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Cappey-San

Aged Gekko

9,350 Points
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PostPosted: Sat Oct 29, 2011 3:56 pm


Service Locker Application

Locker #: 1990

Gaian Name: Tails1990

Guild Status: Crew

Written Permission:
~ XSK Ambrosia
~ Mintchan
~ Satosi
~
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PostPosted: Sat Nov 05, 2011 8:22 pm


Hiro Sherudon


(Chunin & Jounin)
User Image

Personal Data


xxxxxxRPC Full Name||Hiro Takanawa Sherudon
xxxxxxNicknames||Sherudon
xxxxxxAge||16
xxxxxxBirth Date|| August 31
xxxxxxHeight||5' 8"
xxxxxxWeight||156
xxxxxxPersonality||Mildly shy around new people
xxxxxxBehaviour||Confident Tactician
xxxxxxEthinicy||Brazilian

xxxxxxPersonal Skill|| Archery, Music
xxxxxxFavorite Food|| Roasted Chicken
xxxxxxFavorite Drink|| Tea
xxxxxxLeast Favorite Food|| Salmon

xxxxxxLikesBoard Games and being Outside
xxxxxxDislikes|| Indoor Work and Studying
xxxxxxHates||Snakes

xxxxxx Strengths||
xxxxxxxxxxxx•Accuracy
xxxxxxxxxxxx•Stradegy
xxxxxxWeaknesses||
xxxxxxxxxxxx• Genjutsu
xxxxxxxxxxxx
xxxxxx Fears||
xxxxxxxxxxxx• Losing his family
xxxxxxxxxxxx

xxxxxx Relationships|| N/A
xxxxxx Family|| Has a Father who drives Hiro to his fullest potential after losing his oldest son in combat.

Shinobi Data

xxxxxx Village|| -Rain Village
xxxxxx Rank|| Chuunin

xxxxxx Ninja Class|| Weapons Ninjutsu
xxxxxx Nindo|| "Get back up and try again."

xxxxxx Bloodline|| N/A
xxxxxx Bloodline Stage|| N/A
xxxxxx Clan|| N/A
xxxxxx Clan Stage|| N/A

xxxxxx Implants|| N/A
xxxxxx Curse Mark||
Accuracy Curse Mark

Stage 1: User is covered in arrow tip like patterns all around the body.

Benefits:
- Far more accurate, attacks more likely to hit

Weakness:
- focusing more on aiming, less of surroundings, as a result, your defenses are weak

Stage 2: the user's skin turns orange, and their eyes grow, allowing for a larger zoom.

Benefits:
- incredibley accurate, rarely miss

Weakness:
- defenses are dropped further as you focus on your target
xxxxxx Angel/Demon|| N/A
xxxxxx Summoning Type|| N/A
xxxxxx Summon Sage?|| N/A

Shinobi Technique Data

xxxxxx Chakra Color|| Faded Blue
xxxxxx Chakra Element||
xxxxxxxxxxxx1.Raiton
xxxxxxxxxxxx2.Fuuton
xxxxxxxxxxxx3. (Jounin and up obtain 3)

xxxxxx Ninjutsu
xxxxxx Non-Elemental {Start with the following three only}
xxxxxxxxxxxx • Henge no Jutsu [Transformation Technique]
xxxxxxxxxxxx • Kawarimi no Jutsu [Substitution Technique]
xxxxxxxxxxxx • Bushin no Jutsu [Clone Technique]

Projectile Bushin (Projectile Clone)
Description: This Jutsu creates one clone of the user. Although its close range combat is terrible, these clones have amazing long range accuracy. When this clone is hit on impact, by either the opponent or any projectile, the clone disperces, firing projectiles in the direction in which the clone was hit.

Kugutsu no jutsu (puppetry technique)
Kugutsu no Jutsu is a Ninjutsu technique that allows a ninja to use a puppet to attack from afar. Using their body's chakra, the ninja emits strings of chakra that run from their fingers to the puppet. The puppet itself can be loaded with many weapons and tools, allowing the puppet master to remain hidden while the puppet moves and attacks the target.

Anrokku no Jutsu (Unlocking Technique)
Description: A relatively easy-to-perform jutsu used mostly on stealth missions and when stealing. By concentrating chakra on a basic lock such as a door lock or on a safe, the user can force the mechanism to unlock even without the key or knowing the code. Nothing about the lock will have changed other than it will open once before it locks up again. This skill leaves no signs of tampering.

Name of Jutsu: Arial dodge
Description: This is a very basic in air manuver. after focusing chakra into their feet in mid air the user will suddenly release it and spin off to one side 5ft (10 for genin, 15 for Chuunin, 20 for Jounin) which allows them to dodge an attack in mid air. this technique can be extremely useful when up against straight forward techniques such as the Great Fire Ball and Water Dragon jutsu's.

Kinobori no Jutsu (Tree Walking Technique)/Kabenobori no Jutsu (Wall Walking Technique)
Description: By focusing chakra into the feet and keeping it balanced, the user can walk up against vertical objects and cling to its surface.

Suimen Hokou no Gyou (The Art of Water Walking)
Prerequisites: Kinobori no Jutsu
Description: A technique that enables the user to walk on the surface of water by concentrating chakra into the feet. It is also used for training; it allows an individual to learn how to control the release of chakra.

Genjutsu Kai (Release)
Special: This skill is not available at character creation for Genin unless they are of the Genjutsu Specialist archetype.
Description: A jutsu that destroys/cancels out an illusionary jutsu attempted on the user once it is recognized as an illusion. With very powerful shinobi, Kai may be performed without handseals.

xxxxxx Genjutsu
xxxxxxxxxxxx

Suiganmourou no Jutsu (Drunken Sight Technique)
Description: A basic technique that makes the opponent see the world around him in a blur, as if drunk.

Fukushi no Jutsu (Double Vision Technique)
Description: This is a simple genjutsu that causes the opponent to see doubles of everything.

Meisai no Jutsu (Camouflage Technique)
Description: This skill allows the user to become transparent and slink into the confines of a natural resource. It takes a small amount of chakra to initiate but it can take quite a bit depending on how long you wish to stay camouflaged within the confines of the natural resource. Elaborating on natural resources, it must be something like a tree or the ground or a boulder that has not been created or shaped by mankind.

xxxxxx Raiton
xxxxxxxxxxxx

Academy

Seiteki Suji no Jutsu (Static Strings Technique)
Description: This skill allows the user to create strings of electricity that can either act physically as strings, or as a medium that can send small shocks to an opponent. One of this technique's most useful features is its ability to allow the user to detect outsiders. When the strings are placed around an area, they are often fairly difficult to see, and unnoticed by the quick eye. But when the string is used to detect outsiders, they can adapt a quality that is string-like and electrical at the same time. This quality makes the static strings into a string of electricity, but with such a weak current that it is rarely noticed by Shinobi who accidentally walk through the strings. However, when this happens, the user at once will feel a small shock in their fingers, or where ever else they are keeping the strings intact. But unless the opponent felt the weak current as they walked through the strings, the opponent will usually never know the strings were there. But beyond its ability to detect outsiders, this skill can be used as a normal string when it is needed but none is around, or it can be used to create small shocks to other people. However, the shocks are only a little bit stronger than static electricity, and usually do no damage at all.

Teikou no Kuntou (Electricity Resistance Training)
Description: While not necessarily a technique that must be taken, most Cloud-nin are taught this at the Academy. As most know electricity in general is a deadly and somewhat scarce element, generally one could only collect the necessary electricity necessary to perform techniques if they were fighting in the middle of a thunderstorm, or near an electrical source. However current training standards in the academy show how a cloud-nin tends to make electricity through the use of chakra, turning most Cloud-nin in to human capacitors, technically. The process is generally quite painful and requires about 5 months of mental and physical conditioning to resist the charges you activate onto your body. As it is written, this technique is optional. A person who doesn't take this skill will generally feel pain when even performing their own electricity based techniques, also one who tends to take this ability tends to notice that minor shocks generally do not hurt them as badly.
Note: This skill is passive.

Genin

Nagare Isou no Jutsu (Current Transfer Skill)
Description: An overall simple yet very effective technique, the Cloud-nin creates a sort of electrical current on his hand, this current can then be transferred onto any weapon he happens to be holding at that moment be it a kunai, senbon, shuriken, or even a sword. The next physical attack he performs is charged with this electrical current, if he blocks a weapon attack with his own weapon the current transfers over shocking the attacker. If by chance the user is not carrying a weapon he can transfer this current into his opponent's weapon shocking him, or can even hit him with this current.


Raikou Henge no Jutsu (Lightning Transformation Technique)
Description: This technique, while being a branch of Henge no Jutsu, allows the user to transform in a way they never dreamed of. When performing this skill, the user transforms into an extremely quick 'strand' of lightning. In this quick state, nothing is done slowly - everything is in a rush for the user. However, this strand of lightning is incapable of changing directions on its own. It can only change directions by bouncing off another object, such as a tree or a boulder, but the user is capable of bouncing off in any angle they wish to. It is not recommended using this technique in a field with little objects to bounce off of. The Henge automatically dissipates when the user makes contact with a living target. Being in a state similar to lightning, the user plunges completely into their target, and ends up in their physical state on the other side of their opponent. In addition to giving the target a painful electrical shock, this skill may or may not paralyze their opponent. Because of the fast speeds associated with this skill, the user will feel dizzy, confused, and often nauseous for some time afterwards.
Note: This technique can be used in conjunction with other jutsu, such as the Call of Lightning Technique, or the Lightning Clone Technique, to confuse the opponent. However, no skills can be used in this state.




xxxxxx Fuuton
xxxxxxxxxxxxYadama Furooseigyo (Projectile Control Skill)
Description: A basic skill for those learning to master the art of wind control. With the ability to control air currents the user can utilize them to their advantage when throwing projectiles such as kunai or shuriken, using the wind to aid the speed and trajectory of their weapon. Someone with a 5 in control would only be able to give it a slight boost in power, while someone with a control of 40 could make them fly twice as fast.

Hanpatsu Kaze no Jutsu (Retrieving Wind Technique)
Description: Creating a small gust of wind, the user utilizes it to push towards them instead of away, specifically to push nearby objects towards them. Those with a 5 or so in Power will only be able to push small objects about the size of a kunai or shuriken towards them, while someone with a 40 in Power can push large animals and even people.


:Genin

Boufuu Kyouzuu no Jutsu (Gale Surge)
Description: A defensive jutsu at best. The user distils the air around him or her with his or her chakra and at the exact moment of attack releases a large burst of air. The blast of wind goes out three feet and knocks a victim back at least five feet and can stop projectiles. It is a defensive move that is usually used when the user is caught off guard. The wind can only be released in one direction however, and a cool down period of three posts is required before it can be used again.

Kaze Bakuhatsu (Wind Explosion)
Requirements: Kaze Bunshin
Description: Wind is gathered with chakra into a swirling ball that is hurled towards the opponent. The blast explodes on impact, causing cuts on the target's body if a direct hit. The actual force of the explosion of the Kaze Bakuhatsu feels as if a Gouken Stage 2 Punch is hitting you. A cool down period of two posts is required before this jutsu can be used again.

Kamaitachi no Jutsu (Slashing Wind Skill)
Requirement: Weapon, like a fan
Description: The user uses chakra and a weapon usually to create large bursts of wind at an extent. In reality it is not an actual burst of wind but a tornado that came from the user. The wind slashes objects; at most it can cut tree branches. Like a real tornado, the wind expands as it goes farther and hits larger targets. The wind disappears after being shot for twenty feet and at most it widens to fifteen feet. If this hits you will be severely cut and knocked back, and most genin elemental jutsu are dispelled when they are hit by this jutsu.

Fuuton: Shinkuutai Naihatsu (Wind Element: Air Pocket Bursts)
Description: Focusing on the air around them, the user is capable of causing parts of the wind to “burst” suddenly, causing anything nearby to be knocked aside. The burst does not do any damage however, and its primary purpose is to interrupt and leave the enemy open for further attacks. However the bursts can only be created within a twenty metre radius of the user and only at spots they are able to see.

Kaze no Yoroi (Armor of Wind)
Description: The user utilizes his chakra and the wind around him to create a whirlwind around himself. The wind forms a circle around the user, five feet in radius, so ten feet in diameter. The wind picks up debris and acts as armour for the user. The wind armour lasts for five posts. Debris on the ground strengthens the armour and projectiles thrown towards the wind also become part of the armour. A taijutsu user is useless against the armour. A genin who gets caught in the wind will become part of the armour, Chuunin will be knocked back five feet, and a Jounin will be knocked back two feet. An elemental jutsu is useless against the armour, but if one is used against the armour it weakens it greatly. Two posts after an elemental jutsu is used against the Kaze no Yoroi the armour is dispelled.

-Chunin-

Name of Jutsu/Ability: Fuuton Reppu-Ookami ((Wind Style: Gale Wolf))

Description: Gathering the wind in one hands from the surrounding area as well as ones own wind chakra, they make a ball of wind in ones hand, that would look like a Rasegan. Then using wind manipulation a wolf made of wind comes out and is control by the user. The wolf once it attacks it causes many slashes from the fang and claws attacking greatly, or a tackle that causes a small condense tornado that can knock back a person with incredible force.
Rank: B can create up to four wolves
Sannin can create up to six wolves
Kage can create up to eight
Element: Wind
Type: Ninjutsu

Name of Jutsu:Shinku (Vacuum)
Rank of Jutsu: Chuunin+
Range of Jutsu: Covers area about two feet in diameter, in a sphere. Can be used within 200 yards.
Jutsu's Element: Wind
Jutsu's Type: Ninjutsu
Description:
This is a nasty jutsu. The user focuses on an area a few feet in diameter, and creates a near invisible skin of hardened wind around that area. From within this area, the jutsu's user removes the oxygen, causing asphyxiation as the vital air component is taken. There are three stages to this jutsu, and each stage can be used by progressively higher ranks of shinobi.
At Chuunin: Jutsu is immobile, easily escaped.
At Jounin: This Jutsu can be fixed to a body part or object, so is harder to escape.
At Sannin/Kage: Jutsu is truly deadly, moving in to A or S rank. Jutsu now covers an area several yards in diameter, and can move, although slowly.
To escape: Pop the bubble; not as easy as it sounds.
Wind jutsu do not pop bubble, but rather enhance its toughness, making subsequent attempts to pop it harder.
Fire jutsu cannot originate within the bubble, as there is no oxygen to fuel fire. Techniques that create fire outside the sphere can burn away bubble, but if the bubble is around someone's head when burned away, they will receive burning on the head, and quite probably lose a good deal of hair.
Lightning jutsu of equal or lesser rank cannot pierce the wind jutsu, but higher rank can.
Water jutsu: See Fire jutsu, minus risk of burn damage.
Earth Jutsu: All earth jutsu above D rank can pop the skin of the vacuum bubble.
Metal (ie kunai, senbon, shuriken) Can pop the bubble, but care must be taken not to accidentally pierce the victim.

Name of Jutsu: Wind Bullets
Description: An advance revision of the Projectile Control Technique that is meant for directing more of an impact. By concentrating chalkra into their hands the castor can then direct these bullets of concentrated wind towards their desired target through a punching/throwing motion. These Wind Bullets are capable of traveling up to 300 meters and feel like a punch to the stomach. If the technique is combined with projectiles it becomes more lethal, but will only travel up to 200 meters. Can fire up to three shots per jutsu.

-Jounin-

Kuchiyose: Kirikiri no Mai (Summoning: Execution Whirl)
Description: After the user wipes their own blood on the area in front of them or on the offensive weapon they intend to use for the attack, Daikamaitachi No Jutsu is prepared as normal. But instead, when the wind is released, a large summoned weasel, as well as a long pole, two short sickles and a container becomes shaped out of the wind. This is a much more intensified gust of wind that is able to chop down trees with ease.




Tesla Jutsu

~Tesla Jutsu is the art of using Windmill Shuriken in unison with the Raiton Element. By channeling electrical energy into the Windmill Shuriken, with the Current Transfer Technique, they can act as Tesla Coils for the castor to use both offensively, and defensively. These Windmill Shuriken Coils (WSC) can be manipulated by the castor using static strings; allowing them to direct the WSC to wherever they need to be. If the enemy gets too close to a WSC it will attract the electrical energy stored from within causing small strands of electricity to bolt towards you, causing small burns. Once the castor uses a WSC to perform a jutsu then the WSC is drained of its electrical energy (unless stated otherwise) , causing it to become a mere Windmill Shuriken. The castor must then wait for more electrical energy to be transferred through the static strings and into the Windmill Shuriken (2 Posts) .

Inspiration: Nikola Tesla


Raiton Jutsu involved with Tesla Jutsu
-Electricity Resistance Training
-Current Transfer Technique
-Static Strings
-Lightning Transformation


Academy

Seiteki Suji no Jutsu (Static Strings Technique)
Description: This skill allows the user to create strings of electricity that can either act physically as strings, or as a medium that can send small shocks to an opponent. One of this technique's most useful features is its ability to allow the user to detect outsiders. When the strings are placed around an area, they are often fairly difficult to see, and unnoticed by the quick eye. But when the string is used to detect outsiders, they can adapt a quality that is string-like and electrical at the same time. This quality makes the static strings into a string of electricity, but with such a weak current that it is rarely noticed by Shinobi who accidentally walk through the strings. However, when this happens, the user at once will feel a small shock in their fingers, or where ever else they are keeping the strings intact. But unless the opponent felt the weak current as they walked through the strings, the opponent will usually never know the strings were there. But beyond its ability to detect outsiders, this skill can be used as a normal string when it is needed but none is around, or it can be used to create small shocks to other people. However, the shocks are only a little bit stronger than static electricity, and usually do no damage at all.

Teikou no Kuntou (Electricity Resistance Training)
Description: While not necessarily a technique that must be taken, most Cloud-nin are taught this at the Academy. As most know electricity in general is a deadly and somewhat scarce element, generally one could only collect the necessary electricity necessary to perform techniques if they were fighting in the middle of a thunderstorm, or near an electrical source. However current training standards in the academy show how a cloud-nin tends to make electricity through the use of chakra, turning most Cloud-nin in to human capacitors, technically. The process is generally quite painful and requires about 5 months of mental and physical conditioning to resist the charges you activate onto your body. As it is written, this technique is optional. A person who doesn't take this skill will generally feel pain when even performing their own electricity based techniques, also one who tends to take this ability tends to notice that minor shocks generally do not hurt them as badly.
Note: This skill is passive.

Wire Tap Shuriken
Requirements: 5 Max Marked Shuriken
Description: The user attaches a static string to up to five shuriken projectiles, and can place them in any given area. Like your basic phone cup, the electrical shuriken acts as the receptor and the static string line is used to transfer whatever is heard by the receptor to the user. In order to use this technique the user has to be within 50 meters of the marked shuriken in order to get a clear reception. In the event that the wire tap is discovered the user can disconnect the static string in an attempt to conceal their location. Can listen to a conversation for up to 10 posts.

Genin

Nagare Isou no Jutsu (Current Transfer Skill)
Description: An overall simple yet very effective technique, the Cloud-nin creates a sort of electrical current on his hand, this current can then be transferred onto any weapon he happens to be holding at that moment be it a kunai, senbon, shuriken, or even a sword. The next physical attack he performs is charged with this electrical current, if he blocks a weapon attack with his own weapon the current transfers over shocking the attacker. If by chance the user is not carrying a weapon he can transfer this current into his opponent's weapon shocking him, or can even hit him with this current.


Raikou Henge no Jutsu (Lightning Transformation Technique)
Description: This technique, while being a branch of Henge no Jutsu, allows the user to transform in a way they never dreamed of. When performing this skill, the user transforms into an extremely quick 'strand' of lightning. In this quick state, nothing is done slowly - everything is in a rush for the user. However, this strand of lightning is incapable of changing directions on its own. It can only change directions by bouncing off another object, such as a tree or a boulder, but the user is capable of bouncing off in any angle they wish to. It is not recommended using this technique in a field with little objects to bounce off of. The Henge automatically dissipates when the user makes contact with a living target. Being in a state similar to lightning, the user plunges completely into their target, and ends up in their physical state on the other side of their opponent. In addition to giving the target a painful electrical shock, this skill may or may not paralyze their opponent. Because of the fast speeds associated with this skill, the user will feel dizzy, confused, and often nauseous for some time afterwards.
Note: This technique can be used in conjunction with other jutsu, such as the Call of Lightning Technique, or the Lightning Clone Technique, to confuse the opponent. However, no skills can be used in this state.

Plasma Disk
Requirements: 1 Marked Windmill Shuriken
The user places a WSC in front of an oncoming attack to create a disk-like shield, approximately eight feet in diameter, capable of blocking oncoming techniques with minimal/no brute force behind them. However, since this shield is not anchored to the ground in any way, the castor will be knocked back by any oncoming attack with a large amount of mass behind it. If an opposing shinobi were to come in contact with the disk they would endure minor burns from the electrical impulse. As a secondary effect, the user is capable of releasing the stored energy within the disk as a wave of electromagnetic energy. Although the wave does not cause any major harm it will blow through any oncoming object, or target, leaving it in suspended animation for only a brief moment; just long enough to avoid an attack. However, If the secondary effect is used then the WSC will lose its power source.

Tesla Net
Requirement: 4+ Marked Shuriken
The user creates a current of electricity that is then channeled into the projectiles that the use is holding. Upon throwing the projectiles, the electrical current of each projectile will attract to one another, interlocking them with a single alternating current in order to create a net of electricity. If the net comes in contact with the target the body will experience nerve/ muscle damage to the point of impact. Siimple weapons cannot cut the oncoming net , since it is made of electricity, and will overall act as a conductor to the net. After the net comes in contact with an object the net will lose its source of power and become mere projectiles.

Alternating Current
Requirement: 2 Marked Windmill Shuriken
By using two WSC's the castor tries to catch his target in between the two. If the castor succeeds it will create an alternating current of electricity between the two resembling a wall of flowing electricity. If the target is hit by the alternating current the current will be broken and the target will suffer light burns, and nerve damage to whatever part of the body, or muscle, that was hit. Since the electrical current is passing back and forth between the tow WSC it is not losing energy; Only when something breaks the current will the Windmill Shurikens lose their power.


Chunin

Plasma Wolf Pack
Requirements: 3 Marked Shuriken
Description: The user gathers electrical Chalkra into his/her throwing hand giving the Shuriken their electrical blue aura. Once the castor tosses the projectile at the desired target, the Shuriken will take on the role of a heart as the electrical charge from within expands outward, taking on the static image of a ravenous dog. Once taken shape the the movement of the dog becomes staggered, making its movements unpredictable. If the dog hits its target it will bite down on the point of impact, sending an electrical charge through the point of impact. Maximum Shuriken that can be used per jutsu is 3, and there is a post cool down of 3.

Electromagnetic Overload
Requirements: 3+ Marked Windmill Shuriken
An advanced form of the Static Disk that involves no less than three WSC. By crouping the WSC close enough to the castors body he can unleash a widespread wave of static energy in 360 degrees. Like the Static Disk the jutsu will leave anything that was hit by the wave in suspended animation for only a brief seconds. However, after the suspended animation is over, anything that was hit by the wave will feel three times heavier due to the gravitational pull towards the ground.

Electro-Particle Substitution
This user releases a fair dose of chalkra from their body, releasing a static aura that surrounds the body like a suit of armor. If the enemy makes any contact with the body it will release a minor shock that will numb, or possibly paralysis the enemies point of impact. As for the user, upon making contact with the enemy the user's body will vanish in a thousand small particles of static energy. These particles will gather, thus making the user reappear, no more than 15 feet away from the spot that the user vanished. Since the dispersal of particles in a person leaves a huge strain on the body this technique can only be used every five turns.


Jounin

Plasma Ball
The castor will create a plasma barrier around himself to serve as a defence which protects them from incoming attacks, even from something as wide-ranged as elemental jutsu. The castor can rush at their opponents even if the barrier is active, but can collapse against heavier objects with a lot of mass (Like Rocks, Trees, or Metal). The plasma balls secondary purpose is that it radiates electricity off the surface of the ball, allowing it to re-energize a Windmill Shuriken without having to use the Current Transfer Technique. The plasma ball can remain active for as long as the castor chooses. However, each turn after activating it will cost the user an additional ten points of chalkra.

Sannin


Voltic Falcon
Requirements: 4+ Marked Windmill Shuriken
Description: The castor gathers electrical Chalkra into the Windmill Shuriken, giving the projectile its electrical blue aura. Once enough electrical force is funneled into the Windmill Shuriken it is placed infront of the user, with the bladed edges pointing to either side. Once the electrical charge is released it takes on the appearance of a large falcon. Her wings span out in a protective "V" shape wall, capable of shielding small regions (Like the size of a large house/apartment complex) from most high ranked elemental jutsu. The length of the entire wall is approximately 100 feet (Or the length of an American Football Field) and the jutsu lasts for 2 posts. The wall is capable of blocking A rank jutsu, and canceling out S rank jutsu.

Note:Weak against Wind jutsu/ Strong against Earth jutsu



Tesla Bomb
Requirements: 4+ Marked Windmill Shuriken
The user positions no less than 4 WSC around his desired target and then anchors them into the ground in a parallel cardinal formation. Once anchored the energy that was stored within the WSC produces a circulating current that creates a gravitational pull towards the center of the formation where energy is being gathered. The gravitational pull within 40 meters of the barrier is strong enough to uproot trees from the ground, and is capable of snapping limbs from trees 80 meters outside the barrier. However, the Tesla Bomb only attacts metalic objects, such as projectiles, weapons, armor, and even iron ore. If the gravitational pull was to pull something into the ball of stored energy it would be burnt alive. After enough energy is gathered the Tesla Bomb detonates into and explosion as hot as lightning. The ranges of the explosion is confined by the cardinal formation of the WSC, which incidently melt to the extreme heat of the explosion, but the impact of the explosion can be felt over 400 meters away. This jutsu takes place in two posts....
The first one being the placing of the formation/the gravitational pull.
The second being the gravitational pull/the explosion.


SS-Rank

Alternating Chalkra Current
In the midst of battle the castor can revive a fallen shinobi by creating an Alternating Current between himself and the desired target with their hands. Once the current is made the user can do one of three things...

~The user can give the fallen shinobi's body chalkra (equal to the cost of the jutsu being used) in order to repair small cuts, wounds, and return consciousness to their body.
.
~The user can draw out the the remaining chalkra from the fallen shinobi's body, and store it away inside himself in order to fuel the Tesla Revival Technique (Only one source of chalkra can be stored at one time.)

...This technique takes up to two posts to complete thoroughly, and cannot be disturbed once began. If this technique is disturbed physically than the chalkra current will not work.

Tesla Revival Technique
The ability can only be used if the castor has a reliable chalkra source stored within their own body. This technique cannot be activated on free will, but when the user becomes unconcious, depleted of chalkra, or when the user reaches death in battle. The body will become engulfed in a bright aura as electricity travels across the entire body, resupplying energy to the chalkra network. Once the process is complete the body will gain back 100 chalkra points as well as heal all minor cuts/wounds both externally/internally.



xxxxxx Weapon
xxxxxxxxxxxx •Phantom Shuriken
xxxxxxxxxxxx •Projectile Bands

xxxxxx Bloodline/clan techinques
xxxxxxxxxxxx •(can only learn up to rank)


xxxxxx Taijutsu
xxxxxx The Hidden Rain's Mirror Image Taijutsu
xxxxxx Stage 4||
xxxxxx Techniques Learned:
xxxxxxxxxxxx
xxxxxx Custom Taijutsu Techniques Learned:(Customs must be put in the custom taijustu acceptance forum to be approved of)
xxxxxxxxxxxx


Equipment Data

xxxxxx Headband Location|| Head
xxxxxx Headband Style|| Straight
xxxxxx Headband Color|| Faded Blue
xxxxxx Flak Jacket Style|| Vest Style Flak Jacket
xxxxxx Flak Jacket Color|| Faded Blue
xxxxxx Kunai Holster Location|| Left Leg
xxxxxx Kunai Holster Color|| Black
xxxxxx Shuriken and Bomb Holster Location|| Right Leg
xxxxxx Shuriken and Bomb Holster Color|| Black
xxxxxx Backpack Color||
xxxxxx Backpack Style|| (Two Straps, One Strap)



Shinobi Combat Statistics

xxxxxx Missions Completed
xxxxxx S Rank||
xxxxxx A Rank||
xxxxxx B Rank||
xxxxxx C Rank||
xxxxxx D Rank||
xxxxxx E Rank||

xxxxxx Battles Fought
xxxxxx Fights Won||
xxxxxx Fights Lost||
xxxxxx Fights Tied||
xxxxxx Opponents Killed||

Other Data

xxxxxx Background History||
The Beginning

Hiro was born into the Sherudon family; a clan that utilizes the power of chalkra strings to manipulate weapons, like the puppet users of the Sand. Hiro’s mother passed away after giving birth, which left Natoya, the father, to look after the kids. The oldest son, Kazuma, was approximately twelve when Hiro was born as he was recently promoted to the Genin status. As the family grew older Natoya and Kazuma grew a tight bond as they practiced perfecting their flawless combat technique while Hiro was left to study, and become a scholar like his mother would have wanted. However, the fatherly-son bond usually left Hiro on the sideline, making him feel unseen, and neglected. To Hiro it seemed that no matter what he did to impress his father, Natoya was more focused on preparing Kazuma for the upcoming war.

Letter of Terror

Hiro, a bright six year old child at the time, began to grow an interest in projectile weaponry as a hobby outside of his studies. However, it seemed that whenever he asked his father to teach him how to throw a projectile he would always be pushed aside so that Natoya could finish building weapons to fuel the war, as well as protecting his oldest son. As for Kazuma he was promoted to the rank of Jounin as he led a platoon to blockade enemy reinforcements. So Hiro took it upon himself to learn how to throw projectiles on his on. At first his accuracy was horrid, but through months of practice Hiro’s aims quickly progress. One day the small child took ten of his favorite throwing stars to the target behind the family armory with the hopes of achieving perfection. Finally after weeks of practice Hiro had hit the target all ten times as he ran into the armory to tell his father. However, what Hiro didn’t know was how Natoya had just received a letter from the battlefield on the death of Kazuma as he attempted to cover his platoons retreat single-handedly. Hiro, excited as he could be, made his way to his father sitting at his work been. The boy tugged on the fathers shirt, trying to get him to come see as Natoya pushed him away, saying nothing. Being young, and unable to understand, Hiro continued to prod at his father to come as he constantly was pushed away, until the rage from within Natoya caused him to turn around, backhanding Hiro across the face. The teary eyed Hiro was frozen with fear as Natoya went back to his stage of grieving.

Intensified Training

A few weeks had passed as Natoya coped with the death of his older son, and Hiro had learned to stay out of his fathers way, or at least until he did something that he felt would make his father proud. One day Natoya came into Hiro’s room, and told him to meet him outside. Unquestionably Hiro listened as he went into the training yard. From that day on Natoya soley focused on teaching Hiro the art of combat. To make the boy faster, stronger, smarter than Kazuma was when he died, so that he would not have to bare the burden of losing the last member of his family. This went on for years, up until Hiro was enlisted into the ninja academy. Throughout their training Natoya was strict, demanding perfection, and always referencing to how Kazuma would have done better. Eventually Natoya presented Hiro with his signature weapon, the Phantom Shuriken, and taught him how to master, and perfect this powerful windmill shuriken. However, this weapon was in the making way before Hiro’s training, and was meant to be given to Kazuma on the battlefield.

Starving for Acceptance

Hiro had come a long ways in his training, and it was only a few weeks before the ninja academy would begin to train the young child. But still, through all Hiro’s hard work his father was still not satisfied. Natoya was always finding flaws in the boys technique, critiquing him if he was of Jounin level, and always referring back to how Kazuma would have done better. Then one day Hiro overheard some talk that the Rain village was looking for volunteers of an experimental jutsu that was to improve a shinobi’s technique drastically. So, in an attempt to please his father, Hiro made his way to the testing grounds as he sneaked his way through the preliminary tests, and received the experimental curse mark. Although it brought agony, and pain, to Hiro it did in fact allow him to throw weapons farther, faster, and dead accurately. Once Hiro shared his secret with his father, Natoya, he grew very cross at Hiro. Scolding him about how real shinobi can reach higher potential without experimental curses, and more importantly how Kazuma would never have stooped down to that level. Once again Hiro was left to be a loser in his fathers eyes, or so he thought.

(Academy & Genin)
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(Chunin & Jounin)
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xxxxxx Theme Song|| "Re-Education" by: Rise Against

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PostPosted: Mon Nov 07, 2011 8:33 am


[b][align=left][size=9][color=#347C2C]Silent like the Wind[/color]
Swift like the Storm
[color=#347C2C]I am what I am[/color]
Striving to be more[/size][/align][/b]
[imgleft]http://i410.photobucket.com/albums/pp184/cawkichr/hagane_kotetsu_edited-1.jpg[/imgleft]




[size=18][color=#347C2C][b]_________________[/b] Hiro[/color] [color=#4AA02C]Sherudon[/color][/size]

[align=right][color=#41A317]
Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah Blah blah
[/color][/align]
[align=right][size=18][color=#347C2C][b]___________________________________[/b][/color][/size][/align]
[imgright]http://i410.photobucket.com/albums/pp184/cawkichr/PhantomShuriken.png[/imgright]






[b][align=right][size=9][color=#347C2C]It doesnt matter how many jutsus you have[/color]
Its all about how you use them

[color=#347C2C]The Village of Falling Rain[/color]
Will put out the Fires of the World.[/size][/align][/b]
PostPosted: Mon Nov 07, 2011 8:37 am


Hiro's Weapons



Quote:
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Name of weapon: Shooting Stars
Your Rank: Special Jounin
Who owns the weapon: Hiro Sherudon
Where it was found/Who made it: It was given to Hiro by his Father, Natoya Sherudon, after he spent nearly two years on Forging and perfecting it. Then a few years later Hiro made his own personal adjustments.
Users Class: Weapons Master
The Range of the weapon: The weapon can be used as close as point blank, or as far a 35 feet. It all depend on the users line of sight and how well they can control their chalkra.

Weakness: Although this weapon is made of a well tempered steel that has been forged numerous times it will begin to melt under extreme heat. Another weak spot to the Phantom Shuriken is its momentum. If the Phantom Shuriken is disconnected from the users chalkra line, it will become a free moving projectile and eventually lose its momentum. Only when the user reconnects with the Phantom Shuriken will he be able to maintain its momentum and control it at will.

Description: The Phantom Shuriken, designed over the course of a little less than two years by its creator, Natoya Sherudon, was originally designed for his eldest son, Kazuma Sherudon. However, as Kazuma was sent to frontlines of battle to defend against a village raid he was killed by a stray Scythe. After the prolonged mourning of his oldest sons death Natoya set his eyes on his youngest son, Hiro Sherudon, and taught him the ways of his weapon known as the Phantom Shuriken. This weapon is a thick, bulky, Windmill Shuriken thats about five feet in length, as well as width. Constructed with a strong tempered steel forged over time the shuriken makes a great defence. Offensively the Phantom Shuriken is designed around the Sherudon family fighting style of using ordinary chalkra strings to manipulates projectile weapons, similar to how a puppet master controls their puppets. These chalkra strings not only allow the user to have complete control of the large Shurikens movement, but it also feeds it momentum allowing it to spin faster and penetrate through a variety of defences. One of the greatest qualities of the Phantom Shuriken is that it can divide itself into as many as four Windmill Shuriken. By dividing the chalkra line in half, the user of the Phantom Shuriken can break the Windmill Shuriken into two equally sized Windmill Shuriken. This process can be done once again in order to get a maximum of four Windmill Shuriken, two being controlled by each hand. Although in its ultimate form of the Phantom Shuriken, the durability of each Shuriken wouldnt be as strong as if they were together, thus making them more vulnerable to heat damage. Control of the Phantom Shuriken all depends on your overall knowledge of chalkra strings, making this weapon an easy transaction to any puppet user. Focus is another major issue with this weapon. Most academy students can only focus on the single Phantom Shuriken. Over time as a Genin this weapon becomes second nature to the user, allowing them to focus on more than one Windmill Shuriken. Its only when becoming a Chunin that the Phantom Shuriken starts to feel like a part of the users body, and now can handle the full potential of the four Windmill Shurikens within this weapon.

*Hiro's Revisions- Once gaining the knowledge of summoning weapons through scrolls Hiro took it upon himself to modify his weapons for fast acting purposes. Using a chisel, and by infusing his chalkra into each windmill shuriken, Hiro manage to incript the required writting for weapons//jutsu techniques onto the face of the Windmill Shuriken blades in order to reduce the preparation process of these techniques. With a single handsign, Hiro can send electrical transmissions to the Windmill Shuriken, and trigger these attacks.

Concealed Attacks

Senbon Rainstorm- Like Twin Rising Dragons, this seal contains weaponry that projects from the seal, and towards its enemy. The desired weapon of choice is the senbon needle. once this seal is activated senbon needles will project from the face of the Shooting Star Shurikens. Each Shooting Star Shuriken fires a total of 500 needles.

Starry Night- Like Twin Rising Dragons, this seal contains weaponry that projects from the seal, and towards its enemy. The desired weapon of choice is the shuriken. Once this seal is activated shuriken stars, will project from the face of the Shooting Star Shurikens. Each Shooting Star Shuriken fires a total of 250 shuriken. These shuriken projected are laced with raiton energy similar to the Current Transfer Technique.

Meteor Shower- Like Twin Rising Dragons, this seal contains weaponry that projects from the seal, and towards its enemy. The desired weapon of choice is the shuriken grenade. Once this seal is activated shuriken stars, will project from the face of the Shooting Star Shurikens. Each Shooting Star Shuriken fires a total of 100 shuriken grenade. The shuriken grenade is a specially designed shuriken that is laced with an exploding tag that, once explodes, sends shrapnel into the air.





Quote:

Name of weapon: Projectile Summoning Bands
Your Rank: Genin
Where it was found/Who made it: These bands were crafted by the Sherudon family, but have been linked to the original versions found in the Sand Village.
The Range of the weapon: As far as a throwing projectile.
Weakness: Extended use can suck a lower level Shinobi dry. As the ninja increases in rank, the more powerful weapons also drain more chakra, meaning that the same capability is possible.

Description: The Projectile Summoning bands are the same thing that Sasuke used in his battle with Itachi. Using minimal chakra, a ninja can summon projectiles to their aid, such as shuriken and kunai. As the chakra required to summon these projectiles is very low, even an Academy student can summon quite a few to their aid. By pouring a certain amount of chakra into the seals on both armbands, a ninja can summon a specific tool to their aid.

Below is a chart of the different chakra amounts required to summon certain amounts of tools:
D-rank chakra (Academy) will get you:
- 10 Shuriken summoned.
- 5 Kunai summoned.
- 1 Explosive tag summoned.

C-rank chakra (Genin) will get you:
- 20 Shuriken
- 10 Kunai
- 5 Explosive tags
- 1 Explosive tag-equipped Kunai

B-rank chakra (Chuunin) will get you:
- 30 Shuriken
- 20 Kunai
- 10 Explosive tags
- 5 Explosive tag-equipped kunai
- 1 Demon Windmill Shuriken

A-rank chakra (Jounin) will get you:
- 50 Shuriken
- 40 Kunai
- 20 Explosive tags
- 10 Explosive tag-equipped kunai
- 5 Demon Windmill Shuriken
- 1 Explosive tag-equipped Demon Windmill Shuriken

S-rank chakra (Sannin/kage) will get you:
- 100 Shuriken
- 80 Kunai
- 40 Explosive Tags
- 20 Explosive tag-equipped kunai
- 10 Demon Windmill Shuriken
- 5 Explosive tag-equipped Demon Windmill Shuriken
- 1 Chakra-propelled Explosive Tag Equipped Demon Windmill Shuriken

(Keep in mind: Just because the chakra values say I can summon that many doesn't mean I can summon them all at once. At most, I'd say that I can only summon as many as can make one full ring around my wrist at one point in time. This is just stating how many I can summon by expending one point of each chakra level.)


Quote:
Name of weapon: Shuriken Grenade
Your Rank: Chuunin
Who owns the weapon: Hiro Sherudon
Where it was found/Who made it: It was made by Hiro Sherudon of the Hidden Rain Village
Users Class: Weapons
The Range of the weapon: Mid-Long
Weakness: Water Jutsu and wet terrain are its biggest weakness. Depending on the range it ignites can be an issue too.

Description: In an attempt to broaden his arsenal of projectiles, Hiro researched and designed a new style of projectile that was expected to have fire style attributes without necessarily knowing katon style jutsu. Starting with an ordinary piece of metal, Hiro would craft a different variation of shuriken, one that was a lot more dense, not as sharp, but still thin enough to cut through the air. The divides these shuriken from any ordinary shuriken is its joints. Hiro would take a hammer and chisel to each cross section, allowing it to easy break apart (aka a ninja could snap these projectiles by the joints with there hands.) Next, Hiro attach the material for paper bombs into the center sphere of each shuriken so that they were set to ignite on impact. Once made contact with an object, or target, the shuriken will detonate, breaking apart the shuriken at the joints and sending shrapnel into the general area. Basically these shuriken have the same affects of a grenade to a much lesser degree.

Rp Sample:

Hiro and the rest of squad 15 had ventured deep into the heartland of the fire country. They had been tracking a handful of rogue ninja for at least a week by now, and had finally come across their small cottage hiding place. There were two of them by the looks of it, and a third that periodically would come and go, leading the squad to believe that there could be more of them hiding elsewhere. Growing impatient, and with the risk of another village possibly coming to steal the bounty Hiro took action. Dead or Alive the missing ninja were worth more than if they were in someone elses possesion as he tossed two peculiar looking shuriken towards the house. These shuriken werent flat like normal shuriken, but jagged as they were coated in paper. The two shuriken smashed through the window as they stabbed into the wooden floor of the hideout. Patiently the chuunin and his squad waited for the full effect of the shuriken when suddenly a small cloud of fire developed as the shurikens detonated. The explosion caused only minor damage as the one side of the cottage wall bowed out and charred the one side of the building. However as the squad moved in to capture the target they could see that the shuriken shrapnel did the real damage. It appeared that a good chunk of one shuriken landed under the wooden table, which in the end splintered into pieces, and the other shuriken appeared to hit its targets. The one ninja was totaled, taking multiple pieces of shrapnel in the chest, and fortunately the other ninja was hit deep in left bicep and thigh. As the smoke began to rise from the building, Hiro and his squad collected the two bodies and began to head to the nearby collection office before any nosey leaf ninja could find out what was up.

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PostPosted: Sun Nov 20, 2011 11:55 am


Saphorah Clan

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History//Bio
Long ago, there was said to be a clan of shinobi of advance medical techniques as well as narcotics, and poisons. The Saphorahs owe everything they know to the amphibious and reptilian creatures within the waterfall country. It was these creatures that the Saphorahs studied, mimicked, and adapted to in order to learn vast recovery skills, fighting styles, and medical techniques. The Saphorahs tend to have Mossy Green eyes, and very pale skin, which leads historians to believe that Lord Orochimaru, of the first shinobi dynasty, was in fact a Saphorah. However, birth records have never been recovered.

Another historical occurrence involving the Saphorahs involved one of the most reknown puppet users, Akasun Zeramaru. It was said that he asked to study the ways of the Saphorah to thoroughly prepare his puppets with the strongest of poisons, as well as learning to build up his immunity as well.

Strengths
~Saphorahs have the capability of regenerating body parts through the use of chalkra over time. Depending on the shinobis age (rank) depends how long it takes for wounds, body parts to recover.

~Spahorahs spend a great deal of time studying poisons and venoms as well as using them in battle. Through this devotion the Saphorahs have become immune to poisons and narcotics.

Weakness

~Airbourne poisons are ineffective to rainy terrain, and are easily disrupted through water jutsu.



Techniques

D-Rank

Chameleon Grip- A similar rendition to the Wall Walking, the user concentrates chalkra into their hands and feet, increasing their grip, allowing them to climb, or even hang upside down from flat surfaces as well as hold twice their body weight. However, this technique cost 1 jutsu per post of use, and can be used for a maximum of five posts.

Poison Resistance Training- Focusing the chalkra within their internal systems, the users body begins to adapt, building up an immunity to all posions and narcotics in existence.

Body Recovery Technique- By focusing chalkra on any given area of the body the user can heal itself at an excelled rate. It can be anything from internal cuts, or wounds, to regenerating an arm, or a leg. Depending on the rank of the user decides how long it takes for the body to fully recover. It cost 10 jutsu total to replicate, or recover from a wound.

Academy Students-5 Posts
Genin-4 Posts
Chunin-3 Posts
Jounin-2 Posts
Sannin-1 Post



C-Rank

Bubonic Smokescreen- A fairly simple jutsu taught to younger shinobi to create a quick distraction, as well as stealthy escapes. Focusing their chalkra the user releases a dense, brown gas into the air that can be used as a small smokescreen. However, like the Bubonic Toad it was named after, the smokescreen carries a foul odor that can distract even the mightiest of foes.

Cold-Blooded Technique- When a cold-blooded reptile lays on a rock, it becomes the exact temperature of that rock. This jutsu allows the caster to mimic these attributes, not by body temperature, but by chalkra. Once this jutsu is active, the casters chalkra source will fall completely off the map, capable of fooling clans, such as the Uchiha and the Hyuuga, as they blend into their surroundings. This is a great tool to have if being followed, sneaking up on the enemy, or just concealing your chalkra from your enemy. However, each post of use will cost one genin jutsu, and the user must hold the handsign while its in use, allowing them to still move, but not physically attack.

Lebatto Duster- Extracted from the Lebatto Frog, known for its excelled hunting capabilities, The user inhales deeply as they make a single handsign. Upon exhaling outward, the user releases a dense, olive green toxin into the air that quickly surrounds a given area that lasts for two posts. Although this toxin is not fatal, the symptoms of anyone who inhales it is blurred, or impaired vision. However, the main effect of the toxin is that, once entering the bloodstream, it will coat the enemies chalkra network, allowing the Saphorah clan to see it plain as day, making the target easier to see, as well as track. All effects of this jutsu last two posts upon entering the bloodstream.

B-Rank

Exoskeleton Substitution- A defensive Jutsu that the caster uses to avoid immediate physical harm. Similar to Sand Armor, the caster grows a dense outer layer around his body that acts as a light shield. If the caster feels that he is in immediate danger they have the ability to shed the skin in a split second, leaving the user to attack the hollow shell. The shell is an almost exact replication of the caster, and after one post begins to lose its pigmentation, allowing the enemy to know a switch has been made. Although this is a great avoidance maneuver, the caster is limited to using it every 5 posts, due to the stress that it puts on the body.

Poison Transmutation- The user concentrates the chalkra within their hands to secrete a deadly toxin into the weapon they are holding. Although it wont work with blunt weapons, any weapon coated in the poison that can create the slightest abrasion will allow the poison to enter the wound. Upon entering the open wound the posion will affect the digestive track of the enemy, giving them the symptoms of a 24-hour flu (Fever, Vomitting, mild Dizziness) the effects of the poison are delayed two posts upon enetering the bloodstream, and last a minimum of two posts.

Toxin Release- This medical technique was first used to extract poison out of amphibians and frogs in order to coat weapons with, until one day it occurred to someone that they could use it to track and remove the poison from a sick shinobi as well. By concentrating chalkra into the users hands they can feel out the poison in the human body, contain it, and extract it from any infected target without the use of surgery. However, this jutsu takes up to three posts to thoroughly remove the poison from someone (1 for finding the poison, 1 for containing, and 1 for extracting), and cannot afford any distractions.

Twin Salamander Binding- The User can press his hand against any given surface in up to two places in order to create a seal needed to summon the Salamander Twins, Koko and Kiki. The strengths of the Salamander Twins are using the indefinite reach of their tongues to bind, or suppress a moving target, and then hold that target in place with their chameleon grip. Since the twins are so young, and naive, they have no elemental attribute, and arent considered complete summons. If their bodes come in contact with the enemy they merely poof away as if they were clones, and they can stay on the battlefield a maximum of three posts.


A-Rank

Five Senses Confusion Disorder- The user gathers a large amount of wind into his lungs and expels it in a single blow, releasing a concentrated amount of poison in a torpedo state. Upon contact, this poison torpedo explodes with the force of a exploding tag, dispersing the poison over the given area. Once the odorless poison is inhaled into the targets bloodstream it will effect their five senses, causing their movements, and reaction times to be extremely sluggish for approximately three posts.


S-Rank

Oujai- The user begins to collect chalkra into a single fist as it begins to grow barbs of various sizes, completely engulfed by purple chalkra that give the barbs both an extended range, and a heightened sharpness. Upon the completion of the hands transformation the user attempts to jab the opponent with this fist, causing any sort of abrasion. Once the attack is over the barbs will peel away from the hand like dead skin, and their is a three post cooldown before using again. If the attack is successful the poison will quickly begin to spread throughout the body. Throughout the course of this poison the target will begin to feel various symptoms prior to death, if not treated immediately...

Symptoms by Post
1-2.) The target will experience blurred/ impaired vision.
3-4.) The target will experience light stomach aches, and their hearing will begin to fade,
4-5.) The target's body will begin to feel week as it begins to hallucinate.
6-8.) The target's chalkra network will begin converting its energy to keeping the body concious, making it impossible to perform jutsu.
9.) By this point the body is going to lose all consciousness as it starts to slip into a cardiac arrest.
10.) The users heart will completely stop, signaling the death of the target.







PostPosted: Mon Dec 26, 2011 3:29 pm


Tesla Jutsu

~Tesla Jutsu is the art of using Windmill Shuriken in unison with the Raiton Element. By channeling electrical energy into the Windmill Shuriken, with the Current Transfer Technique, they can act as Tesla Coils for the castor to use both offensively, and defensively. These Windmill Shuriken Coils (WSC) can be manipulated by the castor using static strings; allowing them to direct the WSC to wherever they need to be. If the enemy gets too close to a WSC it will attract the electrical energy stored from within causing small strands of electricity to bolt towards you, causing small burns. Once the castor uses a WSC to perform a jutsu then the WSC is drained of its electrical energy (unless stated otherwise) , causing it to become a mere Windmill Shuriken. The castor must then wait for more electrical energy to be transferred through the static strings and into the Windmill Shuriken (2 Posts) .

Inspiration: Nikola Tesla


Raiton Jutsu involved with Tesla Jutsu
-Electricity Resistance Training
-Current Transfer Technique
-Static Strings
-Lightning Transformation


Academy

Seiteki Suji no Jutsu (Static Strings Technique)
Description: This skill allows the user to create strings of electricity that can either act physically as strings, or as a medium that can send small shocks to an opponent. One of this technique's most useful features is its ability to allow the user to detect outsiders. When the strings are placed around an area, they are often fairly difficult to see, and unnoticed by the quick eye. But when the string is used to detect outsiders, they can adapt a quality that is string-like and electrical at the same time. This quality makes the static strings into a string of electricity, but with such a weak current that it is rarely noticed by Shinobi who accidentally walk through the strings. However, when this happens, the user at once will feel a small shock in their fingers, or where ever else they are keeping the strings intact. But unless the opponent felt the weak current as they walked through the strings, the opponent will usually never know the strings were there. But beyond its ability to detect outsiders, this skill can be used as a normal string when it is needed but none is around, or it can be used to create small shocks to other people. However, the shocks are only a little bit stronger than static electricity, and usually do no damage at all.

Teikou no Kuntou (Electricity Resistance Training)
Description: While not necessarily a technique that must be taken, most Cloud-nin are taught this at the Academy. As most know electricity in general is a deadly and somewhat scarce element, generally one could only collect the necessary electricity necessary to perform techniques if they were fighting in the middle of a thunderstorm, or near an electrical source. However current training standards in the academy show how a cloud-nin tends to make electricity through the use of chakra, turning most Cloud-nin in to human capacitors, technically. The process is generally quite painful and requires about 5 months of mental and physical conditioning to resist the charges you activate onto your body. As it is written, this technique is optional. A person who doesn't take this skill will generally feel pain when even performing their own electricity based techniques, also one who tends to take this ability tends to notice that minor shocks generally do not hurt them as badly.
Note: This skill is passive.

Wire Tap Shuriken
Requirements: 5 Max Marked Shuriken
Description: The user attaches a static string to up to five shuriken projectiles, and can place them in any given area. Like your basic phone cup, the electrical shuriken acts as the receptor and the static string line is used to transfer whatever is heard by the receptor to the user. In order to use this technique the user has to be within 50 meters of the marked shuriken in order to get a clear reception. In the event that the wire tap is discovered the user can disconnect the static string in an attempt to conceal their location. Can listen to a conversation for up to 10 posts.

Genin

Nagare Isou no Jutsu (Current Transfer Skill)
Description: An overall simple yet very effective technique, the Cloud-nin creates a sort of electrical current on his hand, this current can then be transferred onto any weapon he happens to be holding at that moment be it a kunai, senbon, shuriken, or even a sword. The next physical attack he performs is charged with this electrical current, if he blocks a weapon attack with his own weapon the current transfers over shocking the attacker. If by chance the user is not carrying a weapon he can transfer this current into his opponent's weapon shocking him, or can even hit him with this current.


Raikou Henge no Jutsu (Lightning Transformation Technique)
Description: This technique, while being a branch of Henge no Jutsu, allows the user to transform in a way they never dreamed of. When performing this skill, the user transforms into an extremely quick 'strand' of lightning. In this quick state, nothing is done slowly - everything is in a rush for the user. However, this strand of lightning is incapable of changing directions on its own. It can only change directions by bouncing off another object, such as a tree or a boulder, but the user is capable of bouncing off in any angle they wish to. It is not recommended using this technique in a field with little objects to bounce off of. The Henge automatically dissipates when the user makes contact with a living target. Being in a state similar to lightning, the user plunges completely into their target, and ends up in their physical state on the other side of their opponent. In addition to giving the target a painful electrical shock, this skill may or may not paralyze their opponent. Because of the fast speeds associated with this skill, the user will feel dizzy, confused, and often nauseous for some time afterwards.
Note: This technique can be used in conjunction with other jutsu, such as the Call of Lightning Technique, or the Lightning Clone Technique, to confuse the opponent. However, no skills can be used in this state.

Plasma Disk
Requirements: 1 Marked Windmill Shuriken
The user places a WSC in front of an oncoming attack to create a disk-like shield, approximately eight feet in diameter, capable of blocking oncoming techniques with minimal/no brute force behind them. However, since this shield is not anchored to the ground in any way, the castor will be knocked back by any oncoming attack with a large amount of mass behind it. If an opposing shinobi were to come in contact with the disk they would endure minor burns from the electrical impulse. As a secondary effect, the user is capable of releasing the stored energy within the disk as a wave of electromagnetic energy. Although the wave does not cause any major harm it will blow through any oncoming object, or target, leaving it in suspended animation for only a brief moment; just long enough to avoid an attack. However, If the secondary effect is used then the WSC will lose its power source.

Tesla Net
Requirement: 4+ Marked Shuriken
The user creates a current of electricity that is then channeled into the projectiles that the use is holding. Upon throwing the projectiles, the electrical current of each projectile will attract to one another, interlocking them with a single alternating current in order to create a net of electricity. If the net comes in contact with the target the body will experience nerve/ muscle damage to the point of impact. Siimple weapons cannot cut the oncoming net , since it is made of electricity, and will overall act as a conductor to the net. After the net comes in contact with an object the net will lose its source of power and become mere projectiles.

Alternating Current
Requirement: 2 Marked Windmill Shuriken
By using two WSC's the castor tries to catch his target in between the two. If the castor succeeds it will create an alternating current of electricity between the two resembling a wall of flowing electricity. If the target is hit by the alternating current the current will be broken and the target will suffer light burns, and nerve damage to whatever part of the body, or muscle, that was hit. Since the electrical current is passing back and forth between the tow WSC it is not losing energy; Only when something breaks the current will the Windmill Shurikens lose their power.


Chunin

Plasma Wolf Pack
Requirements: 3 Marked Shuriken
Description: The user gathers electrical Chalkra into his/her throwing hand giving the Shuriken their electrical blue aura. Once the castor tosses the projectile at the desired target, the Shuriken will take on the role of a heart as the electrical charge from within expands outward, taking on the static image of a ravenous dog. Once taken shape the the movement of the dog becomes staggered, making its movements unpredictable. If the dog hits its target it will bite down on the point of impact, sending an electrical charge through the point of impact. Maximum Shuriken that can be used per jutsu is 3, and there is a post cool down of 3.

Electromagnetic Overload
Requirements: 3+ Marked Windmill Shuriken
An advanced form of the Static Disk that involves no less than three WSC. By crouping the WSC close enough to the castors body he can unleash a widespread wave of static energy in 360 degrees. Like the Static Disk the jutsu will leave anything that was hit by the wave in suspended animation for only a brief second. However, after the suspended animation is over, anything that was hit by the wave will feel three times heavier due to the gravitational pull towards the ground.

Electro-Particle Substitution
This user releases a fair dose of chalkra from their body, releasing a static aura that surrounds the body like a suit of armor. If the enemy makes any contact with the body it will release a minor shock that will numb, or possibly paralysis the enemies point of impact. As for the user, upon making contact with the enemy the user's body will vanish in a thousand small particles of static energy. These particles will gather, thus making the user reappear, no more than 15 feet away from the spot that the user vanished. Since the dispersal of particles in a person leaves a huge strain on the body this technique can only be used every five turns.


Jounin

Plasma Ball
The castor will create a plasma barrier around himself to serve as a defence which protects them from incoming attacks, even from something as wide-ranged as elemental jutsu. The castor can rush at their opponents even if the barrier is active, but can collapse against heavier objects with a lot of mass (Like Rocks, Trees, or Metal). The plasma balls secondary purpose is that it radiates electricity off the surface of the ball, allowing it to re-energize a Windmill Shuriken without having to use the Current Transfer Technique. The plasma ball can remain active for as long as the castor chooses. However, each turn after activating it will cost the user an additional ten points of chalkra.

Sannin


Voltic Falcon
Requirements: 4+ Marked Windmill Shuriken
Description: The castor gathers electrical Chalkra into the Windmill Shuriken, giving the projectile its electrical blue aura. Once enough electrical force is funneled into the Windmill Shuriken it is placed infront of the user, with the bladed edges pointing to either side. Once the electrical charge is released it takes on the appearance of a large falcon. Her wings span out in a protective "V" shape wall, capable of shielding small regions (Like the size of a large house/apartment complex) from most high ranked elemental jutsu. The length of the entire wall is approximately 100 feet (Or the length of an American Football Field) and the jutsu lasts for 2 posts. The wall is capable of blocking A rank jutsu, and canceling out S rank jutsu.

Note:Weak against Wind jutsu/ Strong against Earth jutsu



Tesla Bomb
Requirements: 4+ Marked Windmill Shuriken
The user positions no less than 4 WSC around his desired target and then anchors them into the ground in a parallel cardinal formation. Once anchored the energy that was stored within the WSC produces a circulating current that creates a gravitational pull towards the center of the formation where energy is being gathered. The gravitational pull within 40 meters of the barrier is strong enough to uproot trees from the ground, and is capable of snapping limbs from trees 80 meters outside the barrier. However, the Tesla Bomb only attacts metalic objects, such as projectiles, weapons, armor, and even iron ore. If the gravitational pull was to pull something into the ball of stored energy it would be burnt alive. After enough energy is gathered the Tesla Bomb detonates into and explosion as hot as lightning. The ranges of the explosion is confined by the cardinal formation of the WSC, which incidently melt to the extreme heat of the explosion, but the impact of the explosion can be felt over 400 meters away. This jutsu takes place in two posts....
The first one being the placing of the formation/the gravitational pull.
The second being the gravitational pull/the explosion.


SS-Rank

Alternating Chalkra Current
In the midst of battle the castor can revive a fallen shinobi by creating an Alternating Current between himself and the desired target with their hands. Once the current is made the user can do one of three things...

~The user can give the fallen shinobi's body chalkra (equal to the cost of the jutsu being used) in order to repair small cuts, wounds, and return consciousness to their body.
.
~The user can draw out the the remaining chalkra from the fallen shinobi's body, and store it away inside himself in order to fuel the Tesla Revival Technique (Only one source of chalkra can be stored at one time.)

...This technique takes up to two posts to complete thoroughly, and cannot be disturbed once began. If this technique is disturbed physically than the chalkra current will not work.

Tesla Revival Technique
The ability can only be used if the castor has a reliable chalkra source stored within their own body. This technique cannot be activated on free will, but when the user becomes unconcious, depleted of chalkra, or when the user reaches death in battle. The body will become engulfed in a bright aura as electricity travels across the entire body, resupplying energy to the chalkra network. Once the process is complete the body will gain back 100 chalkra points as well as heal all minor cuts/wounds both externally/internally.


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PostPosted: Tue Dec 27, 2011 10:46 pm


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MY RP FAMILY
PostPosted: Sat Jan 07, 2012 10:35 am


XxSaphorahXXXXXXX
[ Reptilian, Poison, Stealth ]


【clan or bloodline?】
Clan


【history.】
Long ago, there was said to be a clan of shinobi of advance medical techniques as well as narcotics, and poisons. The Saphorahs owe everything they know to the amphibious and reptilian creatures within the waterfall country. It was these creatures that the Saphorahs studied, mimicked, and adapted to in order to learn vast recovery skills, fighting styles, and medical techniques. The Saphorahs tend to have Mossy Green eyes, and very pale skin, which leads historians to believe that Lord Orochimaru, of the first shinobi dynasty, was in fact a Saphorah. However, birth records have never been recovered.

Another historical occurrence involving the Saphorahs involved one of the most reknown puppet users, Akasun Zeramaru. It was said that he asked to study the ways of the Saphorah to thoroughly prepare his puppets with the strongest of poisons, as well as learning to build up his immunity as well.

【description.】
This clan uses the traits of reptiles and amphibians to conduct battle. Stroring poisonous toxins withing their bodies they are considered quite venomous.

【rules to follow.】

  • A Saphorah is immune to posions/toxins.
  • A Saphorah has pale skin and dark green eyes.
  • Your annoyed by Inuzuka people
  • You cannot have the Taijutsu, Monk, or Samurai

【weaknesses.】

  • Airbourne poisons are weak to water jutsus.
  • Your weak against Taijutsu

【strengths.】

  • Immune to Poisons
  • Great Chalkra Control
  • Regeneration Capabilities

【--Saphorahs--'s passive abilities.】

  • Poison Resistance Training- [ D ranked ]
    Focusing the chalkra within their internal systems, the users body begins to adapt, building up an immunity to all posions and narcotics in existence.

  • Chameleon Grip [ D ranked ]
    A similar rendition to the Wall Walking, the user concentrates chalkra into their hands and feet, increasing their grip, allowing them to climb, or even hang upside down from flat surfaces as well as hold twice their body weight. However, this technique cost 1 jutsu per post of use, and can be used for a maximum of five posts.

  • Body Recovery Technique-[ D ranked ]
    By focusing chalkra on any given area of the body the user can heal itself at an excelled rate. It can be anything from internal cuts, or wounds, to regenerating an arm, or a leg. Depending on the rank of the user decides how long it takes for the body to fully recover. It cost 10 jutsu total to replicate, or recover from a wound. Chameleon Grip


    Academy Students-5 Posts
    Genin-4 Posts
    Chunin-3 Posts
    Jounin-2 Posts
    Sannin-1 Post




【Saphorah's Techniques.】

    C-Rank

    Bubonic Smokescreen- A fairly simple jutsu taught to younger shinobi to create a quick distraction, as well as stealthy escapes. Focusing their chalkra the user releases a dense, brown gas into the air that can be used as a small smokescreen. However, like the Bubonic Toad it was named after, the smokescreen carries a foul odor that can distract even the mightiest of foes.

    Cold-Blooded Technique- When a cold-blooded reptile lays on a rock, it becomes the exact temperature of that rock. This jutsu allows the caster to mimic these attributes, not by body temperature, but by chalkra. Once this jutsu is active, the casters chalkra source will fall completely off the map, capable of fooling clans, such as the Uchiha and the Hyuuga, as they blend into their surroundings. This is a great tool to have if being followed, sneaking up on the enemy, or just concealing your chalkra from your enemy. However, each post of use will cost one genin jutsu, and the user must hold the handsign while its in use, allowing them to still move, but not physically attack.

    Lebatto Duster- Extracted from the Lebatto Frog, known for its excelled hunting capabilities, The user inhales deeply as they make a single handsign. Upon exhaling outward, the user releases a dense, olive green toxin into the air that quickly surrounds a given area that lasts for two posts. Although this toxin is not fatal, the symptoms of anyone who inhales it is blurred, or impaired vision. However, the main effect of the toxin is that, once entering the bloodstream, it will coat the enemies chalkra network, allowing the Saphorah clan to see it plain as day, making the target easier to see, as well as track. All effects of this jutsu last two posts upon entering the bloodstream.

    B-Rank

    Exoskeleton Substitution- A defensive Jutsu that the caster uses to avoid immediate physical harm. Similar to Sand Armor, the caster grows a dense outer layer around his body that acts as a light shield. If the caster feels that he is in immediate danger they have the ability to shed the skin in a split second, leaving the user to attack the hollow shell. The shell is an almost exact replication of the caster, and after one post begins to lose its pigmentation, allowing the enemy to know a switch has been made. Although this is a great avoidance maneuver, the caster is limited to using it every 5 posts, due to the stress that it puts on the body.

    Poison Transmutation- The user concentrates the chalkra within their hands to secrete a deadly toxin into the weapon they are holding. Although it wont work with blunt weapons, any weapon coated in the poison that can create the slightest abrasion will allow the poison to enter the wound. Upon entering the open wound the posion will affect the digestive track of the enemy, giving them the symptoms of a 24-hour flu (Fever, Vomitting, mild Dizziness) the effects of the poison are delayed two posts upon enetering the bloodstream, and last a minimum of two posts.

    Toxin Release- This medical technique was first used to extract poison out of amphibians and frogs in order to coat weapons with, until one day it occurred to someone that they could use it to track and remove the poison from a sick shinobi as well. By concentrating chalkra into the users hands they can feel out the poison in the human body, contain it, and extract it from any infected target without the use of surgery. However, this jutsu takes up to three posts to thoroughly remove the poison from someone (1 for finding the poison, 1 for containing, and 1 for extracting), and cannot afford any distractions.

    Twin Salamander Binding- The User can press his hand against any given surface in up to two places in order to create a seal needed to summon the Salamander Twins, Koko and Kiki. The strengths of the Salamander Twins are using the indefinite reach of their tongues to bind, or suppress a moving target, and then hold that target in place with their chameleon grip. Since the twins are so young, and naive, they have no elemental attribute, and arent considered complete summons. If their bodes come in contact with the enemy they merely poof away as if they were clones, and they can stay on the battlefield a maximum of three posts.


    A-Rank

    Five Senses Confusion Disorder- The user gathers a large amount of wind into his lungs and expels it in a single blow, releasing a concentrated amount of poison in a torpedo state. Upon contact, this poison torpedo explodes with the force of a exploding tag, dispersing the poison over the given area. Once the odorless poison is inhaled into the targets bloodstream it will effect their five senses, causing their movements, and reaction times to be extremely sluggish for approximately three posts.


    S-Rank

    Oujai- The user begins to collect chalkra into a single fist as it begins to grow barbs of various sizes, completely engulfed by purple chalkra that give the barbs both an extended range, and a heightened sharpness. Upon the completion of the hands transformation the user attempts to jab the opponent with this fist, causing any sort of abrasion. Once the attack is over the barbs will peel away from the hand like dead skin, and their is a three post cooldown before using again. If the attack is successful the poison will quickly begin to spread throughout the body. Throughout the course of this poison the target will begin to feel various symptoms prior to death, if not treated immediately...

    Symptoms by Post
    1-2.) The target will experience blurred/ impaired vision.
    3-4.) The target will experience light stomach aches, and their hearing will begin to fade,
    4-5.) The target's body will begin to feel week as it begins to hallucinate.
    6-8.) The target's chalkra network will begin converting its energy to keeping the body concious, making it impossible to perform jutsu.
    9.) By this point the body is going to lose all consciousness as it starts to slip into a cardiac arrest.
    10.) The users heart will completely stop, signaling the death of the target.




【additional comments.】
A Saphorah's poison will not affect another Saphorah

【restrictions.】

  • Saphorah's cannot use two airbourne toxins within the same attack.
  • Your poisons can be extracted for others to use, but cannot be replicated by anyone outside the clan
  • Dishonoring clan will get you kicked out of your village for Saphorah is quite respected.


-Race created by Tails 1990 [ Revised ]

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PostPosted: Sat Jan 07, 2012 11:39 am


i like most of the tesla stuff, but a couple things cant happen.


Isaid no to spear earlier, i dont think you could change it enough to make it different from chidori spear or false darkness.


reduce the size of falcon to 200 feet D: football field is like 5+ average houses. my house is like 40-80 feet wide if that.

make tesla bomb only pull all metal, like suck in the opponents(or your) shuriken and kunai, and then release them with electric power in all directions. I don't know how it would use real gravity, but i doubt rinnegan users would accept that.

the alternating current cant take jutsu from other people. as pure as i'm sure your intentions are people cant drain chakra. Also i'm not sure about revival, cause thats technically what Tensei does when yo use it on someone who is still alive, is give them your chakra to heal them and refill theirs.
PostPosted: Thu Feb 16, 2012 8:19 am


Earth Sage Style: Adobe Warrior



Name of Jutsu: Rise of the Terracotta
Rank of Jutsu: Jounin

Description: This jutsu requires a source of clay to be used. By uprooting clay from the ground beneath their feet the user begins to conjure Chinese soldiers, also known as Terracotta Warriors. These clay soldiers stand six feet tall, and have the speed and strength of a Chunin. However, the Terracotta warriors don't require stamina, or endurance, meaning they will never slow down. On a side note, the Terracotta Warriors have the ability to study their opponents through battle, meaning the longer you fight them the stronger they become. (after 5 posts of battle they gain Jounin Speed/Strength, kage after 15 posts.)

The Terracotta Warriors are only capable of dealing physical blows, and are most resistant to Fire and Water. Coincidentally their biggest weakness is Physical Attacks and Earth Jutsu.

The user that summons the Terracotta warriors must make a minimum of 5 warriors in order to use the jutsu. If a Terracotta Warrior survives a battle, the user may solidify the Terracotta Warrior into a freestanding statue for later use.

Each Terracotta Warrior summoned this way will cost an extra 5 chalkra points on top of the initial 20 points to activate the jutsu.
(Meaning 20 + 5 x (S) = Cost)



Name of Jutsu: Terracotta Recall
Rank of Jutsu: Genin

Description: This jutus is used in response to Rise of the Terracotta. If the user has already paid the cost for Terracotta Warriors, who are now in their solidified state, he may use this jutsu to revive them from their slumber at a far cheaper cost than remaking them. Each Terracotta Warrior revived this way costs 3 chalkra points. Upon revival the Terracotta Warriors return to their Chunin Speed/Strength, and rebuild from there.


Name of Jutsu: Terracotta Reincarnation
Rank of Jutsu: Sannin

Description: The user of this jutsu requires to corpse of a fallen warrior and three posts of concentration. By fusing the clay used in making Terracotta Warriors with the body of the fallen shinobi the user can preserve the body in a Terracotta state; allowing the user to summon it in any hour of need. The Terracotta Reincarnation will have the same weaknesses as the standard warriors. However, the Terracotta Reincarnate will be able to use Physical Attacks, and their Primary Jutsu in battle.

Once the ritual is complete, the fallen shinobi will no longer be human, meaning that they won't be able to be Edo Tensei, and their implants (Byakugan/Sharigan/etc) will be destroyed.


Name of Jutsu: Stone Cold Fortress
Rank of Jutsu: Jounin

Description: The user summons 13 stone spires that shoot out of the ground. The spires stand 50 feet tall, and are as wide as your typical Giant Redwood tree trunk. The spires are summoned in a circular formation (One in the very center, one ring of four spires, outer ring is made of eight spires). After they are summoned, there is a short delay before each spire begins to summon smaller spires that shoot out of the walls of the original 13 spires. Once these spires stop moving the ending result will be a circular forest made up of 13 large, spikey, rock formations that loosely resemble pine trees.

The primary threat of the forest is that the spires can severely injure the enemy while they are in the growing process. However, once the forest has formed it acts as an open fighting terrain, giving Doton users a somewhat home-field advantage.

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PostPosted: Tue May 15, 2012 9:49 pm


Rain Genjutsu

Academy

Aquatic Ambience- The user targets the enemies sense of hearing during the midst of any sort of Rainfall. The moment the user comes into contact with the Rainfall after the genjutsu was activated the enemies hearing will begin to amplify the sound of falling rain. The sound of Rainfall will become louder and louder until thats the only thing that the enemy can hear. This technique is great for concealing the sound of movement, and creating confusion.The only way to escape this genjutsu is by releasing out of it.

Aquatic Tides- The user targets the enemeies sense of sight during the midst of any sort of rainfall. The moment the user looks upon the rain/ water the rainfall will seem to drastically increase until the user is completely submerged in water. While submerged, the targets vision will have a wavy aquatic blur to it, making it extremely difficult to clearly see anything outside a seven foot radius. As an added bonus, the targets movement will feel the resistance of being underwater. The only ways to escape this jutsu is by releasing out of it, or by coming into ontact with another person.

Aquatic Chill- This genjutsu takes effect within the midst of any rainfall, and is activated through a sense of touch. With each passing second the rainfall will get colder and colder. The enemy will begin to see their breath as their body temperature steadily decreases with their surroundings. Overtime the enemies body will begin to feel so cold, that they will start to feel the symptoms of hypothermia, causing coughing, shaking, and decreased//delayed movement. The only way to escape this genjutsu is by releasing from it, or an alternative source of pain.

Aquatic Stench- The genjutsu can only be activated through the midst of rainfall, and only takes effect through the users sense of smell. Almost instantaneously the cool blue waters of the rain will fade to red, and develope the stench of blood. This smell is almost overwhelming to all, and disrupts all clans that use smelling// tracking jutsu. This genjutsu has been known to slightly distort a persons vision. This genjutsu can be escaped only by releasing from it.


Genin


Substituting Rain- This genjutsu takes effect on impact with the user. Once the target is hit by a physical attack he will dispurce into raindrops; thus vanishing completely from sight. After impact the user will reappear within the given radius of the rainfall.

Piercing Waters- The genjutsu can be ctivated only in the midst of any sort of Rainfall. The user concentrates on the enemies sense of touch, making each and every drop of rain feel like a falling senbons. Each raindrop will have the equivalent pain of a pin p***k, making it quite distracting. However, this genjutsu only lasts up to three posts unless Released.

Condescending Puddle- This genjutsu effects the enemy through their sense of sight. Upon the next step the user makes after entering the gentjutsu it will appear as if he splashed through, and sank, into the ground, like a rain puddle. Once sinking through the ground the enemy will begin to sink deeper, and deeper into the floor when in reality they are simply squirming on the ground. The only way to escape the genjutsu is through contact with another person, or if Released.

Storm Cloak- A genjutsu that effects the enemies sense of sight. Within the midst of any sort of rainfall the user is capable of fading into the rain, like camouflage. However, if the user moves while cloaked it will reveal his outline within the rain; giving away his location. Although this jutsu can't be kai'd, it will stop if the rain ceases.


Chunin


Reflecting Pool- A defensive Genjutsu that can leave a devastating mark on the enemy if used correctly. The user creates a spinning shield of water, in the shape of a cylinder, around themselves that is capable of blocking weapons, physical blows, and jutsu of an equivalent rank. However, the illusion part of the jutsu takes place at those who look/attack the shield. By looking at the shield the enemy will see their own reflection. If they hit their own reflection they will feel pain equivalent to their attack, and see scars equal to the damage.

Scalding Rain- This genjutsu takes effect within the midst of rainfall, and takes effect through the sense of touch. Typically rain is suppose to be cool, and refreshing, but after being hit by a single raindrop that is clearly not the case. For each drop of rain will have a hot, scalding feeling that will begin to dehydrate the body. Outside the genjutsu the enemies body temprature will increase, sweat perfusely, and become extremely fatigued. The only way for the enemy to escape this genjutsu is through physical impact by an outside source, or through releasing.

Rain Dance- The genjutsu can only be activated in the midst of rain, and affects the enemy the moment they hear te sound of rain. The sound of Rain becomes seductive, and bordeline exotic, as it entraps the enemy in its bewitching music. Once the hypnotic rhythm of the rain is heard the enemy begins to sway from side to side as they raise their arms out, away from their body almost in a sense of praise. The user can only be freed of the Genjutsu the moment the rain stops, or if they come in contact with another person. However, if the user used Aquatic Ambience is still in effect during the use of this genjutsu than the genjutsu can only be escaped is by escaping the rain.

Demonic Illusions: Phantoms in the Rain- This genjutsu can only be activated within the midst of rainfall, and effects the enemies sense of sight and/or hearing. The enemies surroundings will grow dark, leaving nothing but rain and darkness. The rainfall will then proceed to conjure demonic visons of the enemies greatest fears, as well as traumatic events from their past. Furthermore, the user is alloud to interveine with the enemies illusions, or even attack them mentally within the genjutsu. The only way to escape the genjutsu is through an outside source, or by defeating the castor within the genjjutsu.

Boiling Blood- The user targets the enemies sense of sight/touch. Upon making eye contact with the enemy the target's skin will appear to bubble up like boiling water. On a side note the target will feel a scalding pain throughout his body when in reality their body is just in a cold sweat. Although it can be a useful distraction, the sole purpose of this jutsu is to torture the enemy.


Jounin

Quenching Thirst- An adaptation to the Rain Dance, the genjutsu takes effect in the midst of rainfall, and effects the enemy through their sense of taste. The hypnotic waters of the rain causes the enemy to look to the skies, and open their mouth for a drink of rain water. The moment the first raindrop hits their mouth, the enemy will feel as if they are twenty-feet below the ocean, and begin to feel a drowning sensation. In reality the enemy is just refusing to breath, and will eventually sufficate himself if the proper action isnt taken. The only ways to escape this genjutsu is if the enemy recieves and outside source of oxygen, or if released out of.


Storm Waltz- The illusive sister jutsu to Mirrors of the Rain. The user can only use this jutsu in the midst of rainfall. The user creates a series of mirrors all around his//her opponent. The mirrors cannot be harmed by flames and not destroyed by lightning due to being made of chakra. The user can step into the mirror but instead of having his or her reflection cast on all the mirrors they appear to have vanished. While in here the user can strike similar to demonic ice mirrors, traveling at very high speed. While inside the Mirrors the user will begin to play tricks on the enemies minds by casting not only the users reflection, but also the reflections of the enemy, and their allies. If the enemy attacks their own reflection, or the reflection of an ally, the genjutsu will create an illusion that will reflect that damage onto that target.

Mind Shatter- An illusion designed to affect the users mind. The user can only use this on a restrained target. Once the target is restrained the user will create a mirror from a source of water, showing the target his reflection. Upon seeing his reflection the target will begin to have flashbacks of important moments in their lifetime. Upon having these flashbacks the mirror will begin to crack, and eventually shatter, erasing all of the targets most recent memories. This will leave the target with a sense of Amnesia, that will clear up over the course of five posts. This is a technique used to erase any unwanted memories of spies, and assassins

Watercolor Maelstrom- This genjutsu targets an enemies sense of sight, sound, and touch. This genjutsu can only be used if the enemy is in a source of rainfall. Upon entering the genjutsu the target will start to lose their hearing to the sound of consistent rainfall. Then, with each drop of rain the enemies surroundings will begin to smear, like watercolors, leaving the targets sight extremely distorted. Accordingly as the ground becomes distorted with watercolor, the user will begin to sink into the watercolor, and into an infinite abyss.

Frozen Minefield- The user focuses on the enemies sense of touch, and can only be used on targets either in a source of rain, or a wet target. The user makes a single handsign that sends out a pulse that freezes a source of water into ice. This leaves rain to be perceived as sharp pieces of floating ice, and wet targets to be frozen in place. If frozen the target will begin to feel the symptoms of hypothermia when in reality its just a cold sweat. To escape this genjutsu one must come in physical contact with an outside source.


Sannin


Reflection in the Rain- This is the most reknown genjutsu that the Rain Village can possess, capable of affecting anyone within the rain, and within twenty-five feet of the user casting the genjutsu. The genjutsu takes effect the moment the enemy looks into the rain. After a few breif seconds they will begin to notice a figure, identical to themselves, take shape within the rain. Eventually it will make an exact replica of the enemy, that will match the exact speed//strength of the enemy when the genjutsu activated.

This Reflection clone will be capable of using everything that the enemy knew at the point that the genjutsu was activated. However, when in combat with the original copy the reflective clone will tend to mimic the enemies movements, fighting style, and even their jutsu; just like a reflection.

The only way for the enemy to defeat this genjutsu is to defeat the reflective clone, or by simply releasing out of the Genjutsu itself. However, releasing from the genjutsu will come at a cost, due to the fact that the Reflection will Kai you aswell, leaving you both to fade away with the rain.

Washed Away- This genjutsu takes effect the moment the user feels a source of water touching their skin. With each and every drop of rain that touches the users body they will begin to notice that the outline of their body structure will begin to wash away, like when water is added to paint. The enemy will begin to feel their body wash away into complete nothingness, until there is nothing left standing. However, in reality the enemy encased in this genjutsu is merely standing there in a petrified state. This genjutsu can be escaped by releasing out of the genjutsu. However, you can only release from the genjutsu as long as your hands havent been washed away.
PostPosted: Mon Jun 04, 2012 12:49 am


Ahri Posting Format

[size=18][color=#4973AB][b]_________________[/b] [/color] [color=#236B8E]Hiro Sherudon[/color][/size]
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PostPosted: Sun Jun 24, 2012 3:29 pm


Slime Jutsu

A variant of water jutsu that uses a water that is much more dense than the average water. Although its density is increased it still maintains the physical appearance of water, but with a thickness that can only be related to slime. Inspired by slugs, the slime is used mostly for defense, but has been known to open offensive windows. Although slime is similar to water in many ways, it pays its toll on the average Suiton user. Any attempt at using the slime in a Suiton Technique will cost double the jutsu, but have an increased strength/ durability. One of the many useful attributed of the Slime Technique is that it has a sticky adhesiveness to it, great for slowing down the enemy resistance.

Academy



Slime Pours Technique-A technique used in replenishing Slime Jutsu. The castor concentrates their chalkra on the chemicals within the body in order exhaust toxins. These toxins exhaust through the bodies pours, like sweat, converging with water to make slime.

Slime Conversion Technique- One of the two foundations to Slime jutsu that is relatively easy to learn. The castor focuses their chalkra on a desired target of water and begins to convert it into a useable source of slime. In order to convert the slime the user has to be in contact with the slime.

Slime Substitution- This jutsu activates when the enemy, or a jutsu, comes in contact with the user. Upon contact the user's body will transform into a glob of slime, similar to the physique of the user. Since the slime is extremely adhesive, it will tend to stick to whatever it comes in contact with.

Slime Clone- The user can summon up to 3 slime clones at a time. These clones are only capable of dealing physical damage, and are capable of contorting their figure. Since they are made up of slime, they are extremely durable to taijutsu, and other blunt attacks. Only sharp weaponry, and ninjutsu are effective on these clones.


Genin


Slime Membrane- This is the leading foundation of the slime jutsu. Inspired by the Sand Armor of the Wind Country, the castor coats a transparent layer of slime across the entire body. This slime is capable of of reducing physical blows by absorbing hits, and is capable of reconstructing itself. However, in order to rebuild the Membrane the castor has to consistently channel chalkra into the membrane in order to keep it active.

Protective Slime Barrier- The user makes an open palm fist with their hand and reaches outward in the direction they want to block. The user's slime will sprout from the open palm and proceed to create a circular disk as big as fifteen feet in diameter. This disk is capable of blocking all elemental jutsu of equivalent rank, and can absorb up to chunin rank Doton. Furthermore, the disk is capable of absorbing the blow of projectiles, weapons, and taijutsu.

Slime Puddle- The user makes a single handsign before there body begins to materialize into a slime membrane. Once this occurs the users body will sink into the ground, and appear as if it was an ordinary puddle. After a brief period of time, the user will rise back up from the ground and retake their physical appearance. This is good for concealing ones whereabouts, or a fast pace dodging tactic.

Slime Snare- The user accumulates slime in either their hands, or feet. Then by using either a throwing, or kicking motion the slime is released like a projectile. The impact of the projectile is similar to that of a baseball. Since the slime is extremely adhesive, it makes whatever it hits stick like glue. You can fire up to four shots each time you use this jutsu.


Chunin


Rejuvenating Slime Clone- The user must know how to use Slime clones before using this jutsu. The user is capable of summoning up to 2 of these at a time. These clones acquire all the the attributes of the original Slime Clones along with an extra feature. Now if the slime clone is hit with a sharp blade, or jutsu, the slime membrane will pull itself towards one another, thus mending the clone.

Flowing Syrup Pond- The user spits out high-viscosity, chakra infused slime, aimed at a surface of wide scope. This is a stream of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility. The normal scope of this technique is normally 20 meters, but if prepared, it is also possible to make an entire pond of starch syrup. Being caught in the technique can be avoided by channelling chakra to one's feet allowing one to walk upon it.

Gel Contortionist- The user focuses their chalkra throughout the entire body, softening up the joints in their body. This gives the human body 100% flexibility for a brief period of time (2 Posts). This technique is great for breaking out of tight situations, or holding someone in place.


Jounin


Grand Slime Clone- The user must know how to use Rejuvenating Slime Clone before using this jutsu. The user is capable of summoning 1 clone at a time. This clone acquires all the the attributes of the original Slime Clone, the Rejuvenating Slime Clone, along with an extra feature. Now if a Slime Clone is to be completely cut in two, each half of the Slime Clone will regenerate into two equivalent Slime Clones. This technique can create up to 10 clones. Upon destruction, these clones can group up on a single location and ignite with the equivalence of a depth charge.

Serpents Geyser- The user releases a violent jet of Slime from there mouth through their hand, similar to the phoenix fire sage technique. The force of the serpents geyser is the equivalence to a high pressured hydrant, capable of heavy bruising and cracked ribs.

Gel Golem Defence- The user must learn the Protective Slime Barrier before attempting this jutsu. The user creates a protective orb of slime around themselves that slowly morphs into the shape of a golem equivalent to the size of a fully expanded Akamichi. The golem is completely mobile, and capable of fighting back. However, this jutsu can only last up to three posts.

This Jutsu protects against...
-Sannin: Suiton//Katon
-Jounin: Doton//Fuuton
-Chunin: Raiton


Sannin


Frantic Gel Storm- A widespread jutsu that is capable of disabling an entire enemy in mere seconds. The user summons a storm into any given location. However, the raindrops are made up of the adhesive slime instead of rain, thus coating the entire field with it. This will make the entire area very sticky, thus slowing down most movement. in the area. The area will eventually return to normal after 3 posts.
PostPosted: Sat Jul 21, 2012 5:09 pm


Speed Strength Beta System

Theories/Guidelines

-A General Outline is presented as such [[ Speed= 1.A- 2.B- 3.C // Strength= A-B-C ]]
1. Being the the highest Speed//Strength you can achieve
2. Being your neutral starting point Speed//Strength
3. Being the slowest Speed//Strength you can be decreased to.

The level of ranks, from strongest to weakest, are on a scale of 1-10.

-A Ninja cannot have their Speed/Strenght reduced below a "D." This means that Genin can't get any weaker than what they already are.

-A Ninja cannot have their Speed/Strenght increased above a "SS." This means that Konin can't get any stronger than what they already are.

-Due to the fact that it is not a rank, having the title of Kage is irrelevant when it comes to Speed// Strength Boosts. Instead, the Kage shall keep the Speed // Strength they had upon receiving the title Kage. [[ So if a genin becomes Kage, hes still going to have the boosts of a Genin.]]

The way a battle should work in comparison to the rank of your Speed//Strength:

1. Any two adjacent ranks on the scale [[ Such as A-B or SS-S ]] can combat with one another on a level playing field. However, the lower of the two ranks should//will show signs of fatigue much sooner than the higher ranking ninja.

2. If two ranks are of equivalent to one another then their will no advantage to either player, and the victor shall be relied solely on Role Playing Potential

3. If a ninjas rank excedes the others by two full ranks [[Such as D-B or C-A ]] then the higher ranking ninja should// will hold the advantage in battle when it comes to Speed // Strength.

Note: These rules should act as rough guidelines for when you Roleplay, not a finalized judgement. This system is simply here to show what should happen to your Roleplay character in comparison to anothers. Remember, Speed// Strength are only two of the principles in battle. The other two are your jutsus, and your creative writing.




Classes/Boosts

Ninjutsu
Academy/Genin- Speed = C-D-D / Strength = C-D-D
Chunin- Speed= B-C-D / Strength = B-C-D
Special Jonin/ Oinin- Speed= A-B-C/ Strengh= A-B-C
Jounin/ANBU- Speed= S-A-B / Strength = S-A-B
Sannin- Speed= SS-S-A / Strength = SS-S-A
Konin- Speed= SS-SS-S/ Strength = SS-SS-S

Genjutsu
Academy/Genin- Speed = D-D-D / Strength = D-D-D
Chunin- Speed= B-C-D / Strength = C-D-D
Special Jonin/ Oinin- Speed= B-C-D/ Strengh= B-C-D
Jounin/ANBU- Speed= A-B-C / Strength = B-C-D
Sannin- Speed= A-B-C / Strength = A-B-C
Konin- Speed= S-A-B/ Strength = A-B-C

Taijutsu
Academy/Genin- Speed = B-C-D / Strength = B-C-D
Chunin- Speed= A-B-C / Strength = A-B-C
Special Jonin/ Oinin- Speed= B-C-D/ Strengh= B-C-D
Jounin/ANBU- Speed= A-B-C / Strength = B-C-D
Sannin- Speed= A-B-C / Strength = A-B-C
Konin- Speed= SS-SS-B/ Strength = A-B-C

Cappey-San

Aged Gekko

9,350 Points
  • Bidding War 100
  • Olympian 200
  • Medalist 100

Cappey-San

Aged Gekko

9,350 Points
  • Bidding War 100
  • Olympian 200
  • Medalist 100
PostPosted: Sat Jul 21, 2012 6:31 pm


Ninjutsu
Academy/Genin- Speed = 02-01-01 / Strength = 02-01-01
Chunin- Speed= 03-02-01 / Strength = 03-02-01
Special Jonin/ Oinin- Speed= 04-03-02/ Strengh= 04-03-02
Jounin/ANBU- Speed= 06-05-03 / Strength = 06-05-03
Sannin- Speed= 09-07-04 / Strength = 09-07-04
Konin- Speed= 13-10-05/ Strength = 13-10-05


-0-0-0--0--0---10

-0-0--0--0---0----13

-0--0---0----0-----15
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