex around the ninja. The water acts both as a barrier and attack mechanism. The power of the vortex is enough to knock an opponent unconscious
PvP Effect: 2d8 Damage, But if Blocked by Target they still suffer 2d4 Damage.
Special Note: Can be used to block Taijutsu & deals 1d8 Damage to the Attacker On a Successful Defense.
Teaching/Learning: Gate System - C Rank

Suiton: Water Prison
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The user must keep one hand touching to the prison to keep the target trapped
PvP Effect: Holds a target for 1d6 rounds (Or until hit)
Special Note: Unblockable, Target can escape if they beat a WIS roll against the user’s original WIS roll.
Teaching/Learning: Gate System - C Rank

Suiton: Water Mace Technique
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user creates a water mace made of pure chakra in their hands to use as a weapon
PvP Effect: Creates a Mace of Water for 1d6 Rounds. This Mace Does Medium Weapon Rank DMG (No Penalties)
Special Note: DEX / STR is Used to attack with this Weapon. STR DMG Does not apply to this weapon. Kenjutsu may be used with this weapon.
Teaching/Learning: Gate System - C Rank

Suiton: Dense Rain
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs then sprays water into the air, the water then falls down onto the battlefield. The water is sticky and heavier than normal
PvP Effect: -2 to dodge for 1d6 rounds up to 1d4 targets
Special Note:
Teaching/Learning: Gate System - C Rank

Suiton: Slippery Surface
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: The user hand signs then sprays water onto the ground, the water doesn’t sink into the ground like usual but lays on top of the ground, making it harder to walk
PvP Effect: -2 to taijutsu rolls for 1d4 rounds to all targets besides the user
Special Note:
Teaching/Learning: Gate System - C Rank

Suiton: Water Refraction
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Using nearby water, the user creates a shield of water imbued with chakra to protect the user from Ninjutsu
PvP Effect: Rolled in Defense. User gains +2 on the wisdom roll vs. ninjutsu
Special Note:
Teaching/Learning: Gate System - C Rank

Suiton: Great Exploding Current
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Utilizing the Water Element the user performs certain hand seals. After doing the needed hand seals a vortex of water will form, sucking anything on the surface above it down to the depths below.
PvP Effect: Target takes 4d4+2 damage from the crushing current.
Special Note: Must Be used on a Lake or River.
Teaching/Learning: Gate System - C Rank

B Rank

Suiton: Mass Water Missiles Jutsu
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 10
RP Description: The User does the previous normal steps for Water missile but divides the projectile and intensifies the Chakra infused firing a barrage of Water missiles at a number of targets
PvP Effect: 1d20 Damage to up to 4 targets
Special Note: Must know Suiton: Water Missile
Teaching/Learning: Gate System - B Rank

Suiton: Large Puddle
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user does the necessary signs, before they finally push a large amount of water from their skin which allows them to use water jutsu without a water source.
PVP Effect: 2d6 rounds of water for A Rank and below water jutsu
Special Note: Any Suiton user is able to use this water
Teaching/Learning: Gate System - B Rank

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Special Abilities

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Biography

Gabriel Tsukichi is a young member of the Clan, and suffers greatly from the curse of madness that effects the members of the clan (in various ways).  Gabriel is constantly insane, pretty much having completely lost touch with reality most of the time he was put into a Mental institution outside of Kumo when he was younger.  Despite his "illness" he showed a masterful adeptness at working with the technology that Kumo employs, building and scrapping things from the little bit of components in his Padded Room.  Eventually the Elders of Kumo decided that he was to useful in terms of Technological know-how to keep in the Cell, and had him released; despite still being mostly insane he performs a valuable service to the Village, and attempts to actually be a useful Shinobi to the Village and his Clan.


Last edited by LTenhet on Sun Oct 09, 2016 3:23 am; edited 4 times in total

LTenhet

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Re: Gabriel Tsukichi

Post by LTenhet on Mon Sep 12, 2016 11:48 pm

Clan Customs
Spoiler:

Strikethrough indicates UNLEARNED
Powerfist
CP: 1
Type: Bloodtech
Rank: E
RP: The users blood tendrils start pulling scrap and components out of the toolbag, assembling a large metallic fist over their hand, enabling the hand to move much faster
PVP Effect: Free Action) +1 to next ATK or DEF Roll

Junk Toss
CP: 2
Type: Bloodtech (WIS)
Rank: E
RP: The user pulls out large various bits of junk from their tool bag, infusing them with chakra and hurling them at their opponent; using the chakra to control it in the air, aiming for any chink in the targets armor
PVP Effect: 1d4 Damage, pierces 1 dr

Steam Protector
CP: 3
Type: Bloodtech (WIS)
Rank: D
RP: Once again the users blood tendrils pull components free from the Users toolbag, assembling them into a large shield. The shield hovers infront of the user, moving to block any attack
PVP: Used to block an incoming attack, cannot block Genjutsu. If attack is melee, does 1d6 damage to the attacker, if failed does 1d4 damage

Hand-Cannon
CP: 3
Type: Bloodtech
Rank: D
RP: Forming a small projectile weapon out of various junk, the user imbues chakra into the weapon, allowing it to fire any type of projectile, or his own chakra-imbued blood
PvP: 2d4+1 pierces 2 dr

Bloody Cloud
CP: 5
Type: Bloodtech (WIS)
Rank: C
RP: The user slices their hand open, blood pouring from their wound and rising into the air, hovering over their foe and raining down poisonous blood
PVP: 4d4 Damage, or they may make this an AOE (Max 3) dealing 2d4+1 Damage to each target.

Rocket Fist
CP: 4
Type: Bloodtech (WIS)
Rank: C
RP: Forming a floating fist and base from various pieces of junk, the user seperate water from their blood, using chakra they bring it to a boiling point. The Fist shoots straight outwards from its base, flying towards the nearest targets face.
PVP: Rank Damage + 1d4/2 (Min. 1) + One Round Physical Stun

Victorian Armor
CP: 6 + 2 per round
Type: Bloodtech
Rank: B
RP: The user starts forming armor around their (or an allies) body using the junk from their toolbag, and the area, the blood tendrils helping form it into a suit. Any area left bare is covered in solidified blood, powered with the same Blood-water/chakra combination as the rocket fist. It increases the users speed and Armor, however it is a much easier target.
PVP: +1d4 to Wisdom/Strength rolls, +2d4 DR vs HP Dmg, -2 to Dexterity Rolls.\
Note: Can be ended early.

Cellular Repair
CP: 7
Type: Blood (WIS)
Rank: B
RP: Slicing their hand open, or using the blood on the field, the user makes it rise into the air and rain down on them and their allies, the blood healing any open wounds.
PVP: 2d8 + 2 Healing, to a single target This may be reduced to a 3d4 + 1 to up to 4 Targets

Gatling Gun
CP: 13
Type: Bloodtech
Rank: A
RP: The user starts building a large, stationary Gatling gun; any missing pieces of tech are replaced by solidified patches of the users blood, the ammunition is supplied from solidifed blood-drops, and the entire weapon is powered by chakra. Can be used to fire at a single enemy, or multiple enemies for lesser damage
PVP: 2d10 + 2d4 + 1 Damage to single target, OR 2d6 + 2d4 + 2 Damage to up to 5 targets

Weapon Creation
CP: 13
Type: Bloodtech
Rank: A
RP: The user can create any kind of weapon for themselves, or their allies, using the tools kept in their toolbelt. The weapon lasts the entire fight, and gives no weapon negatives.
PvP: Create a weapon for the fight, deals the Weapon Damage + 1d10 Damage a Hit, Piercing 1 DR. Weapon attacks are still rolled with DEX / STR and Weapon negatives apply.


I CAN FLY!
CP: 10 + 2 per round
Type: Bloodtech
Rank: A
RP: The user creates an awesome jetpack from the scrap components in their toolbelt, fueled with a special mixture of their blood and chakra. Allowing them to fly into the air! However due to the instability of the Blood, they are at a higher risk to Fire attacks
PvP: You gain Flight which gives you +2 to Defense vs Melee Attacks and +1d6 Damage with Ranged Attacks while in the air, however you suffer an extra 1d10 from Fire Damage, with a crit destroying the Jetpack and causing another 1d6 of falling damage.


Screw the rules! I have Science! (Iron Giant robot Armor)
CP: 20 + 2 per round maintained
Type: Bloodtech
Rank: S
RP: The ultimate Bloodtech weapon, the user uses all the components from his Toolbag, and large amounts of blood to create a 12 foot tall suit of armor, golden and silver in appearance with two large smokestacks on the top. The user hops into this armor, controlling it from within. However, due to the massive amount of effort, and being locked inside the machine, the user cannot use any ninjutsus.
PVP: Blocks the use of Ninjutsu, however the robot attacks with the users highest Stat for Taijutsu and Kenjutsu, adds 2d6 DR, Rank Small Weapon Damage + 2d6 attack roll, -1d10 dexterity. Robot uses users chakra to use, and is useable as long as the user wishes.
Special Note: Ninjutsu is not usable in this Form.


Bloody Vengeance
Type: Ninjutsu
CP: 30
Rank: S
RP: Forces the majority of their blood into one arm, then strikes outward, the blood leaving the arm through every pour, forming a massive spear of crimson red that the user fires straight at their foe.
target
PVP: 3d10 + 2d8 +2d6 + 2 Damage Bypassing all DR
Side Effects after use:
Roll a 1d20
On a 1-10 the user is fine
11-15 the user is unable to use the arm for 1 irl days
16-20 the user is unable to use the arm properly for 1d4 irl days[/color]
(Causes -5 to ALL Ninjutsu for the amount of days)

Tsukichi Clan
Spoiler:
[Blood Mark]
Every member of the Tsukichi bloodline has a blood red crescent moon somewhere on their body. It is the Gods' cruel joke to all of Chi's descandants that give them their gift and curse, and mark them as the descandant of the murderer. This mark allows for the control of blood, both theirs and their enemies, that makes this bloodline fearsome.

Universal: Tsukichi start with Water, Dark and Blood Element. Gaining no more.
PVP: The Tsukichi’s HP and CP Pools are added into 1. All CP and HP damage comes from this single pool, along with any CP and HP costs that come from jutsu.
Genin: +1 WIS Rolls, +10 HP
Chunin: +2 WIS Rolls, +15 HP
Jounin: +3 WIS Rolls, +20 HP

______________________________________________________________

[Descendants of the Murderer]
Everytime a member of the Tsukchi bloodline cause blood to spill, their blood moon activates and begins to consume the blood form their enemies, swallowing it entirely and strengthening the Tsukichi member. As a direct result, when Tsukichi members are tested for blood type, their scans up with errors and when studied their blood seems absolutely... empty. There are no notable signs as to blood types for any Tsukichi member.

Universal: +2 HP Regen
Genin: +2 Vamp Regen DMG, +0 HP
Chunin: +1d4 Vamp Regen DMG, +0 HP
Jounin: +1d4+1 Vamp Regen DMG, +5 HP

______________________________________________________________

[Blood Seeker]
(100 Tokens, Enhanced Bloodline)
A few Tsukichi who come to realize that their power can be more... take the advantage. They awaken the long forgotten curse to a new level by performing a different thing for each. The only common trait between the awakenings is they are all very bloody. (Requires an event to unlock)

Universal: +2 HP Regen per Round.
Genin: +1 Blood Jutsu Rolls, Blood Jutsu heal user for 1 HP if damaging a target*
Chunin: +2 Blood Jutsu Rolls, Blood Jutsu heal user for 1d4 (Max 3) HP if damaging a target*
Jounin: +3 Blood Jutsu Rolls, Blood Jutsu heal user for 1d4 + 1 HP if damaging a target*

(*HP Return applies to Jutsu HP/CP Regen Character Cap)


LTenhet

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