Kiyomi Godai
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Kiyomi Godai
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pulawski wrote:
Kiyomi Godai
Given Name: Kiyomi
Name meaning: Pure beauty
Clan: Godai
Rank: Chuunin
Height: 160 CM
Age: 13
Hair: Blond
Eye colour: Blue
Breast Size: A
Primary stats: WIS
Apperance:
Behaviour: Has a definite superiority sense. Dislikes fighting primarily becuase she hates being hurt by physical means. She views Physical fighting as inferior and brutish. Admires her big sister. Enjoys comptetitions that involes Jutsu usage. Places value on pleasing astethics.
Hidden talent: She is quite the talente cook:
Background
- Background:
Relationship:
// How Kiyomi sees other people, from 1 being absolutly hate, 5 being neutral, to 10 being.. Some kind of weird acceptance! or adorable, or love //
Kiyoko Godai: 10
Hiroshi Uchiha: 9
Hitori Kikken: 6
Shun: 5
A.H Hoshigaki: 5
Yang: 4
HP: 25 (LEVEL) + 20 (BASE) + 13 (CON MOD) + 15 (RANK MOD) + 10 (GODAI) = 83
CP: 25 (LEVEL) + 10 (BASE) + 13 (CON MOD) + 18 (WIS MOD) + 20 (RANK MOD) + 30 (GODAI) =116
ELEMENTS: KATON
FUUTON
SUITON
RAITON
CURRENT BASE TAIJUTSU DAMAGE::1d4
CURRENT BASE KENJUTSU DAMAGE(LARGE):
CURRENT TOOL BASE DAMAGE: 1d4
CURRENT JUTSU LEARNING BONUS:
+10 (Godai)
+15 (Wis)
CURRENT JUTSU BONUS:
+D6 Ninjutsu bonus (WIS)
CURRENT PASSIVE BONUS:
1 DR vs HP DMG (CON)
Last edited by pulawski on Fri Oct 21, 2016 11:16 am; edited 1 time in total
pulawski- Posts : 25
Join date : 2016-06-13
Re: Kiyomi Godai
[Godai]
(200 Tokens)
(Requires DM Sasori's Permission)
History tells of the ability to harness the elements, and control them all as though they are one. Bending them together, not combining them to create a new one, but bending them to empower one another. The control that the Godai have over the elements rivals the Senju, thanks to their capabilities of turning a simple jutsu into a multitude of possible danger. The first Hodai was said to be the offspring of an Uchiha and Senju, created during the first war. Thsi child was abandoned by both clans once they found, and it's parents left to die in the battlefield. The child was found by a woman, where she took it in as her own, travelling to the land of Hot Water where her small village was. At the time, Yugakure was nothing but a few houses and a few dozen people, but this is where the birth of the Godai was said to originate from. The stories died, along with the clan during the wars, but little did the world know, the Godai took refuge in Yugakure. Deep underground the Godai live, forming their halls with the control over Doton, and lighting their caves with their Katon. The halls of the Godai are magnificent, the markings tell of the wars that raveged the lands, and the history of the Godai. Living in haromy and peace for the last fifty years but with the recent news of Iwa, they have decided it is time to exit their halls, and make their presence known.
______________________________________________________________
[Elemental Control]
The Godai are known to control every element and bend them to their will. The controlt that they have over the Elements is truely amazing, and shinobi watch in awe, wishing they could do half of what the Godai do. Without the need of Handsigns, Godai are able to cotrol their chakra with simple movements, creating jutsu with a simple movement of their hands instead of locking in seal chains.
Universal: Godai gain Three Elements at Genin, One more at Chuunin and One more at Jounin. Godai MAY NOT gain Dark, Light, Medical or Any ACN.
Universal: Godai may use Elemental jutsu without Handsigns, Allowing them to use them whilst physically stunned at a -2 to ATK/DEF roll.
Genin: +1 ATK / DEF Rolls, +1 HP / CP Regen
Chuunin: +2 ATK / DEF Rolls, +2 HP / CP Regen
Jounin: +3 ATK / DEF Rolls, +2 HP / CP Regen
______________________________________________________________
[Elemental Master]
Thanks to the bloodline that follows Godai, their chakra network has advanced over the years, allowing them to adapt and control their jutsu like none other. The blood that runs through their bodies, and the chakra that powers their souls has been passed for generations, allowing them to have power that only some will ever achieve. Their bodies have also adapted to the user of elemtnal techniques, allowing them to endure more but if they are hit by any other means of attacks other then elemental jutsu, they are simply not prepared.
Universal: Gains "Observe" and "Return" Godai Abilities, Additional + 10 CP and HP
Universal: -2 CP Costs on all Elemental Jutsu, 4 Unpierceable DR vs Elemental Jutsu, Suffer an additional 2d4 DMG vs Any other form of jutsu (Tai / Ken etc)
Genin: 19 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" B Rank and Below Elemental Jutsu
Chuunin: 18 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" A Rank and Below Elemental Jutsu
Jounin: 17 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" S Rank and Below Elemental Jutsu
[Observe]
Jutsu Type: Hijutsu
Rank: ~
Cp: 3 CP If In PvP, 0 If Not
Description: Godai are able to follow chakra patterns from Handsigns and Jutsu, allowing them to memorise and keep them stored for a later time. With this ability, they are able to rememeber the chakra control, and the patterns required to perform the jutsu, which can assist them when learning the jutsu at a later time.
PvP: User may "Observe" the elemental jutsu if they don't know it. When they go to learn this Elemental Jutsu, they only have to complete the Second Gate via Jutsu Learning rules and pay 1/2 the CP cost per attempt.
Note: They must have the element of the jutsu they are observing.
Note: They may not learn other Clan Techniques, and must pay for Customs (Creator's Permission)
[Return]
Jutsu Type: Hijutsu
Rank: ~
Cp: 3 Cp + Original Jutsu Cost
Description: The Godai's most memorable ability is that they are able to follow handsigns so quickly, that they can determine the Elemental Jutsu before the target even completes it, allowing them to perfom the same jutsu at the same time. If this happens, the Godai is able to get the jutsu out at the same time as the target, allowing them to damage the one doing the jutsu aswell.
PvP: (Counter ATK) Godai must know Elemental Jutsu being used. DMG vs DMG, whoever rolls the lowest DMG takes the Difference between the two totals.
______________________________________________________________
[Elemental Combination]
The main use of the Godai's ability is that they are able to combine their elements to gether, causing greater damage, effecting the targets movement or even lingering pain. Thanks to this, the Godai are able to outlast, outsmart and outplay most shinobi that they come into contact with. Each jutsu the Godai uses can be adjusted to the situation, allowing them to be an unpredictable force against anyone that challenges them.
Universal: 2 CP) Free Action: Godai may add an additional "Effect" to their Elemental Jutsu, depending on what Jutsu they are using and what element they empower it with, the effects can change greatly.
(If target his hit with multiple effects that have a round duration. The Effects DO NOT stack, but the Rounds from all effects are applied into one single length)
______________________________________________________________
[Combination Jutsu]
Godai are able to combine their elements, creating custom jutsu that allow them to become even more unpredictable. Godai jutsu are known for taking two elements, and combine them into a jutsu that is only believeable if seen. Most Godai teach one another their jutsu, allowing their fellow Godai to become stronger. Godai are even able to teach their jutsu to those that aren't part of their clan, but possess the elements necessary. This is not down lightly, and only those they truely trust will get the chance.
Genin: May create 1x E/D/C/B Elemental Combination Jutsu using three elements. The E-C Rank do not have to be learnt, but the B Rank Does.
Chuunin: May create 1x E/D/C/B/A/S Elemental Combination Jutsu using four elements. The E-C Rank do not have to be learnt, but the B-S Rank Do.
Jounin: May create 1x E/D/C/B/A/S Elemental Combination Jutsu using five elements. The E-B Rank do not have to be learnt, but the A-S Rank Do.
Elemental Combination Jutsu are not creation of a new element, but using two elements to empower each other. E.G A fireball with a large gust of wind to creat a Sweeping Wind Fireball etc.
______________________________________________________________
[Enhanced Chakra Network]
(Extra 100 Tokens - Legendary Bloodline)
Thanks to the bloodline that follows Godai, their chakra network has advanced over the years, allowing them to adapt and control their jutsu like none other. The blood that runs through their bodies, and the chakra that powers their souls has been passed for generations, allowing them to have power that only some will ever achieve. Their bodies have also adapted to the user of elemtnal techniques, allowing them to endure more but if they are hit by any other means of attacks other then elemental jutsu, they are simply not prepared.
Universal: All Elemental Jutsu pierce 3 HP DR.
Universal: +10 to Learning Rolls when Learning Elemental Jutsu, +5 to Learning Rolls of those they teach Elemental Jutsu
Genin: +1 WIS / CON Rolls, +10 CP, +1d4 DMG to Elemental Jutsu
Chuunin: +2 WIS / CON Rolls, +20 CP, +1d6 to Elemental Jutsu
Jounin: +3 WIS / CON Rolls, +30 CP, +1d8 to Elemental Jutsu
(200 Tokens)
(Requires DM Sasori's Permission)
History tells of the ability to harness the elements, and control them all as though they are one. Bending them together, not combining them to create a new one, but bending them to empower one another. The control that the Godai have over the elements rivals the Senju, thanks to their capabilities of turning a simple jutsu into a multitude of possible danger. The first Hodai was said to be the offspring of an Uchiha and Senju, created during the first war. Thsi child was abandoned by both clans once they found, and it's parents left to die in the battlefield. The child was found by a woman, where she took it in as her own, travelling to the land of Hot Water where her small village was. At the time, Yugakure was nothing but a few houses and a few dozen people, but this is where the birth of the Godai was said to originate from. The stories died, along with the clan during the wars, but little did the world know, the Godai took refuge in Yugakure. Deep underground the Godai live, forming their halls with the control over Doton, and lighting their caves with their Katon. The halls of the Godai are magnificent, the markings tell of the wars that raveged the lands, and the history of the Godai. Living in haromy and peace for the last fifty years but with the recent news of Iwa, they have decided it is time to exit their halls, and make their presence known.
______________________________________________________________
[Elemental Control]
The Godai are known to control every element and bend them to their will. The controlt that they have over the Elements is truely amazing, and shinobi watch in awe, wishing they could do half of what the Godai do. Without the need of Handsigns, Godai are able to cotrol their chakra with simple movements, creating jutsu with a simple movement of their hands instead of locking in seal chains.
Universal: Godai gain Three Elements at Genin, One more at Chuunin and One more at Jounin. Godai MAY NOT gain Dark, Light, Medical or Any ACN.
Universal: Godai may use Elemental jutsu without Handsigns, Allowing them to use them whilst physically stunned at a -2 to ATK/DEF roll.
Genin: +1 ATK / DEF Rolls, +1 HP / CP Regen
Chuunin: +2 ATK / DEF Rolls, +2 HP / CP Regen
Jounin: +3 ATK / DEF Rolls, +2 HP / CP Regen
______________________________________________________________
[Elemental Master]
Thanks to the bloodline that follows Godai, their chakra network has advanced over the years, allowing them to adapt and control their jutsu like none other. The blood that runs through their bodies, and the chakra that powers their souls has been passed for generations, allowing them to have power that only some will ever achieve. Their bodies have also adapted to the user of elemtnal techniques, allowing them to endure more but if they are hit by any other means of attacks other then elemental jutsu, they are simply not prepared.
Universal: Gains "Observe" and "Return" Godai Abilities, Additional + 10 CP and HP
Universal: -2 CP Costs on all Elemental Jutsu, 4 Unpierceable DR vs Elemental Jutsu, Suffer an additional 2d4 DMG vs Any other form of jutsu (Tai / Ken etc)
Genin: 19 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" B Rank and Below Elemental Jutsu
Chuunin: 18 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" A Rank and Below Elemental Jutsu
Jounin: 17 - 20 Crit Range on Elemental Jutsu, May "Observe" and "Return" S Rank and Below Elemental Jutsu
[Observe]
Jutsu Type: Hijutsu
Rank: ~
Cp: 3 CP If In PvP, 0 If Not
Description: Godai are able to follow chakra patterns from Handsigns and Jutsu, allowing them to memorise and keep them stored for a later time. With this ability, they are able to rememeber the chakra control, and the patterns required to perform the jutsu, which can assist them when learning the jutsu at a later time.
PvP: User may "Observe" the elemental jutsu if they don't know it. When they go to learn this Elemental Jutsu, they only have to complete the Second Gate via Jutsu Learning rules and pay 1/2 the CP cost per attempt.
Note: They must have the element of the jutsu they are observing.
Note: They may not learn other Clan Techniques, and must pay for Customs (Creator's Permission)
[Return]
Jutsu Type: Hijutsu
Rank: ~
Cp: 3 Cp + Original Jutsu Cost
Description: The Godai's most memorable ability is that they are able to follow handsigns so quickly, that they can determine the Elemental Jutsu before the target even completes it, allowing them to perfom the same jutsu at the same time. If this happens, the Godai is able to get the jutsu out at the same time as the target, allowing them to damage the one doing the jutsu aswell.
PvP: (Counter ATK) Godai must know Elemental Jutsu being used. DMG vs DMG, whoever rolls the lowest DMG takes the Difference between the two totals.
______________________________________________________________
[Elemental Combination]
The main use of the Godai's ability is that they are able to combine their elements to gether, causing greater damage, effecting the targets movement or even lingering pain. Thanks to this, the Godai are able to outlast, outsmart and outplay most shinobi that they come into contact with. Each jutsu the Godai uses can be adjusted to the situation, allowing them to be an unpredictable force against anyone that challenges them.
Universal: 2 CP) Free Action: Godai may add an additional "Effect" to their Elemental Jutsu, depending on what Jutsu they are using and what element they empower it with, the effects can change greatly.
Jutsu Element > V Chosen Effect V | Water | Fire | Earth | Lightning | Wind |
Water | (No Effect) | +1d4 DMG | +2 VS Dodge | 1 DMG for 1d4 Rounds | 3 DR Pierce |
Fire | +1d4 DMG | (No Effect) | -1 ATK Rolls, 1d4 Rounds | -2 DMG Rolls, 1d4 Rounds | +2 VS Block |
Earth | +2 VS Dodge | -1 ATK Rolls, 1d4 Rounds | (No Effect) | 1 Round Stun or Until Hit | -1d4 DR, 1d4 Rounds |
Lightning | 1 DMG for 1d4 Rounds | -2 DMG Rolls, 1d4 Rounds | 1 Round Stun or Until Hit | (No Effect) | -1 DEF Rolls, 1d4 Rounds |
Wind | 3 DR Pierce | +2 VS Block | -1d4 DR, 1d4 Rounds | -1 DEF Rolls, 1d4 Rounds | (No Effect) |
______________________________________________________________
[Combination Jutsu]
Godai are able to combine their elements, creating custom jutsu that allow them to become even more unpredictable. Godai jutsu are known for taking two elements, and combine them into a jutsu that is only believeable if seen. Most Godai teach one another their jutsu, allowing their fellow Godai to become stronger. Godai are even able to teach their jutsu to those that aren't part of their clan, but possess the elements necessary. This is not down lightly, and only those they truely trust will get the chance.
Genin: May create 1x E/D/C/B Elemental Combination Jutsu using three elements. The E-C Rank do not have to be learnt, but the B Rank Does.
Chuunin: May create 1x E/D/C/B/A/S Elemental Combination Jutsu using four elements. The E-C Rank do not have to be learnt, but the B-S Rank Do.
Jounin: May create 1x E/D/C/B/A/S Elemental Combination Jutsu using five elements. The E-B Rank do not have to be learnt, but the A-S Rank Do.
Elemental Combination Jutsu are not creation of a new element, but using two elements to empower each other. E.G A fireball with a large gust of wind to creat a Sweeping Wind Fireball etc.
______________________________________________________________
[Enhanced Chakra Network]
(Extra 100 Tokens - Legendary Bloodline)
Thanks to the bloodline that follows Godai, their chakra network has advanced over the years, allowing them to adapt and control their jutsu like none other. The blood that runs through their bodies, and the chakra that powers their souls has been passed for generations, allowing them to have power that only some will ever achieve. Their bodies have also adapted to the user of elemtnal techniques, allowing them to endure more but if they are hit by any other means of attacks other then elemental jutsu, they are simply not prepared.
Universal: All Elemental Jutsu pierce 3 HP DR.
Universal: +10 to Learning Rolls when Learning Elemental Jutsu, +5 to Learning Rolls of those they teach Elemental Jutsu
Genin: +1 WIS / CON Rolls, +10 CP, +1d4 DMG to Elemental Jutsu
Chuunin: +2 WIS / CON Rolls, +20 CP, +1d6 to Elemental Jutsu
Jounin: +3 WIS / CON Rolls, +30 CP, +1d8 to Elemental Jutsu
pulawski- Posts : 25
Join date : 2016-06-13
Re: Kiyomi Godai
JUTSU
- Combination Jutsu:
• D Rank:
Name: Elemental Combination: Kame no tsuyo-sa
Jutsu type: Elemental combination (Fire, water, Wind)
Cost: 4 CP
RP: When forming an Elemental Combination Jutsu, you instantly adds an extra dash of Katon, Fuuton or Suiton chakra to the jutsu giving it a minor boost of power.
DF: Free action, gives +D6 Damage to an elemental jutsu containing either: Katon, Fuuton, Suiton
Notes:
• C Rank:
Name: Elemental Combination: Mizu no kyū o bakuhatsu
Jutsu type: Elemental combination (Fire, water, Wind)
Cost: 5
RP: You form a sphere in 3 stages. First you form a core of hot Fire, then overs it with a dense amount of water, before finishing with a constricting layer of Wind. The Fire heats up the water, but the wind keeps it in, increasing the pressure and when it strikes the target or after a short delay, it explodes, sending a hot gush of steam over a target, and disorientating them
DF: 2d8 damage con check dc 18 or stunned for 1 round.
Notes:
• B Rank:
Name: Yottsu no tsubasa no Fenikkusu
Jutsu type: Elemental combination (Fire, water, Wind)
Cost: 8
RP: Forming a fire phoenix with 4 wings, steering it with wind to quickly launch towards a target, homing in on the target
DF: 6D4+2 Damage
Note: +2 vs dodge.
- Suiton:
• E Rank
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: 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.
•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: Water Dragon
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user makes a long list of hand seals, forming a dragon projectile made of water to crash down and strike the target
PvP Effect: 5d4+1d10 Damage
Special Note: Unblockable
Teaching/Learning: Gate System - B Rank
•A Rank
•S Rank
- Raiton:
•E Rank
Raiton: Static Electricity
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: With a few basic hand signs the user is able to channel a thin jolt of electricity into an opponent, this can be done ranged or by touch
PVP Effect: 1d4 Damage
Special Note: Hijutsu offered to all lightning element academy students of every village
Raiton: Simple Shock
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a few basic hand signs the user is able to channel a small shock that leaves their opponent vulnerable
PVP Effect: 1 round stun, or until hit
Special Note: Hijutsu offered to all lightning element academy students of every village
•D Rank
Raiton: Lightning Senbon
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user focuses their chakra into a single finger after making a few hand signs and then shoots the lightning chakra from their finger. The projectile looks like a Senbon
PVP Effect: 1d10 Damage
Teaching/Learning: Gate System - D Rank
Raiton: Static Wall
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 2
RP Description: Emitting chakra from their palms the user strikes out to block the opponent, the blocks are placed in a manner that the chakra from the palms fall into a barrier like wall
PvP Effect: Rank damage + 1d4 Damage
Special Note: Can be used to block, when used to block the technique does 1 Dmg
Teaching/Learning: Gate System - D Rank
Raiton: Electric Jolt
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: One of the most basic Raiton jutsu that most Genin learn after discovering their element Deals a minor electric shock to their opponent, as they touch them
PVP Effect: 2d4+1 Damage
Teaching/Learning: Gate System - D Rank
Raiton: Stun Gun Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user fires a ray of shocking currents and must make a ranged attack against any living creature within 10 feet. The effect much like that of a taser.
PVP Effect: The target is stunned for 1d4 Rounds by the electric volt. If hit, the stun ends
Teaching/Learning: Gate System - D Rank
Raiton: Cramp Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user sends the charge into one of the targets limbs, cramping it up and making it stiff as the electrical current messes with nerve signals
PVP Effect: The target takes -2 to STR rolls if hit in the arms, or -2 to DEX rolls if hit in the legs. Lasts 1d4 rounds
Special Note: Can pay 6 Chakra to Affect both limb types
Teaching/Learning: Gate System - D Rank
•C Rank
•B Rank
Raiton: Lightning Dragon Blast Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Using this technique, the user creates a large dragon of yellow lightning energy, which they will use to cleave their enemies in half and burn them to a crisp
PVP Effect: Unblockable, Deals 3d8 Damage
Teaching/Learning: Gate System - B Rank
•A Rank
Raiton: Lightning Devourer Technique
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: Using their chakra to constantly manipulate the electrons in the air around him, the user is able to form a devastating offensive aura around him to fend off any opponents hoping to attack him
PVP Effect: Lasts for 1d4+1 rounds, Anyone Who Attacks (Not Hit), Take 2d4+2 Damage Piercing 3 DR.
Special Note: User is immune to B Rank and Below Raiton Jutsu
Teaching/Learning: Gate System - A Rank
•S Rank
- Katon:
•E Rank
Katon: Blazing Red Cannon
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
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
•D Rank
Katon: Blazing Shuriken
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: After a few basic hand signs, the user manifests and throws blazing shuriken straight at their opponent.
PVP Effect: 2d4 Damage
Special Note: Attack is done with Dexterity Roll
Teaching/Learning: Gate System - D Rank
Katon: Sticky Fire Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: After the hand sign sequence, the user shoots a flaming substance that sticks to their target. This fire burns for a short amount of time as is difficult to put out.
PVP Effect: 1d4 Damage for 1d4 Rounds
Special Note: The May Spend their Turn putting out the Fire
Teaching/Learning: Gate System - D Rank
Katon: Gentle Touch Of Fire
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: Gate System - D Rank
Katon: Dragon Blocks The Path
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
•C Rank
Katon: Burning Ash Cloud
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.
Teaching/Learning: Gate System - C Rank
Katon: Fire Ball Jutsu [OBSERVED, NOT LEARNED]
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
Teaching/Learning: Gate System - C Rank
•B Rank
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
Blazing Pillar (Hiroshi Uchiha, 26-09-2016)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Hiroshi focuses his eyes on a single target, and forms a small chain of handseals. After his chakra is channeled, he sends a large amount of chakra to create a pillar from the ground that spans straight into the air fifty feet, to burn the target inside. The heat is quite intense that the clothing of the person, and possibly the hair, would be burnt almost instantly.
PvP Effect: Unblockable) 1d10 + 4d4 Damage, Bypasses all DR
Special Note:
Teaching/Learning: Hiroshi Uchiha - Permission Granted
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
Katon: Intelligent Hard Work
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user spits out a small fireball, which as soon as it hits the ground turns into a giant firestorm which causes widespread fire destruction to the surrounding area.
PVP Effect: 2d10 Damage
Special Note: Targets all Opponents
Teaching/Learning: Gate System - B Rank
•A Rank
Katon: Cremation Jutsu
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: The user creates flames that wraps around the target, literally attempting to cremate the target within it. If the target lives, it is a miracle as these flames are hot enough to reduce the body to ashes.
PVP Effect: 2d10 +4d4 Damage
Teaching/Learning: Gate System - A Rank
•S rank
- Fuuton:
•E Rank
•D Rank
Fuuton: Wind Bullet no Jutsu
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Fires a small burst of wind at the target in a condensed ball form
PvP Effect: 1d10 Damage
Teaching/Learning: Gate System - D Rank
Fuuton: Wind Blast
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Breaths out a gust of wind at the target
PvP Effect: 2d4 Damage
Special Note: 1 DR Peirces
Teaching/Learning: Gate System - D Rank
Fuuton: Small Wind Blast
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: The user expels a gust of air that abrasively cuts at the target
PvP Effect: 1d6+2 Damage
Teaching/Learning: Gate System - D Rank
Fuuton: Wind Scythe Technique
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: This basic Fuuton technique sends Chakra through the air in a straight line. It reaches out
to Close range (up to a maximum of 30 feet)
PvP Effect: 1d8+1 Damage.
Teaching/Learning: Gate System - D Rank
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.
Teaching/Learning: Gate System - D Rank
Fuuton: Flying Kunai
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3 + 3 per additional kunai or shuriken thrown
RP Description: Uses their wind element to send kunai or shuriken flying at the target. Perfect for those who cannot use taijutsu all that well.
PvP Effect: Normal damage and penalties for multiple weapons except the attack roll is made with Wisdom
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
Teaching/Learning: Gate System - D Rank
•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.
Teaching/Learning: Gate System - C Rank
•B Rank
Fuuton: Air Wave
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: The user focuses the wind release within one of their hands, channeling it till the wind vibrates a bit around the forearm in circular motions. With a diagonal slash in front of the user, a invisible wave of Wind cuts through the air in the diagonal line, the wind forming almost as a blade. The wave stretches in 15 meters horizontally and vertically. On contact with foe, it lashes against them harshly, at least blowing them back a bit and leaving a few small cuts. Cannot be Blocked, however it can be dodged
PvP Effect: Unblockable, 2d4 Damage, and the target is unable to attack for 1d4 rounds.
Teaching/Learning: Gate System - B Rank
Fuuton: Wind Flower Missile Technique
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Unlike what its name implies, the user creates a near translucent bird from their Chakra mixed in the air, which they send dive bombing and damaging all targets in a set area
PvP Effect: Deals 3d6 damage to 1d4+1 targets
Teaching/Learning: Gate System - B Rank
Fuuton: Wind Dragon
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of their body borders light blue. The color is not distinct because the wind manipulates it from its color to transparency. The dragon can shoot larger, more deadly versions of Minawana no Jutsu from its mouth. Coupled with the use of their clans Kekkei Genkai' secondary effect, they can use this on an empty chakra pool (At the risk of their own life if they use it for an extended period of time). The user of the Jutsu is placed inside of the dragon's center, rendering complete control over the jutsu with the motions of their arms, legs, as well as chakra flow. Upon the dispel of this Jutsu via the creators will, the jutsu explodes, sending a huge current of wind in a 360 degree radius. If one isn't careful, they can be carried by the wind to a distance of up to 30m
PvP Effect: Unblockable, 3d8 damage
Teaching/Learning: Gate System - B Rank
•A Rank
•S Rank
Last edited by pulawski on Wed Oct 19, 2016 5:23 am; edited 10 times in total
pulawski- Posts : 25
Join date : 2016-06-13
Re: Kiyomi Godai
Observed Jutsu
Suiton: Water Refraction (Hiroshi Uchiha, 26-09-2016)
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
Katon: Blazing Sword
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: After learning the Flame Sword technique, Hiroshi went away and developed a way to increase the damage and duration of the sword. By adding a larger amount of his chakra to his hand, he can increase the amount of fire he pushes into the sword, causing it to burn and last a lot longer.
PvP Effect: May only be used after Flame Sword Technique) Increases sword duration by 1d4+2 Rounds. Adds an additional 1d8 Damage to the Sword Damage, and does 1 Damage per round for 1d4 Rounds to those hit (DoT does not, Rounds do on a target hit more then once.)
Special Note: No Weapon Penalties, STR Damage does not Apply, Attack rolls are done with DEX and count as Katon Jutsu
Special Note: May be ended early.
Teaching/Learning: Creation
Katon: Flame Sword Technique
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: Creates a Sword of Flame for 1d6 Rounds. This Sword 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: Shun Kontororu
Katon: Raining Fire
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: Completing the hang signs, the user must focus their chakra into their chest and the release it as a fire ball into the air. As the fire ball falls, it breaks down into smaller fire balls and rains upon the target.
PVP Effect: 3d4 Damage, Up to 3 Targets
Teaching/Learning: DM Kurama
pulawski- Posts : 25
Join date : 2016-06-13
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