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 Suna Bloodline/Clan Contest

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Shikamaru
Do i have to?
Do i have to?

Posts: 857
Join date: 2011-03-16
Age: 28
Location: ...chained to my computer.

PostSubject: Suna Bloodline/Clan Contest   Wed Dec 28, 2011 9:42 pm


So here is my contest for Dec-Jan. What I would like to see is for you the players to create a bloodline or clan, preferably clan, for Sunagakure to be added to the general list for players to play.

I would like to see a detailed history for the clan/bloodline, also a household information("whos the head of the house" for an NPC to be created and added to the server), the abilities that the clan/bloodline would have, specific techniques for the clan/bloodline, and then I want to see you create a bio for a genin of this clan/bloodline.

I do not do this often so this is one of my "huge" contests. This will run till the end of January so you have a little over a month to create this new clan/bloodline and genin.



Prizes:
1st Place- The Genin bio that is created for this contest will be paid for in full and the player can create the character, their clan/bloodline will be added to the list of available clans and bloodlines and will have the options of making it public or private. (Private requiring permission from the creator to make a character with that clan)

2nd Place- The Genin bio that is created for this contest will be half off of the price of the clan to create the character, their clan/bloodline will be added to the list of available clans and bloodlines and will have the options of making it public or private. (Private requiring permission from the creator to make a character with that clan)

3rd Place- The third place winner will be given 50 tokens for their submission but the clan and bloodline will not be added at the time of the contest. The player can resubmitt the clan or bloodline to the staff for addition to the server if they so choose but only two clans or bloodlines will be added to Sunagakure for this contest.

Other Entries- Other "serious" entries will be awarded 15 tokens for their submissions. Do not slap something together to just get these tokens. Please don't waste my time or yours submitting a half made clan or bloodline for just tokens, I will not pay you.


NOTE: Please note that if the clan/bloodline needs any balancing the staff will do so at the end of the contest. Not all submissions will be made into clans or bloodlines for the server. If only one person turns in a submission than unless that one submission is really good it is not likely that the clanbloodline will be added and an alternate prize of 50 tokens will be handed out.
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DM Rin
Advanced Genin
Advanced Genin

Posts: 84
Join date: 2011-09-04
Age: 17
Location: Tennessee

PostSubject: Re: Suna Bloodline/Clan Contest   Fri Dec 30, 2011 11:58 pm

Alright you may have to work with me on the spelling and grammar and punctuation and stuff like that.. But all in all, I am very proud of how this turned out and I hope you are to.. so here it is.

Kurukaze
(100/150/200 Tokens)

Wind Winding
Sunagakure

The Kurukaze are cunning, but are also often oblivious, which causes others to misunderstand them. According to most, they house an innate rage and bloodlust, and will relish at the opportunity to kill anyone in sight. But, they also have a strong desire to protect themselves and others they care about. A Kurukaze does not hesitate to enter a fight, they know they can win. But will stand down, or often flee, if necessary if they feel their lives are in danger. Getting close to a member of the Kurukaze is tough, they are a group of loaners and isolators, but if you do manage to get close enough to one of them, they are heartless and compassionate towards you.

Most of the Kurukaze tend to end up with someone they feel can strengthen there bloodlines powers, and some males of the clan can be found intermingling with multiple females of different clans to find one that will be a more successful heir to their line. Whenever the clan head dies, a tournament is held to see who will be the successor. Young Kurukaze ranging from the age of 15 to 25 fight to the death in most cases to prove their worth and take over as head of the clan. Because of the brutality of this tournament there are often a multitude of medical shinobi kept on hand at the orders of the Kazekage. Though this was a more recent addition. Before the medical shinobi were kept on standby, many of the contestants were maimed and ripped apart, and this is still a regular occurrence. Any survivors of the competition are shunned by their families and labeled as outcasts, as well as leaving a specific marking/tattoo on their face as a mark of shame. This tradition was to be ended when the Kazekage assigned the medical shinobi, but some lines still abide by it. Those that have abided by these rules often send the outcast of to fend for themselves, and many end up as Missing Ninja.

The Kurukaze have a natural affinity for the wind element, and they use this to manipulate other elements around them. For instance a Kurukaze that has practiced in the manipulation of water may be able to use his wind chakra to make a bowl to drink from, or a Kurukaze with practice in the manipulation of fire, may be able to extinguish or even strengthen a flame. Due to their abilities, the Kazekage finds them to be a valuable support asset and will often pair them with someone of an element they can manipulate. The Kurukaze can use this ability in a defensive or offensive manner. Though dangerous alone, they are more dangerous in pairs, even more so when its with another Kurukaze. Though, they also have an insatiable bloodlust, a spar may end with bloodshed, even if unintentional.

House Standings
Clan Head: Yui Kurukaze (age: 21, DOB: Feb 3)
Clan Head's Husband/Wife: Rihito Kurukaze (age: 24, DOB: May 21)
Clan Head's Offspring: Hatomi Kurukaze (age: 2, DOB: Dec 17)

Other Significant Known Clan Members
Yasue Kurukaze (age: 66, DOB: March 1)
Yoshiro Kurukaze (age: 29, DOB: July 23)
Kotoe Kurukaze (age: 49, DOB: Dec 16)
Mine Kurukaze (age: 49, DOB: July 17)
Hideo Kurukaze (age: 34, DOB: Aug 1)
Kazuteru Kurukaze (age: 16, DOB: Feb 8 )

Known Significant Outcasts of the Clan
Saburo Kurukaze (age: 17, DOB: Oct 23)
Kaisei Kurukaze (age: 24, DOB: Jan 25)
Mitsuo Kurukaze (age: 25, DOB: March 25)
Naho Kurukaze (age: 59, DOB: Jan 7)
Kimiho Kurukaze (age: 18, DOB: Nov 30)

(Note: A Kurukaze, when picking a new element does not choose new elements, rather they choose a new type of elemental manipulation. With this, rather than be able to form the element themselves they instead use wind to move the element in the desired fashion.)

(Note for the Note: When choosing an elemental manipulation, You can choose ANY element including custom elements or combination elements, like sand or blood, choosing one of these elements must be agreed upon by the DM team, and may cost you tokens)


Wind Affinity
Level 0 - 14 = -1 CP on Wind Techniques, +3 to Learning wind Techniques
Level 15 - 24 = -2 CP on Wind Techniques, +6 to Learning wind Techniques
Level 24 - 34 = -3 CP on Wind Techniques, +9 to Learning wind Techniques
Level 35 - 40 = -4 CP on Wind Techniques, +12 to Learning wind Techniques

Bloodlust
At the beginning of a fight/spar the Kurukaze picks X numbers in a range of 1-20 and at the beginning of each round rolls a 1d20, if one of these numbers is rolled, the Kurukaze enters a state of bloodlust. The Kurukaze does not roll if HP drops below Deactivation area.
Level 0 - 14 = 2 numbers, Bloodlust gives +3 attack, -3 defense, and loses the friend or foe indication. Deactivates at 1/2 HP
Level 15 - 24 = 2 numbers, Bloodlust gives +3 attack, - 2 defense, and loses friend or foe indication. Deactivates at 1/2 HP
Level 24 - 34 = 3 numbers, Bloodlust gives +4 attack, -2 defense, and loses friend or foe indication. Deactivates at 1/3 HP
Level 35 - 40 = 4 numbers, Bloodlust gives +4 attack, -0 defense, and rolls a 1d4 to determine whether or not friends are foes. (1-2 foe, 3-4 friend) Deactivates at 1/3 HP

Bloodline

E Rank
Fuuton: Minor Wind Terror
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
Rp Description: The Kurukaze sends out a small wave of wind that slashes at an opponent.
PvP Effect: 1d4+1 damage
Special Note: Learned on Creation

D Rank
Fuuton: Wind Terror Fist
Type: Ninjutsu
Rank: D
Chakra Cost: 3
Rp Description: The Kurukaze closes into close quarters and shoots a burst of wind from there fist.
PvP Effect: Taijutsu Rank damage + 1d4, Rolled with WIS
Special Note: Can be used to counter, if used to counter deals 1d4 damage

C Rank
Fuuton: Wind Terror
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
Rp Description: The Kurukaze sends out a large wave of wind that slashes and maims at an opponent.
PvP Effect: 2d6 damage, undodgable

B Rank
Fuuton: Wind Terror Explosion
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
Rp Description: The Kurukaze creates a mass of air around them that compresses the pressure to the point of an outward burst, or shockwave.
PvP Effect: 2d8+1d6 damage and one round stun.

A Rank
Fuuton: Wind Terror Storm
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: The Kurukaze sends out a series of small waves of wind, that either strike at multiple targets or home into one target.
PvP Effect: 2d10+1d6 to one target, or 1d10 + 1d4 to 1d4/2 +1 targets

S Rank
Fuuton: Great Wind Terror of the Dragon
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 17
RP Description: The Kurukaze sends out a massive gust of wind that forms into a tornado, that begins sucking up everything nearby.
PvP Effect: 3d10 damage and the tornado last for 1d4 rounds, and everyone participating in the fight must make a STR roll to keep their footing or be sucked into the tornado every round the tornado is active. Those that are sucked into the tornado take 1d6 damage for the duration of the tornado.

-----------------------------------------------------------------------------------

Wind Stratagem
(Extra 100 Tokens)

Some Kurukaze have become masters of manipulating their chosen element and use it to create specific uses for their power
(Note: Must be able to manipulate at least one different element before purchase)

Kurukaze creates: 4 D-ranks, 3 C-ranks, 3 B-ranks, 2 A-ranks, and 1 S-rank relating to the element that they can manipulate or the Wind element
Level 0 - 14 = Invalid Purchase
Level 15 - 24 = +2 to countering Wind or the manipulated element(s)
Level 24 - 34 = +3 to countering Wind or the manipulated element(s)
Level 35 - 40 = +4 to countering Wind or the manipulated element(s)

--------------------------------------------------------------------------------------------------------------------------------------------






First Name - Takeshi
Last Name - Kurukaze
Nickname - N/A
Gender - Male
Age - 19
DOB - July 9
Height - 5' 6"
Weight - 113 lbs
Village - Sunagakure

--------------------------------------------------------------------------------

Body Appearance

Hair Color - Black
Hair length - Short
Eye Color - Emerald
Skin Color - lightly Tanned
Body Shape - Thin, but Fit
Tattoo's - Marking on the side of his face

--------------------------------------------------------------------------------

Other Information

Likes - The night, a cool summer breeze, taking walks
Dislikes - Most things, though he won't tell you that.
Parents - Shungo Kurukaze (father), Mikiko Kurukaze (mother)
Siblings - Keizou Kurukaze
Children - N/A
Sexual Orientation - Heterosexual
Partner - None

--------------------------------------------------------------------------------

Ninja Information

Elements - Wind
Main Focus - Ninjutsu
Sensei - N/A
Squad - N/A
Specialty - N/A
Rank - Genin

--------------------------------------------------------------------------------

Known Jutsu

Academy Jutsu
Spoiler:
 

E-Rank
Spoiler:
 

D-Rank
C-Rank
B-Rank
A-Rank
S-Rank

--------------------------------------------------------------------------------

Special Abilities

Kurukaze

Wind Affinity
Level 0 - 14 = -1 CP on Wind Techniques, +3 to Learning wind Techniques
Level 15 - 24 = -2 CP on Wind Techniques, +6 to Learning wind Techniques
Level 24 - 34 = -3 CP on Wind Techniques, +9 to Learning wind Techniques
Level 35 - 40 = -4 CP on Wind Techniques, +12 to Learning wind Techniques

Bloodlust
At the beginning of a fight the Kurukaze picks X numbers in a range of 1-20 and at the beginning of each round rolls a 1d20, if one of these numbers is rolled, the Kurukaze enters a state of bloodlust. The Kurukaze does not roll if HP drops below Deactivation area.
Level 0 - 14 = 2 numbers, Bloodlust gives +3 attack, -3 defense, and loses the friend or foe indication. Deactivates at 1/2 HP
Level 15 - 24 = 2 numbers, Bloodlust gives +3 attack, - 2 defense, and loses friend or foe indication. Deactivates at 1/2 HP
Level 24 - 34 = 3 numbers, Bloodlust gives +4 attack, -2 defense, and loses friend or foe indication. Deactivates at 1/3 HP
Level 35 - 40 = 4 numbers, Bloodlust gives +4 attack, -0 defense, and rolls a 1d4 to determine wether or not friends are foes. (1-2 foe, 3-4 friend) Deactivates at 1/3 HP


Biography
Takeshi Kurukaze is your average Kurukaze male, stuck up and a loner. He had no care in the world but would always do what his parents told him to do, which was usually chores or going to the market to get something. When he turned ten his father made him undergo vigorous training of his element, and was applied to the academy. After that, that’s all that his parents wanted him to do, was train, and become stronger. Which he did for a while, no questions asked. After about a year in, he asked his father why it was necessary for him to train so much. His father, then explained to him that the reason he was to train, was to become the next clan head. The current head getting old, and not expecting to live much longer. After the dispute he got into with his father about not wanting to be clan head, he didn't train as much. His father wanted him to be clan head? That was a joke, he was only 11... Years passed and he was nearing his 16th birthday when it happened.. The clan head finally died. At first he thought nothing of it. Just another death in a long line of the clan... Until he got home, where his dad was waiting for him. His dad, told him that tomorrow there was the tournament and he better get a good night’s sleep so he will be prepared. He didn't sleep much that night... He was too worried about what the day before him had in store...

Just as he felt like he fell asleep he was awaked by the glare of his father’s hardened face. He yanked him up by the collar forcing him to stand, telling him he had one hour to get ready and then they were off... He prepared himself reluctantly and sleepily... He followed his father out into western wind country, where they were met by a group of about 5 or six kids his age and a few others. He watched as they seemed either incredibly pumped up or incredibly scared... He wasn't sure what was going to happen... Then the clan head's wife showed up, Yasue Kurukaze... everyone knew the name... She was a talented shinobi during her time, but was too young to participate in the last tournament to see who was the next clan head... She didn't seem angry, upset, happy.. there was no sign of any emotion on her face... moments later a few high ranking medical shinobi and doctors came too... That’s when his life begun turning upside down…

The first match begins, it was Yui Kurukaze vs. Shinri Kurukaze.. It was quiet for a moment, the two just starting each other down. Shinri made the first move sending a burst of air at Yui sending her flying backwards. She landed on her back, unmoving. Shinri quickly adapted into his cocky attitude approaching her motionless body, cracking slanderous remarks. His gloating was short lived however, as when he got to where he was standing directly over her body, he was struck with a Wind Terror Fist, sending him into the air, and was followed by Wind Terror Storm, ripping him to pieces… he didn’t stand a chance.. he was caught completely off guard. Blood and gore rained from the sky, and the only response that was made from Yui was a diabolic grin, and as the blood showered over her… Nobody said anything.. They all just stood there, including the medical shinobi. They knew at that point there was nothing they could do…

They cleared away what little was left of his body to prepare for the next fight. Which the next fight was Takeshi Kurukaze vs. Kaoru Kurukaze. Takeshi was scared.. He’d never been scared in his entire life… until now. He just stood there, but after that last fight his opponent must of felt the same way since he was visibly trembling. They both stood for what seemed like an eternity. Kaoru was the first one to react, which may have been out of desperation. He sent an air wave at Takeshi. Who subconsciously sent one back at him that was more structured which ripped through his opponent’s air wave and cut open his arm… Takeshi watched the damaged he just caused and grinned, he was beginning to enjoy himself.. he wasn’t sure why, but he was. He liked causing pain.. He wanted to cause more pain.. He sent wave after wave at Kaoru, hitting him repeatedly letting this newfound feeling take over. Kaoru took blow after blow… Blood splashing the ground about him… Even after he fell to his knees and was bleeding out, already unconscious. Takeshi continued sending wave after wave… each slicing into him a little deeper. It took one of the medical shinobi tackling him to the ground to stop him…

He regained his senses near the end of the tournament preparing for his next fight… They had gone through 2 or 3 more fights… which he had no recollection of…. He couldn’t even remember the end of his own fight. His next challenger... was Yui Kurukaze… He knew her combat capabilities… This wasn’t going to be an easy fight… He was even exhausted, he used up to much chakra in his last fight… between that and not sleeping the night before... he didn’t stand a chance… He decided he would try to forfeit the match... maybe get away unscathed. He walked out into the battlefield, hoping to talk things out with her. As he approached her however he was greeted with a Wind Terror, knocking him to the ground…. He was bleeding… a lot, he knew without even checking… his vision was blurring… and he was quickly losing consciousness… Thinking… This is the day I die…

He awoke laying in a hospital bed a week later… An aching feeling all across his chest… He swung his legs over the bed… He was the only one in the room, all by himself. He Looked around the room, and then unraveled the bandaging around his chest… He had a scar running from the top of his left shoulder down across his chest. He rubbed his hand down the scar… He couldn’t believe he survived… only he didn’t know what was to come next… As he walked out of the hospital building, and back to the compound, he was stopped at the gate, by a hooded man. The man pulled down his hood, and was revealed to be his father… He told him to follow as they walked back out the Western Wind country once again… though this time he was not sure why. His father explained why they were out there, what it was that had to be done…. His father immediately cut into his face causing the mark of the outcast to form on the left side of his face, running from his hair line, down to his jaw… His father told him he was never allowed to return to the compound, and was unwelcome there…

That was a little more than 3 years ago, the only time Takeshi spent in the village was why he attended the academy. He figured the farther he was from the compound the better… He was a Genin now, and with any luck… will never have to deal with any of the Kurukaze for a while…

Mark of the Outcast


Last edited by ShadowHeart on Sun Jan 01, 2012 12:01 am; edited 1 time in total (Reason for editing : Fixed some spacing and spelling errors I missed)
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Sir_gets_killed_alot
Academy Student
Academy Student

Posts: 40
Join date: 2011-11-13
Age: 17
Location: Nashville, Tennessee

PostSubject: Re: Suna Bloodline/Clan Contest   Sun Jan 15, 2012 5:12 am

Sunagakure Bloodline: The Hanashti
Token Cost: (100-200 tokens)

The Hanashti are a group of wandering nomads throughout Wind Country. They do not have a permanent residence, but follow the winds. Though they do not settle down at any one particular place, they are not lacking in social structure. Their pyramid of authority is very complex, having family name, skill, and accomplishments changing one’s social standing. The heads of the community are the elders. Elders are not necessarily determined by age, but more by accomplishments. A 25 year old can be an elder if he has the adequate social standing as well as strong control over his element. The elders act as both the guardians and guidance for their fellow nomads.

The centuries their people have spent wandering allow them to settle in and out of their temporary homes in an hour’s notice. This is vital for their survival, as there is not much to eat in Wind Country. The easiest way to identify a Hanashti nomad is that they have amber eyes, as well as being made of sand. The constant survival in the Wind Country has infused the elements of sand into their DNA structure. They have a polymorphic-like ability, and their skin can take on a normal appearance should they wish it. It can also change into the appearance of anything they wish. They also wear robes akin to monk attire to cover their bodies, allowing them to use their abilities without harassment.

Their ability to change their appearance makes them masters of disguise. It has also helped them remain outcasts from their own village. Their strange ability makes them untrustworthy, as someone else won’t even know if what you look like is your real form. However, as long as they take up a good disguise, Suna won’t know a Hanashti from any other ninja as long as they don’t use their abilities.

(Special Note: The Hanashti start out with Wind, Earth, and Sand elements. They may not learn any other elements.)

Tribal Elders
Endo Hanashti (43 years old, Male)
Junko Hanashti (36 years old, Male)
Akiko Hanashti (27 years old, Female)
Yoshio Hanashti (59 years old, Male)
Noboru Hanashti (19 years old, Male)
Ueda Hanashti (24 years old, Male)
Reiko Hanashti (45 years old, Female)
Masaso Hanashti (32 years old, Male)

---------------------------------------------------------------------

Natural Affinity
Having spent their entire lives in sand, they have become one with it. They can control it on levels as finite as moving a single grain. This minute-control allows them to carry more sand than normal on their bodies.
Level 0 – 14 = +2 Sand Counters
Level 15 – 24 = +4 Sand Counters
Level 25 – 34 = +6 Sand Counters
Level 35 – 40 = +8 Sand Counters

Natural Camouflage
Their ability to change their body at will to look like anything they desire puts them on a whole new level when it comes to hiding in plain sight. The Academy Jutsu, Henge, has a similar effect but is still not as solid. Their change in forms is so accurate that few can tell them apart from the originals.
Level 0 – 14 = +10 to defensive Hide rolls using the Henge technique
Level 15 – 24 = +20 to defensive Hide rolls using the Henge technique
Level 25 – 34 = +30 to defensive Hide rolls using the Henge technique
Level 35 – 40 = +40 to defensive Hide rolls using the Henge technique

Body of Sand
Due to having the elements of sand infused with their DNA, the Hanashti’s bodies are made of sand. They undergo the same sand counter rules, but they can use the sand from their own bodies to replenish their sand counters.
Level 0 – 14 = -2 to Health points, +1 to Sand Counters
Level 15 – 24 = -1 to Health points, +1 to Sand Counters
Level 25 – 34 = -1 to Health points, +2 to Sand Counters
Level 35 – 40 = -1 to Health points, +3 to Sand Counters

(Special Note: Body of Sand abilities are counted as a free action, and can be done whenever for any number of times. Damage resistance is ignored.)

Bloodline Jutsu

-- E Rank --

Suna: Sand Bullet
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
Sand Counters Cost: 1
RP: The user collects a small amount of sand in their palm, then hardens it into a sphere. They hold out their palm and shoot it with chakra at their opponent.
PvP: Deals 1d6 damage.
Special Note:
Teaching/Learning: Gained on Creation

-- D Rank --

Suna: Sand Lance
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 4
Sand Counters Cost: 2
RP: The user slams their hands into the ground, sending their sand beneath it. It then shoots out of the ground in front of their opponent in a lance-like form, aiming to spear them in the chest.
PvP: Deals 2d4 damage.
Special Note:
Teaching/Learning: Gained on Creation

-- C Rank --

Suna: Sand Scimitar
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
Sand Counters Cost: 3
RP: The user gathers a decent amount of sand in their hands, then forms a curved blade with it. The blade is made entirely of sand, but it is hardened to the point that it is the same strength as steel.
PvP: The user deals 2d6 Kenjutsu damage for 1d6 rounds.
Special Note: Sand Scimitar attacks are rolled with WIS.
Teaching/Learning: Gate System - C Rank

-- B Rank --

Suna: Sand Missile
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 7
Sand Counters Cost: 4
RP: The user gathers a large amount of sand in their hands, then propels it at high speeds towards their opponent. The sand hardens in midair, then explodes into jagged sand grits that tear away at the opponent.
PvP: Deals 2d8 damage, +1d4 damage over 1d4 rounds.
Special Note: Area of Effect attack, everyone within melee distance of target is effected.
Teaching/Learning: Gate System - B Rank

-- A Rank --

Suna: Crushing Columns of Sand
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 10
Sand Counters Cost: 5
RP: The user sends a wave of sand at their opponents, and it forms a circle around them. The circle then grows into a hollow column of sand, before crushing in on itself, also crushing the opponent inside.
PvP: Deals 3d6 damage, over 1d4 rounds.
Special Note: Area of Effect, up to 4 targets are caught in the column. The targets must be close together.
Teaching/Learning: Gate System - A Rank

-- S Rank --

Suna: Endless Grit Barrage
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 12
Sand Counters Cost: 6
RP: The user forms a dome of sand around their target, trapping them inside. Once inside, the sand on the inside of the dome shifts and grinds itself into sharp particle. The particles then shoot across from wall to wall, slicing the opponent to shreds.
PvP: Deals 6d4 damage, over 1d4 + 2 rounds.
Special Note: Area of Effect, up to 3 targets are caught in the dome. The targets must be close together.
Teaching/Learning: Gate System - S Rank

(Special Note: 1 of each - D, C, B, A, and S rank sand jutsu can be player made. The player made jutsu list must be submitted to the DMs for approval.)

----------------------------------------------------------------------------

Lifestyle Element (50 Tokens)
Living in the sand for so long has brought them to a new level of understanding of Earth, Wind, and Sand.
Level 0 - 14 = -1 CP on Wind, Earth, and Sand Techniques, +1d4 to Clan Technique Damage
Level 15 - 24 = -2 CP on Wind, Earth, and Sand Techniques, +1d6 to Clan Technique Damage
Level 24 - 34 = -3 CP on Wind, Earth, and Sand Techniques, +2d4 to Clan Technique Damage
Level 35 - 40 = -4 CP on Wind, Earth, and Sand Techniques, +1d10 to Clan Technique Damage

Sand Armor (50 Tokens)
The sand on the outside of their skin hardens to a near-iron like density. This allows them to take more hits for less punishment.
Level 0 - 14 = +1 Damage Resistance
Level 15 - 24 = +2 Damage Resistance
Level 24 - 34 = +4 Damage Resistance
Level 35 - 40 = +6 Damage Resistance

------------------------------------------------------------------------------





First Name - Yuri
Last Name - Hanashti
Nickname - N/A
Gender - Female
Age - 16
DOB - June 4
Height - 5' 5"
Weight - 108 lbs
Village - Sunagakure

--------------------------------------------------------------------------------

Body Appearance

Hair Color - Dark Brown
Hair length - Medium
Eye Color - Amber
Skin Color - Tan
Body Shape - Thin
Tattoo's - N/A

--------------------------------------------------------------------------------

Other Information

Likes - Windy nights, acceptance, getting what she wants
Dislikes - Uncaring people, Bossy people
Parents - Mayeko Hanashti (father), Reiko Hanashti (mother)
Siblings - N/A
Children - N/A
Sexual Orientation - Heterosexual
Partner - None
Nindo - "If you don't like who you are, you can just become someone else..."

--------------------------------------------------------------------------------

Ninja Information

Elements - Wind, Earth, Sand
Main Focus - Ninjutsu
Sensei - N/A
Squad - N/A
Specialty - N/A
Rank - Genin

--------------------------------------------------------------------------------

Known Jutsu

-- E Rank --

Suna: Sand Bullet
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
Sand Counters Cost: 1
RP: The user collects a small amount of sand in their palm, then hardens it into a sphere. They hold out their palm and shoot it with chakra at their opponent.
PvP: Deals 1d6 damage.
Special Note:
Teaching/Learning: Gained on Creation

Fuuton: Minor Gust
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a few basic hand signs the user blows a short gust of wind at an opponent
PvP Effect: 1d4 damage
Special Note: Hijutsu offered to all wind element academy students of every village
Teaching/Learning: Only available if wind is your first element

Fuuton: Gentle Breeze
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The user performs a ram hand seal and blows a soft burst of wind
PvP Effect: 2 Damage to 1d4 Targets
Special Note: Hijutsu offered to all wind element academy students of every village
Teaching/Learning: Only available if wind is your first element

Doton: Dirt Path
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: With a few basic hand signs the user kicks a cloud of dirt, grass and mud at an opponent
PVP Effect: 1d4 damage
Special Note: Hijutsu available to all earth element academy students of every village
Teaching/Learning: Only available if earth is your first element

Doton: Mud slab
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a basic sign sequence, the user creates a small bit of mud under their opponent
PVP Effect: -1 to target for their next roll
Special Note: Hijutsu available to all earth element academy students of every village
Teaching/Learning: Only available if earth is your first element

-- D Rank --

Suna: Sand Lance
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 4
Sand Counters Cost: 2
RP: The user slams their hands into the ground, sending their sand beneath it. It then shoots out of the ground in front of their opponent in a lance-like form, aiming to spear them in the chest.
PvP: Deals 2d4 damage.
Special Note:
Teaching/Learning: Gained on Creation

--------------------------------------------------------------------------------

Natural Affinity
Having spent their entire lives in sand, they have become one with it. They can control it on levels as finite as moving a single grain. This minute-control allows them to carry more sand than normal on their bodies.
Level 0 – 14 = +2 Sand Counters
Level 15 – 24 = +4 Sand Counters
Level 25 – 34 = +6 Sand Counters
Level 35 – 40 = +8 Sand Counters

Natural Camouflage
Their ability to change their body at will to look like anything they desire puts them on a whole new level when it comes to hiding in plain sight. The Academy Jutsu, Henge, has a similar effect but is still not as solid. Their change in forms is so accurate that few can tell them apart from the originals.
Level 0 – 14 = +10 to defensive Hide rolls using the Henge technique
Level 15 – 24 = +20 to defensive Hide rolls using the Henge technique
Level 25 – 34 = +30 to defensive Hide rolls using the Henge technique
Level 35 – 40 = +40 to defensive Hide rolls using the Henge technique

Body of Sand
Due to having the elements of sand infused with their DNA, the Hanashti’s bodies are made of sand. They undergo the same sand counter rules, but they can use the sand from their own bodies to replenish their sand counters.
Level 0 – 14 = -2 to Health points, +1 to Sand Counters
Level 15 – 24 = -1 to Health points, +1 to Sand Counters
Level 25 – 34 = -1 to Health points, +2 to Sand Counters
Level 35 – 40 = -1 to Health points, +3 to Sand Counters

-----------------------------------------------------------------------------

Yuri is the daughter of a village Elder. This has made her whole life different from all the other girls. While her friends got to wander about Suna and play, she had to train to become the successor of her mother. Her mother was a kind woman on the outside, but she was very strict with her daughter. She made her daughter work on her control of sand, along with her shifting techniques. The rule inside the village was that you were not to shift into the form of another village member, or you would face exile. Yuri, being rather rebellious, has broken that rule once or twice.

Yuri’s mother worked her hard, constantly sending her out on village missions to prove her strength. Added to the constant stress of the missions, Yuri suffered endless hours of studying proper manners and general schooling. She wasn’t a daughter, anymore. She was a successor. She began to loathe her treatment at home, and started getting into trouble. She was using her powers to cause mischief, along with failing missions intentionally to make her mother look bad. Her mother eventually gave up on her daughter, trying only to keep hold of her status as an Elder.

Angry at her sudden isolation along with being virtually cut off from her family, Yuri fled. She ran into the desert, far away from her ever-moving home. No need for water, she simply wandered. A total of 38 days passed before she came across the Hidden Village of Sand. She waited another day, camped outside the village, watching. When she saw an unsuspecting girl about her age go back out of the village, like she regularly did, Yuri killed her. She buried the body after taking its form.

Her family was the only thing she had, and they had turned on her, all for social standing. Unforgivable, she said. She walked into the village, and was practically directed back to the house of a family of 4: a mom, dad, and a little sister. They took her back in like she was their own, because she was, now. She goes by Miyako now, and is a Genin in Suna. She did her best to forget her past life, but every time she came across the desert, she felt the sad pang in her heart of her real home. Since she left, she never saw the Hanashti Nomads again.



-The Hidden Village of Sand-


Last edited by Sir_gets_killed_alot on Wed Feb 01, 2012 4:21 am; edited 1 time in total
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DM Kisame
Legend
Legend

Posts: 1116
Join date: 2011-03-21
Age: 22

PostSubject: Re: Suna Bloodline/Clan Contest   Sun Jan 15, 2012 2:31 pm

Hoshiki Clan
(150 Tokens)

Wishing Star Jutsu
Sand

The Hoshiki clan started out as nomadic gypsies from the Land of Bears, the land of the Hidden Star shinobi were most of the clan got it's shinobi roots. They wandered through countries, performing song and dance, fortune telling, and other mystic arts that were deemed supernatural by shinobi standards. These were just hat tricks to cover up their family's bloodline limit which spawned from over-exposure to the Radiant Star in Bear Country, which allowed illusion creation on a higher level.

The clan hadnt always been a peaceful group as they could use their jutsu for malevolent purposes. Their ability to make a person's deepest desires come true also had the dual property of taking their worst nightmares and making them a weapon for the Hoshiki to use against them.

Years of evolution and refining had made their jutsu a more stable practice, and upon entering Wind Country, they were offered a place as Sunagakure residents with the promise of economic prosperity and trade that would enhance the nation and their own lives. The clan heads of the Hoshiki saw this as a prime opportunity to join up with the Sand nation and have a place to employ their jutsu for more profitable gains. While the clan's secret jutsu techniques relied on knowing the target through conversation and empathic understanding, their bloodline limit was a feared one as it was spawned from over-exposure to radioactive material in the ancestors of the people. It had deadly side-effects on the person who could use it, but those who could adapt and overcome the physical drain of the "curse of the wishing star" were able to bend reality with the power of a wishing star.

Wish-Filled Genjutsu: The Family's secret technique of giving Yin chakra illusions a minor dosage of yang chakra to make them semi-physical for a period of time was one of their talents. This was also paired with an increased ability to understand their target's minds.

Deadly Wishes
-RPly has the ability to read a person's mind and react to Thought Bubble emotes ICly, but no telepathy-
Level 0 - 14 = Can use E and D Rank Genjutsu as Ninjutsu Effects [See chart below]
Level 15 - 24 = Can use E, D, and C Rank Genjutsu as Ninjutsu Effects [See chart below] +1 to Rolls with Genjutsu [Attack/Defense]
Level 24 - 34 = Can use E, D, C, B, and A Rank Genjutsu as Ninjutsu Effects [See chart below] +2 to Rolls with Genjutsu [Attack/Defense]
Level 35 - 40 = Can use E, D, C, B, A, and S Rank Genjutsu as Ninjutsu Effects [See chart below]. +3 to Rolls with Genjutsu [Attack/Defense]

Ninjutsu-Effects Chart
-This over-writes the PvP Effects of a Genjutsu you're using.. it doesnt add to them-
E - Illusion does 1d4 Damage
D - Illusion does 1d10 Damage
C - Illusion does either; 2d6 Damage to 2 Targets, or 3d4 Damage to 1 Target.
B - Illusion does either; 1d20 Damage to 4 Targets, 2d10 Damge to 2 Targets, or 5d4 Damage to 1 Target
A - Illusion does either; 3d10 Damage to 4 Targets, 4d6+1d4 Damge to 2 Targets, or 1d20+1d6+1d4 Damage to 1 Target
S - Illusion does either; 1d20+2d10 Damage to 4 Targets, 4d10 Damge to 2 Targets, or 10d4 Damage to 1 Target

Curse of the Wishing Star: The Curse is awakened by select members of the clan at random, but some feel that those who possess a high ammount of Yin chakra and use it's power often enough stimulate the radioactive material in their cells. Those who have unlocked this have a stange curse-seal-like insignia that forms on their foreheads. Most members of the clan keep this covered up. Most that do unlock it have experienced some form of major trauma from one of their worst fears.



When the bloodline limit is activated, the seal glows green and their chakra takes on a neon green aspect to those who can see chakra. Their bodies put off a strange cellular disruption that kills them slowly and any who might try to touch them, as well as makes their genjutsu far more potent.

-Not Unlocked on Character Creation: Requires RP and DM Event to Unlock-
-Upon Unlocking they Gain +5 HP to their HP pools, multiplied by their Mastery Rank. [Max +20 HP]
Cursed Star-Child Mode Costs 5 HP to activate + 2 HP per Round to maintain.
Mastery Level 1: Level 0 - 14 = +1 to Rolls with Genjutsu [Attack/Defense], 1d4 dmg Return vs Melee Attackers [ignores 2 DR], +1d4 dmg with Genjutsu used as a Ninjutsu Effect.
Mastery Level 2: Level 15 - 24 = +1 to Rolls with Genjutsu [Attack/Defense], 1d4+1 dmg Return vs Melee Attackers [ignores 2 DR], +1d4+1 dmg with Genjutsu used as a Ninjutsu Effect.
Mastery Level 3: Level 24 - 34 = +2 to Rolls with Genjutsu [Attack/Defense], 1d6 dmg Return vs Melee Attackers [ignores 2 DR], +1d6 dmg with Genjutsu used as a Ninjutsu Effect.
Mastery Level 4: Level 35 - 40 = +2 to Rolls with Genjutsu [Attack/Defense], 1d8 dmg Return vs Melee Attackers [ignores 2 DR], +2d3 dmg with Genjutsu used as a Ninjutsu Effect.

Clan Jutsu

Hoshiki make and create their own wish-based genjutsu that are teach-able to other Hoshiki clan members. This is considered an art form as the illusions they create are considered personal indicators of what is in their heart.

Academy Student/Genin
----------------------------
1 E-Rank
1 D-Rank
1 C-Rank
1 B-Rank

Chuunin
------------------------------
1 A-Rank

Jounin
------------------------------
1 S-Rank

-----------------------------------------------------------------------------------

Wishing Star's Grace
(Extra 100 Tokens)

There are the rare Personafications of the Wishing Star among the members of the clan who are adept beyond what was considered normal fpr their super-natural abilities. They also have increased vitality which allows them to overcome the limits of the Curse's killing effect on them. Those personafications gain a star-like birthmark on ther abdomen.

Level 0 - 14 = +5 HP/CP, +1 to Rolls with Genjutsu [Attack/Defense] + 1 Custom D Rank Wish Based Genjutsu
Level 15 - 24 = +10 HP/CP, +1 to Rolls with Genjutsu [Attack/Defense] + 1 Custom C Rank Wish Based Genjutsu
Level 25 - 34 = +15 HP/CP, +2 to Rolls with Genjutsu [Attack/Defense] + 1 Custom B Rank Wish Based Genjutsu
Level 35 - 40 = +15 HP/CP, +2 to Rolls with Genjutsu [Attack/Defense] + 1 Custom A Rank Wish Based Genjutsu

==================================================================

Wishing Star-Child


First Name - Tsukaru
Last Name - Hoshiki
Nickname - Tsu
Gender - Male
Age - 16
DOB - 1 - 15
Height - 5' 5"
Weight - 164 lbs
Village - Sand

--------------------------------------------------------------------------------

Body Appearance

Hair Colour - White
Hair length - Shoulder Length, Shaggy
Eye Colour - Brown
Skin Colour - Fair
Body Shape - Lean and Frail, Like a Mage.
Tattoo's - The Curse of the Wishing Star on his fore-head and a Star on his abdomen.

--------------------------------------------------------------------------------

Other Information

Likes - Candy, Dancing, Fortune Telling
Dislikes - Needless Violence, Non-Believers in Fate, Carrots
Parents - Minoru Hoshiki and Clara Hoshiki
Siblings - None
Children - None...Yet
Sexual Orientation - Straight
Partner - None..Yet

--------------------------------------------------------------------------------

Ninja Informtaion

Elements - Wind, ???, ???
Main Focus - Genjutsu
Sensei - None.. Yet
Squad - None.. Yet
Specialty - Genjutsu
Rank - Genin

--------------------------------------------------------------------------------

Known Jutsu
- All Academy Jutsu

-Wind-
Fuuton: Minor Gust
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: With a few basic hand signs the user blows a short gust of wind at an opponent
PvP Effect: 1d4 damage
Special Note: Hijutsu offered to all wind element academy students of every village
Teaching/Learning: Only available if wind is your first element

Fuuton: Gentle Breeze
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The user performs a ram hand seal and blows a soft burst of wind
PvP Effect: 2 Damage to 1d4 Targets
Special Note: Hijutsu offered to all wind element academy students of every village
Teaching/Learning: Only available if wind is your first element

-Genjutsu-
Atsusa Nami (Heat Waves)
Rank: E
CP:2
The user completes three hand-seals creating the illusion of dense heat waves that disorient the target stunning them.
PVP: Dazed for 1 turn or until hit.
Sand taught.
Special: Daze gives a 50% chance of doing nothing. Roll a 1d4. On a 1-2 you do nothing on your turn. 3-4 act normally.
Teaching/Learning: Gate System - E Rank

Swirling Sand
Rank: D
CP: 3
the users body appears to break down into sand that swirls around the target blocking their vision
PVP: Stun, Lasts 1d4 rounds or until hit.
Sand taught
Teaching/Learning: Gate System - D Rank

-Custom Wish Based Techniques-
Telepathic Message
Rank: E
CP: -
Tsukaru has learned how to send telepathic messages by using Yin chakra to weave the words into the target's mind. This only can be done with people in the same NWN area as himself.
PVP: ---
Teaching/Learning: Gate System - E Rank

Heaven's Wings
Rank: D
CP: 3
An illusion were Tsukaru sends forth a barrage of feathers at the enemy target. This torrent of white fluffy objects seems to distract them from what is most important.
PVP: Stuns for 1d4 Rounds; Or Until Hit
Teaching/Learning: Gate System - D Rank

Heaven's Blinding Light
Rank: D
CP: 3
An illusion were Tsukaru seems to part the clouds and an angel of light sends forth a beam that blinds a person.
PVP: Gives a person -2 to Attack/Defense rolls for 1d4 Rounds.
Teaching/Learning: Gate System - D Rank

Evergrace
Rank: C
CP: 5
Upon use, the target is trapped in a grassy field illusion, and there is were they will find illusory trees with tasty looking fruit, which actually drain them and make them feel sleepy.
PVP: Stuns the target for 1d4 rounds, draining 1d4 CP per turn.
Teaching/Learning: Gate System - C Rank

The Forbidden Fruit
Rank: C
CP: 5
Tsukaru disguises a poisonous object in the guise of an indeniable piece of fruit that the afflicted target will demand to have. Upon being given the fruit they will bite into it and think it is the tastiest treat ever. This poison destroys their chakra network and makes it harder for them to concentrate.
PVP: Poison's the target; Dealing 1d4+1 CP dmg per round for 1d4+1 Rounds.
Teaching/Learning: Gate System - C Rank

Divine Edict
Rank: B
CP: 8
Tsukaru traps up to three enemies in a court room were an angel presides over the case of their crimes in life. This experience is draining and seems to wash away their resolve as they are faced with their every wrong doing.
PVP: Stuns the targets [Up to 3] for 1d4 rounds, draining 1d4 CP per turn.
Teaching/Learning: Gate System - B Rank
--------------------------------------------------------------------------------

Special Abilities
Wish-Filled Genjutsu: The Family's secret technique of giving Yin chakra illusions a minor dosage of yang chakra to make them semi-physical for a period of time was one of their talents. This was also paired with an increased ability to understand their target's minds.

Deadly Wishes
-RPly has the ability to read a person's mind and react to Thought Bubble emotes ICly, but no telepathy-
Level 0 - 14 = Can use E and D Rank Genjutsu as Ninjutsu Effects [See chart below]
Level 15 - 24 = Can use E, D, and C Rank Genjutsu as Ninjutsu Effects [See chart below] +1 to Rolls with Genjutsu [Attack/Defense]
Level 24 - 34 = Can use E, D, C, B, and A Rank Genjutsu as Ninjutsu Effects [See chart below] +2 to Rolls with Genjutsu [Attack/Defense]
Level 35 - 40 = Can use E, D, C, B, A, and S Rank Genjutsu as Ninjutsu Effects [See chart below]. +3 to Rolls with Genjutsu [Attack/Defense]

Ninjutsu-Effects Chart
-This over-writes the PvP Effects of a Genjutsu you're using.. it doesnt add to them-
E - Illusion does 1d4 Damage
D - Illusion does 1d10 Damage
C - Illusion does either; 2d6 Damage to 2 Targets, or 3d4 Damage to 1 Target.
B - Illusion does either; 1d20 Damage to 4 Targets, 2d10 Damge to 2 Targets, or 5d4 Damage to 1 Target
A - Illusion does either; 3d10 Damage to 4 Targets, 4d6+1d4 Damge to 2 Targets, or 1d20+1d6+1d4 Damage to 1 Target
S - Illusion does either; 1d20+2d10 Damage to 4 Targets, 4d10 Damge to 2 Targets, or 10d4 Damage to 1 Target

Curse of the Wishing Star: The Curse is awakened by select members of the clan at random, but some feel that those who possess a high ammount of Yin chakra and use it's power often enough stimulate the radioactive material in their cells. Those who have unlocked this have a stange curse-seal-like insignia that forms on their foreheads. Most members of the clan keep this covered up. Most that do unlock it have experienced some form of major trauma from one of their worst fears.



When the bloodline limit is activated, the seal glows green and their chakra takes on a neon green aspect to those who can see chakra. Their bodies put off a strange cellular disruption that kills them slowly and any who might try to touch them, as well as makes their genjutsu far more potent.

-Not Unlocked on Character Creation: Requires RP and DM Event to Unlock-
-Upon Unlocking they Gain +5 HP to their HP pools, multiplied by their Mastery Rank. [Max +20 HP]
Cursed Star-Child Mode Costs 5 HP to activate + 2 HP per Round to maintain.
Mastery Level 1: Level 0 - 14 = +1 to Rolls with Genjutsu [Attack/Defense], 1d4 dmg Return vs Melee Attackers [ignores 2 DR], +1d4 dmg with Genjutsu used as a Ninjutsu Effect.
Mastery Level 2: Level 15 - 24 = +1 to Rolls with Genjutsu [Attack/Defense], 1d4+1 dmg Return vs Melee Attackers [ignores 2 DR], +1d4+1 dmg with Genjutsu used as a Ninjutsu Effect.
Mastery Level 3: Level 24 - 34 = +2 to Rolls with Genjutsu [Attack/Defense], 1d6 dmg Return vs Melee Attackers [ignores 2 DR], +1d6 dmg with Genjutsu used as a Ninjutsu Effect.
Mastery Level 4: Level 35 - 40 = +2 to Rolls with Genjutsu [Attack/Defense], 1d8 dmg Return vs Melee Attackers [ignores 2 DR], +2d3 dmg with Genjutsu used as a Ninjutsu Effect.

Wishing Star's Grace
There are the rare Personafications of the Wishing Star among the members of the clan who are adept beyond what was considered normal fpr their super-natural abilities. They also have increased vitality which allows them to overcome the limits of the Curse's killing effect on them. Those personafications gain a star-like birthmark on ther abdomen.

Level 0 - 14 = +5 HP/CP, +1 to Rolls with Genjutsu [Attack/Defense] + 1 Custom D Rank Wish Based Genjutsu
Level 15 - 24 = +10 HP/CP, +1 to Rolls with Genjutsu [Attack/Defense] + 1 Custom C Rank Wish Based Genjutsu
Level 25 - 34 = +15 HP/CP, +2 to Rolls with Genjutsu [Attack/Defense] + 1 Custom B Rank Wish Based Genjutsu
Level 35 - 40 = +15 HP/CP, +2 to Rolls with Genjutsu [Attack/Defense] + 1 Custom A Rank Wish Based Genjutsu

__________________________________________________



Last edited by DM Kisame on Sun Jan 15, 2012 6:23 pm; edited 1 time in total
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Talmora
Chunnin
Chunnin

Posts: 101
Join date: 2011-04-24
Age: 17
Location: Volcano that destroys trolls

PostSubject: Re: Suna Bloodline/Clan Contest   Sun Jan 15, 2012 4:28 pm

Kyokudo-Ishki
(Extreme Senses)
Clan (50 tokens)
The Kyokudo-Ishki Clan is a clan where every single member of it has their five senses maximized to the point where they can only use one sense without being overloaded. Most of the time when one Kyokudo Clan member is overloaded domestic disturbances is reported from where the Kyokudo-Ishki clan member is, as usually some form of Raid/Party is going on. Kyokudo-Ishki was originally a small group of people who slowly began experimenting on their senses to see if they could somehow taste things that are normally untraceable, hear things that not even the best animal of hearing couldn’t hear, see things that not even a hawk could see, smell what a dog couldn’t, and feel even more than what the normal human feels. This group each had one of their senses mastered to that point, alas they never found a way as to how to get a single person to have all five of their senses mastered to the extreme. That is until they began some experiments on small developing children the group had. They were successful in that aspect, but then they saw that the children couldn’t see in very bright light without staring at the sun for a very longtime aimlessly, those who heard very loud noises would seem to suddenly stop what they were doing. This continued on for all the senses, and finally the problem was found, if one of the children had all their senses opened, their brain became overloaded and seemed to slow down ever-so-slightly enough to cause the child to stop all actions. They solved this by Creating special wrappings, gloves, visor-headphone combination, and a nose/mouth cover which hooked to the visor. If the child wanted to use one of the senses, they could simply remove or lift the part of the clothing which block their sense and allow it to function. These pieces of clothing only damped the sense to a more normal state of a human.
After the generation of child grew old and formed a small clan within Kazegakure, their own child didn’t seem to need as many experiments to unlock the extreme senses. After one of the children understood the basics of blocking the sense to a normal standing, they were sent to the academy. Though, some slight occurrences have happened. Such as, a child of the clan who has had their senses overloaded seems to crave the overload more and more, which slowly ruins the sense. This is why Shinobi of Kazegakure has noticed that if there is a party, a Kyokudo-Ishki is mostly there or behind the start of it.

House Standings:
Head of House: Sacchi Kyokudo-Ishki
Wife/Husband of Head: Nen Kyokudo-Ishki
Children of Head: Twins: Tousin & Nijuu Kyokudo-Ishki

Significant Clan Members:
Sensory Trainer for Eyes: Kanzen Kyokudo-Ishki (Age: 57)
Sensory Trainer for Touch: Hisou Kyokudo-Ishki (Age: 33)
Sensory Trainer for Ears: Samon Kyokudo-Ishki (Age: 28)
Sensory Trainer for Taste: Fuzei Kyokudo-Ishki (Age: 43)
Sensory Trainer for Smell: Nioi Kyokudo-Ishki (Age: 38)

Senses to the Extreme:
Due to the extreme nature of the 5 enhanced senses, there is a limit as to how many of the senses are recommended to be on at anytime. Depending on the ones which are on the +X is applied. Touch/Taste/Smell: Concentration, Eyes: Spot/Search, Ears: Listen, Can attempt to detect hidden/hiding people with the skill. If the number of senses is exceeded, You can only use the first Extreme sense that was on. All other actions with the other Extreme senses take -30. Requires Dampener Drug to remove Overload or 70+ Heal Check from a Medical Ninja.
Ninja Tool Bag: Standard + 2 Dampener Drug Pills
1-14: +15 Listen/Spot/Search/Concentration, 1 Extreme Sense On without Overload
15-24: +20 Listen/Spot/Search/Concentration, 2 Extreme Sense On without Overload
25-34: +25 Listen/Spot/Search/Concentration, 2 Extreme Sense On without Overload
35-40: +35 Listen/Spot/Search/Concentration, 3 Extreme Sense On without Overload

Nano-Detail Defense and Reaction:
Due to the powerful senses, details of all nature are visible to the senses. The slightest change in the wind, the slightest ripple in water, or the simplest ruffle of leaves, all of these things allow for a change in defense or reaction time. To see/hear/smell/feel/taste things that are not normal and prepare and prepare for them.
1-14: +1 Atk/ +1 Def, Can attempt reroll with no bonus and -3 to roll once per round
15-24: +1 Atk/ +2 Def, Can attempt reroll with no bonus and -2 to roll once per round
25-34: +1 Atk/ +2 Def, Can attempt reroll with no bonus and -2 to roll twice per round
35-40: +1 Atk/ +3 Def, Can attempt reroll with no bonus and -1 to roll twice per round

Clan Jutsu:

Note: All jutsu are elemental less


E Rank:

Focal Point
Type:Buffing Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: Forming two handseals, the user of the jutsu focuses in on any sign of weakness and the next attack focuses in on this weak point.
PvP Effect: +2 Damage on next Attack
Special Note: Gained on Creation


D Rank:

Volume: Max.
Type: Ninjutsu
Rank: D
Chakra Cost: 4
Rp Description: By channeling chakra through one’s vocal cords, the pitch of a scream emitted can cause significate damage to a person’s eardrums.
PvP Effect: 1d6+2 Sonic Damage
Special Note: Can’t have Extreme Sense: Hearing active or else take -10 to Listen checks. Those hit by this take -15 to Listen Checks, Gained on Creation


C Rank:

Extreme Override: Senses
Type: Ninjutsu
Rank: C
Chakra Cost: 4 + 1 HP per round continued
Rp Description: By channeling chakra through their senses, a shinobi can strain their senses to help increase combat efficiency, except that they dampen the senses which are being used at the time. This straining of the senses causes the area of the sense, even the skin, to bleed slightly as blood vessels are popped inside the person. This Ninjutsu is recommended to be used with extreme caution.
PvP Effect: Lasts 1d4+2 Rounds, +1 to Attack, +1d6 Damage to Ninjutsu and Taijutsu, -15 to All Extreme Senses activated.
Special Note: Can’t be ended early, After jutsu is ended, 1 HP bleed continues for 1d4-2 rounds (Min: 1)


B Rank:

Extreme Override: Mind
Type: Ninjutsu
Rank: B
Chakra Cost: 8 + 2 HP per round continued
Rp Description: This jutsu is like that of the Override of the Senses, except it concentrates on the brain itself, where the user shinobi locks away parts of their brain which are around survival instincts and allows the shinobi to act with little care and thought for self and can focus on the mission. This jutsu is not recommended for long time use due to the extreme amount of pressure that is put on the person using this jutsu.
PvP Effect: Lasts 1d8+2 Rounds, +2 to Attack, +1d4+3 Damage to Ninjutsu and Taijutsu, -25 to All Extreme Senses activated.
Special Note: Can be ended early, If ended early, Bleeding continues for 1d6-2 rounds (Min: 2), If not ended early, Bleeding continues for 1d6+2 rounds.


A Rank:

Extreme Blast: Flash-Bang
Type: Ninjutsu
Rank: A
Chakra Cost: 12
Rp Description: By creating a small condensed mass of chakra in the palm of one’s hand, and then throwing this condensed mass and letting it expand rapid. This creates a loud ‘bang’ or ‘crack’ sound which is very deafening. And as the sound is emitted, the condense chakra explode both violently and blindly. Cause people to not only lose their hearing, but their eye-sight. This jutsu was later dubbed ‘Flash-Bang’ due to making a flash and a bang.
PvP Effect: 3d6, AoE. Those hit are temporary deafened, and blinded. They take -40 to Spot/Search/Listen Checks and -2 to attack and defense rolls
Special Note: If Extreme Senses: Sight and/or Hearing are on They are also blinded and deafened but take -3 to attack and defense rolls, and -55 to Spot/Search/Listen Checks, No defense can be used due to being an idiot and throwing a flash-bang while your eyes are open and don’t have your hearing protection on.


S Rank:

Note: This Jutsu Requires DM Permission to Learn as well as 5 Days Training
Nullification Seal
Type: Ninjutsu
Rank: S
Chakra Cost: 20
Rp Description: This Ninjutsu is the only jutsu of the Kyokudo-Ichki which is almost considered borderlined forbidden. Very few shinobi of the clan are even considered to be taught this jutsu except for the 5 Trainers of the Senses and the Head of the Clan. This jutsu is triggered when a hand is place on the target, and a seal is placed on them. This seal nullifies the five senses of the person, even though it doesn’t hold for long, it is still a dreaded feeling to one moment have all senses, the next none at all.
PvP Effect: -5 to All Stat rolls, -30 to all Listen/Spot/Search/Concentration Rolls, When Attacking roll 1d4, 1-2 Hit allies, 3 Hit Enemy, but not selected target, 4 Hit selected target. Lasts for 1d6+3 Rounds.
Special Note: Can be ended early.

Clan Bonus:

6th Sense to the Extreme:
(75 Tokens)

Sometimes, a child of the Kyokudo-Ichki has mastered a 6th sense which seems to be focused on the body and mind more than the actual five natural senses. This sense seems to not only allow slight foresight, but also seems to cause the body to rapidly repair itself due to expecting a sudden danger.
1-14: +1 HP/+1 CP Regeneration, +1 Init
15-24: +2 HP/ +1 CP Regeneration, +3 Init
25-34: +3 HP/+1 CP Regeneration, +6 Init
35-40: +3 HP/+2 CP Regeneration, +9 Init


------------------------------------------------------------------------------------------------------------------------------------------

Genin Bio





.: General Information :.

.: Name :.
Saidai Kyokudo-Ichki

.: Alias :.
DJ, Party Boy

.: Birthday :.
July 16th

.: Age :.
17

.: Eye Color :.
Green

.: Hair Color :.
Pink and Green

.:Hair Style :.
Slightly Wild, Medium Length

.: Weight :.
167 lbs.

.: Height :.
6' 0"

.: Blood Type :.
B-

.: Element :.
Fire/???/???

.: Likes :.
Parties, Good tasting Food, Sun, Sand, Ravs, Causing Trouble, Messing Around, Headphones

.: Dislikes :.
Killjoys, Party Crashers, Shinobi who hate partys/good time

.: Sexual Orientation :.
Hetero-Sexual.

.: Marital Status :.
Single.

.: Tattoos :.
Kanji for "Party" on cheek

.: Clothing Style :.
Loose, Almost Punk like, Has Specialized headset, Specialized Body Suit, and Specialized Mouthpiece to dampen Extreme Senses.

.: Friends / Foes :.
Rated on a -10 to 10 Scale
-10 Being Hate, 10 Being Love

.: Friends :.


.: Foes :.



.: Jutsu :.

Academy Jutsu:

Wall/Tree Walking
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: The user covers their feet with at thin layer of chakra, which acts as a stick substance to allow them to walk up solid surfaces
PVP Effect: Giving the ninja a much wider area to work with. Many shinobi employ this jutsu to climb to high locations for look outs while others use it to Run along walls and even at times ceilings. To break or maintain this jutsu a WIS roll is made when you are attacked. If the wisdom roll is less than the initial attack the user looses concentration and falls. If falling the victim takes 1d4-2 dmg (min 1)
Special Note: Must learn before becoming Genin
Teaching/Learning: Gate System - E Rank

Water Walking
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: The user covers their feet with a thin layer of chakra, which acts as a solid surface to allow them to walk on water
PVP Effect: This simple chakra concentration allows for walking on water. Allowing for much wider area's of combat. To break or maintain this jutsu a WIS roll is made when you are attacked. If the wisdom roll is less than the initial attack the user looses concentration and falls into the water. If failed the victim of the attack also incures an additional 1d4-2(min 1) as a negative to their next attack as they swim to the surface or regain their footing. (ei. -1 or -2)
Special Note: Must learn before becoming Genin
Teaching/Learning: Gate System - E Rank

Rope Escape Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: This jutsu is a simple technique, which can be several different ways. It's taught to all Academy students on how to break out of anything that is keeping them tied up
PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from ninja wire and other such bindings. WIS is rolled vs the attacker's initial Roll. In the event of Set trap skill being used in combat the user must roll the appropriate skill other wise Break DC is decided by active DM.
Special Note: Must learn before becoming Genin
Teaching/Learning: Gate System - E Rank

Cloak of Invisibility Technique
Jutsu Type: Genjutsu
Rank: E
Chakra Cost: 1 (+1 per round maintained)
RP Description: A basic technique all Academy Students learn. Taking a simple piece of fabric, they can channel; a small amount of chakra into the fabric and change the fibers to the same as their surroundings
PVP Effect: Same as RP
Special Note: Must learn before becoming Genin
Special Note: Genin +5 to hide
Special Note: Chunnin +10 to hide
Special Note: Jounin +15 to hide
Teaching/Learning: Gate System - E Rank
Clone Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 4 + 2 per round maintained
RP Description: The ability to create a basic clone of themselves. Unlike other types of clones, these clones are not solid clones, so they cannot do any damage or attack the Enemy
PvP Effect: As long as the bunshin is maintained when being attacked the attacker must roll 1d6. On a 1-3 the bunshin is attacked, on a 4-6 the real target is attacked.
Special Note: Must learn before becoming Genin
Teaching/Learning: Gate System - E Rank


Henge Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2 +1 per round it remains active
RP Description: This jutsu is a simple one, that changes the users body into one of which they choose
PVP Effect: Same as RP
Special Note: Must learn before becoming Genin (Rolled with WIS)
Special Note: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising.
Special Note: Genin +5 to hide (disguise)
Special Note: Chunnin +10 to hide (disguise)
Special Note: Jounin +15 to hide (disguise)
Teaching/Learning: Gate System - E Rank

Substitution Technique
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 3
RP Description: A simple technique all Shinobi need to learn. It is simple replacing their body with a nearby object in place of an incoming attack
PVP Effect: Wisdom based Dodge
Special Note: Must learn before becoming Genin
Teaching/Learning: Gate System - E Rank

Kai
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: This jutsu is a simple two handed seal and then you focus your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off another target.
PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS is rolled vs the attacker's initial Roll.
Special Note: Must learn before becoming Genin
Teaching/Learning: Gate System - E Rank

E Rank:

Focal Point
Type:Buffing Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: Forming two handseals, the user of the jutsu focuses in on any sign of weakness and the next attack focuses in on this weak point.
PvP Effect: +2 Damage on next Attack
Special Note: Gained on Creation

Katon: Blazing Red Cannon
Jutsu Type: Ninjutsu
Rank: E
Chakra Cost: 1
RP Description: After performing the necessary hand signs, the user sends a ball, the size of their head, of red chakra straight at their opponent
PVP Effect: 1d4 Damage
Special Note: Hijutsu offered to all fire element academy students of every village
Teaching/Learning: Only available if fire is your first Element

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

D Rank

Volume: Max.
Type: Ninjutsu
Rank: D
Chakra Cost: 4
Rp Description: By channeling chakra through one’s vocal cords, the pitch of a scream emitted can cause significate damage to a person’s eardrums.
PvP Effect: 1d6+2 Sonic Damage
Special Note: Can’t have Extreme Sense: Hearing active or else take -10 to Listen checks. Those hit by this take -15 to Listen Checks, Gained on Creation

Katon: Gentle Touch Of Fire
Jutsu Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: After the simple sign sequence, the user raises the final sign to their mouth and blows out a gentle wave of fire, directed at one opponent.
PVP Effect: 1d10 Damage
Special Note:
Teaching/Learning: Gate System - D Rank



Biography:

Five. Long. Years. Sheeesh. Never thought I'd be actually graduating from this boring place. The Teachers must've gotten sick of me. Heheh. To think that I've spent over five years of my life in the academy for shinobi-in-training. I've always hated school. Yet of course, even with all of my complaining about being sent here in the first, they still sent me. Why couldn't I just live some normal life? Well. Now it just sucks. I'm now considered a Genin and I gotta act like I'm some well-behaved kid who wants to learn. Heh. Learn. I never really did learn much in the academy besides some random teamwork, some jutsu which I only use here and there. Heh.

Party Boy. Thats what they called me. Or..what was it..DJ..Heh..guess I was called that mainly cause I was a decent DJ at all the parties that I went to over the years. Guess the teachers always wondered why I fell asleep in class so much. I'm never the goodie-goodie two-shoes as some of the other students. Guess I might as well just deal with it and all that.
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Sasori
Plays with Puppets
Plays with Puppets

Posts: 79
Join date: 2011-03-07
Age: 19
Location: New Zealand

PostSubject: Re: Suna Bloodline/Clan Contest   Mon Jan 16, 2012 1:31 am

.: Dansu :.
200 Tokens




.: Brief History :.
Since the start of Sunagakure, a single clan had been living within the sand of wind and striving their abilities to be regonised. Dansu are known throughout Sunagakure as the creaters of the Cloth Binding Technique that has been passed down through the generations of Sunagakure Ninja. With the creation of Sunagakure, Dansu has lived within the village, training the shinobi as Academy teachers and even leading ninja of missions. However, within the walls of the Dansu Quaters, incredible training is given to the members of the Clans. They use their bodies, Wind Element and rolls of Cloth to amplify their techniques in a way that most ninja will never understand. They move with grave, and beauty to an extent that can push their opponents into a state of loss with just a single glance.

A Dansu is given their first cloth length when they turn the age of five. The Colour of the cloth is determined by to the star sign the were born under. They are then taught to fight with this colour of cloth throughout the years. The colour of their cloth, also determines who will train them, due to the star sign they are born under. The Dansu believe that your teacher must be the same star sign as you, otherwise a connection will not be made between the student and teacher. Alojng with these rules, the Dansu even have certain ages as to when they can get Married, Have children and become a Ninja. No Dansu Member is aloud to enter the Suna Academy until they reach the age of eight, however most of the clan passes the Academy by the time the are Ten. Some of the Dansu are even believed to have never gone through the Academy and been promoted straight Genin.


.: Dansu Nuno :.
"Dancing Cloth"
Due to their training to use their wind element along with Dancing and Cloth, they are able to amplify their techniques. Making them stronger then Most Ninja will understand. With their training comes a certain perfection, so not everyone can learn their jutsu. However, they have a gift of teach the Cloth Bind Technique.
User Only gets Wind Element
Wind Jutsu and Genjutsu Used with CHA

Level 0 - 14 = +2 To CHA Rolls, -1 CP On Wind/Clan Jutsu used
Level 15 - 24 = +3 To CHA Rolls, -2 CP On Wind/Clan Jutsu used
Level 24 - 34 = +4 To CHA Rolls, -3 CP On Wind/Clan Jutsu used
Level 35 - 40 = +4 To CHA Rolls, -3 CP On Wind/Clan Jutsu used
(-X CP Does not inclue Maintenance costs)

.: Extensive Chakra :.
The Dansu are trained to preserve their chakra, and use it when it is needed. This allows them to last longer, and in some circumstances, Pass it onto others. Along with this, each Dansu is told to create their own Cloth Dances that are unique to them and their personality.
Level 0 - 14 = May Create C Rank Dance, +5 CP
Level 15 - 24 = May Create B Rank Dance, +10 CP
Level 24 - 34 = May Create A Rank Dance, +10 CP
Level 35 - 40 = May Create S Rank Dance, +15 CP
(Each Dance is Granted a Main Ability ( 1 ATK/DEF eg), Lasts for 1d8 2 Rounds and is granted 2x Jutsu that are the Same Rank as the dance, and may only be used whilst in this dance or lower Ranks. E.G An A Rank dance may use A/B/C rank Dance Jutsu, but not S Rank. These Jutsu are unique to the character they are made on, and may not be taught to another Dansu unless Dancing Perfection is Gained. Normal Jutsu are useable during a Dance, but cost an Additional 2 CP. Dance Jutsu may be used during a Dance with no additional CP Cost.)

.: Clan Jutsu :.
(All Rolled with CHA)

.: Passive :.
:Click Here:
 


.: E Rank :.
:Click Here:
 


User May Create 2x D/C Rank Clan/Dance Jutsu
User May Create 1x B/A/S Rank DClan/Dance Jutsu
Each Jutsu must still be learned via Gate System Rules


(Due to the Specifics of Dance Jutsu, Only Basic Jutsu are taught to Dansu. Each Dansu is given the chance to created their own Jutsu. All Custom Jutsu must still be approved by the DM Team and these Jutsu (Much like Dance Jutsu) may not be taught ti any other Dansu unless Dancing Perfection is Gained)

-----------------------------------------------------------------------------------

.: Dancing Perfection :.
(Extra 100 Tokens - Requires DM/Creaters Permission)
When the Dansu hit's eighteen, if they prove themselves within the clan, they are taken away from the rest of their family and trained in the dancing perfection. This allows them to use their bodies in a way that only those that have also been trained in it can understand. It shows that they are extremley talented, possibly powerful and is a respected member of the Dansu clan.

May Learn Other Dansu Dance Jutsu and Dances
May create an Additional 2x B/A/S Clan/Dance Jutsu which are Useable whenever and must be learned according Gate System

Level 0 - 14 = (Not Applicable)
Level 15 - 24 = +1 CHA Rolls, +1d4 to Dance Durations, -1 CP on Dance Maintenance
Level 25 - 34 = +2 CHA Rolls, +1d6 to Dance Durations, -2 CP on Dance Maintenance
Level 35 - 40 = +2 CHA Rolls, +1d8 to Dance Durations, -3 CP on Dance Maintenance
(-X CP to Maintenance will never take the cost to under 1 CP per Round)

-----------------------------------------------------------------------------------

.: Clan Elders :.



Ichirou Dansu

.: Small Background :.
Ichirou Dansu is the current head, and is the Great Great Grandson of the very first Dansu, Hisao. He is one of the very first Dansu that is able to use more then one element when it comes to their dances. He is extremley old, but his abilities still live within him. Living under the Aries sign, he was once the Aries sage and was soon elected to become the Clan Elder. Now living as the clan Elder, he strives to push the clans to their limits to let the world of Shinobi know that the Dansu clan still exists and is stronger then ever.

.: Appearance :.
Ichirou has hair that reaches his shoulders, which has a beard to go along with it. He walks with a slighty hunched back and always has a scarf wrapped around his neck which he uses for his cloth and dance attacks.

.: The Twelve Sages :.
.: Aries :.
:Click Here:
 


.: Taurus :.
:Click Here:
 


.: Gemini :.
:Click Here:
 


.: Cancer :.
:Click Here:
 


.: Leo :.
:Click Here:
 


.: Virgo :.
:Click Here:
 


.: Libra :.
:Click Here:
 


.: Scorpio :.
:Click Here:
 


.: Sagittarius :.
:Click Here:
 


.: Capricorn :.
:Click Here:
 


.: Aquarius :.
:Click Here:
 


.: Pisces :.
:Click Here:
 


-----------------------------------------------------------------------------------




.: General Information :.

.: First Name :.
Izumi

.: Last Name :.
Dansu

.: Reference :.
Fountain Dance

.: Alias :.
River

.: Birthday :.
October 25th (Scorpio)

.: Age :.
15

.: Eye color :.
Deep blue, with a pale black Iris

.: Hair colour :.
Very light pink, Almost white. Flows down to almost her mid back

.: Height :.
5'"

.: Weight :.
151 LBS

.: Blood Type :.
A

.: Likes :.
Woman, Cloth, Peaceful, The Wind

.: Dislikes :.
Arrogance, Blood, Fighting

.: Family :.
Ichirou Dansu - Uncle
Sesuya Dansu - Auntie
Yuria Dansu - Mother
Markll Dansu - Father

.: Sexual Orientation :.
Bisexual

.: Marital Status :.
Single

.: Tattoos :.
A Tribal Rose flower on her Upper Left Arm.

.: Friends / Foes :.
Rated on a -10 to 10 Scale
-10 Being Hate, 10 Being Love


.: Friends :.

.: Foes :.

.: Background :.
:Click Here:
 


.: Theme Songs :.

:Click Here:
 




.: Bingo Book Information :.

.: Village :.
Sunagakure

.: Rank :.
Genin

.: Element(s) :.
Wind

.: Attack Style :.
Dance Jutsu / Wind Ninjutsu / Clan Kenjutsu

.: Toolbag :.
6 Kunai / 6 Senbon / 2 Ninja Wire / 2 Exlposive Tages / 2 Smoke Bombs / 2 Chakra Pills

.: Squad :.
-None-

.: Sensei :.
-None-

.: Goals :.
- To Become the best Dansu Dancer
- To Become Chuunin
- To Become Jounin
- To Become Kazekage

.: Life Goals :.
- None yet

.: Nindo :.
"To dance my way around the world, and prove that Dance Jutsu is just as good as any other jutsu in the world."

.: Databook :.


DatabookNinjutsuTaijutsuKenjutsuIntelligenceStrengthSpeedStaminaHand Seals Total
Genin21121.522.5214
Chuunin---------
Jounin---------


Last edited by Sasori on Sun Jan 22, 2012 9:59 am; edited 7 times in total
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Ino
Special Jounin
Special Jounin

Posts: 248
Join date: 2011-03-16
Age: 19

PostSubject: Re: Suna Bloodline/Clan Contest   Mon Jan 16, 2012 6:34 pm

Junketsu
"Demon-kin" - 200 tokens
Sunagakure

History of the Bloodline

Ages in history, around the time the ninja arts were created, a man caught wind of these special talents. He began to study on what was forbidden at the time- fuuinjutsu. The art of sealing. For years upon years, the man by the name of Sosen Umaro had believed that immortality could be achieved by this forbidden art. He searched for this until his bones creaked and his hair grew white. Finally, just before he'd thought he was to take his last breath, he began to hear voices. "You are amusing for a man. Come to see me, where the sand flows like water." He figured this to be his last resort, so he sent out for the land of wind with a traveling caravan and a few soldiers. As they traveled, he noticed how far in they were, and figured that he was just hearing things. However, suddenly, the soldiers vanished, without a trace. The others too, vanished. Not simply as though they'd walked away however. No. They vanished in the same meaning as that of which speaks of the dead. They remained in bloody remains, torn to pieces. Nothing left of them. Sosen's eyes widened and he looked around cautiously, drawing a kunai and holding it tight. Suddenly, flames as black as the midnight above him rose into the sky from the ground, forming into a towering beast, wreathed in these flames. It were a demon. He told Sosen, "You're more brave than I'd thought, man. You deserve the gift I'm about to give to you... I think it'll be fun to watch." The demon laughed in a low, guttural tone that shook the ground as he suddenly cut into Sosen. Everything went black.

He woke up in today's Sunagakure, with shinobi watching over him, suddenly calling for a nurse. What they'd thought to raise a burial for had awoken. Sosen asked them questions about where he was, and what he was doing here, before realizing he had been asleep for several years. Now, shinobi were common, clans united under a village's flag. And they'd found something unique on Sosen. A fuuinjutsu seal on his belly, a seven-pointed star, with odd markings in the center. Soon enough, he learned to awaken this seal and utilize the power within. As he did, he noticed that his skin grew scales and his head grew horns... He also noticed that he'd grow wings. His skin was fair however, as though he hadn't aged. He was a depiction of a demon, in its spitting image. Several years later, he realized that his children were also born with this fuuinjutsu in various places, passed through the blood of Sosen. Now, Sosen is an Elder and the leader of the Junketsu, or demon-kin.

Details of the Clan Members

Sosen Junketsu - Age 144 (Estimated), Elder
Hikari Junketsu - Age 78, Wife of Sosen (No trace of the bloodline)
Sanzo Junketsu - Age 35, Firstborn son of Sosen, Elder
Kumiko Junketsu - Age 28, Daughter of Sosen
Tate Junketsu - Age 24, Son of Sosen

A few years after Sosen had awoken, he was spoken to with the Kazekage of Sunagakure, asked to figure out what the seal did. Once he found out, he was asked to join the village as a shinobi. He did, and as he ranked, he ended up becoming one of the more prominent bloodlines of Sunagakure, next to the Satetsu and Ezramaku. At first, members of this clan were considered cursed for their appearances, however eventually, they became accepted into society as a noble. The seal cannot be passed to another except through blood- a blood seal. However it seems that even through various testings, that it is impossible to replicate the fuuinjutsu, or even steal it through the blood- the blood of the Junketsu must be perfectly cohesive with the blood of the recipient. Onto usual characteristics, the hair of the Junketsu usually shades a dark red, but can be anywhere from blonde to silver. The skin rarely is scaled, as that was a characteristic of Sosen, the first Junketsu, as well as the growth of wings. However through awakening their seal entirely, the growth of these characteristics isn't impossible. It isn't uncommon for any of the members to grow claws or talons, or horns protruding from the forehead in any form. Tails are not grown, as the specific type of demon that had passed on the characteristics had no tail. They also gain slit red eyes, that is present in -all- Junketsu. Another characteristic is that the Junketsu are seemingly immortal, as once they age to around 18, their bodies don't seem to age anymore.


Traits and Abilities of the Junketsu

Demon-Kin

Members of the Junketsu have the blood of a demon passed through them. Because of this, their bodies are incredibly resistant to fire, even to the point of absorbing it. They also seem to have similar characteristics to the shadows.

All Junketsu begin with Fire and Shadow. They may NOT take Medical.


0-14 : +2 DR vs Fire and Shadow
15-24 : +4 DR vs Fire and Shadow
25-34 : +6 DR vs Fire and Shadow
35-40 : Immune to Shadow damage, Fire damage heals 1/2 to the Junketsu

Demonic Regeneration

As they are considered demons from their blood, they regenerate at an increased pace, visible to the human eye. When they are not in combat or training, this regeneration increases to eight times, making the wounds vanish nearly instantly. This also strengthens their chakra network, causing them to have an unnatural amount of chakra.

*Marked on the bio, a Junketsu may choose the regeneration to either HP or CP. This does not stack with Awakenings.*

0-14 : +1 Hp/Cp regen, +5 CP
15-24 : +2 Hp/Cp regen, +10 CP
25-34 : +3 Hp/Cp regen, +10 CP
35-40 : +4 Hp/Cp regen, +15 CP

Master of the Arts
As each member of the Junketsu is tainted with demon's blood, they are quickly able to master their talents, making them adept in their abilities that they focus in.

0-14 : +1 to chosen stat
15-24 : +2 to chosen stat
25-34 : +3 to chosen stat
35-40 : +4 to chosen stat

Jutsu of the Junketsu
Members of the Junketsu do not have any particular techniques of their own- rather they are only born with the knowledge of the Demon's Seal. However, upon age progression, they can create their own techniques and pass them onto other members of the Junketsu.

Forbidden Fuuinjutsu : Great Demon's Seal
4 CP +2/round
Description : The seal on the user's body activates and begins to trigger their demonic chakra, according to their level of skill. Once activated, the user gains the ability to control flames and shadows without a single handseal, being decended from demons, however this put stress on the user and harms them after being active for so long.
PVP : Active until cancelled. No handseals are required for Fire or Shadow techniques, +1 to attack/defense, +2 DR. After four rounds of being active, the user rolls 1d10 each round. Any roll under 5 deals 1d10 damage to them, piercing all DR.
Teaching/Learning : Innate



Genin
2 E ranks
3 D ranks
3 C ranks

Chuunin
2 B ranks

Jounin
2 A ranks
1 S rank

------------------------------------------------------------------------------------------------------------------------

Demonic Heritage (Legendary)
Being a direct descent of a demon, you may be encountered by a demon that wishes to test your talents involving your gift. If you succeed, the demon may grant you power equal to that of Sosen himself, though you may not survive the trials given to you...

50 Tokens

0-14 : Unaccessable
15-24 : +2 DR, +5 CP
25-34 : +2 DR, +5 CP (The Junketsu begins to grow wings)
35-40 : +4 DR, +5 CP

------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------

Mara Junketsu




Hello... My name is Mara. I'm fifteen, and I enjoy watching people cower in fear. Perhaps while ripping off their flesh.. grinding their bones into dust. *She giggles* No, no.. I'm kidding. That's a stereotype that people group us into, since we're somewhat related to demons. No, I actually really enjoy artwork and music. My hobbies are drawing, and I enjoy training so I can become useful for our village. And yes- the rumours are true. We do not age normally, like you do. *She bows to her academy class, after writing her name on the board* I also like all kinds of fruit, hehe.

Mara was born in August 14th, and while she looks demonic on the outside, she's actually very charming and enjoys the company of others. Since she was born, she's had a fascination with becoming a ninja for her village, so she can serve it and her clan effectively. However, shortly after she became genin, she realized that being a ninja isn't everything she'd dreamt of. She opened her eyes to the truth, and found that her clan, even her parents themselves were working Sunagakure to death- quite literally. They willingly passed out missions to have her friends killed. She was apalled at this action, and suddenly began to change her route of training... working as a member of the Junketsu, while planning on her own.

She graduated the academy with flying colours, and was given a headband to prove her significance, having been thought to aid her fellow clan members. She worked with two others, friends of hers, trying to find a way to exile her clan without being involved directly. Knowing that she herself would be exiled with them, she was prepared for the worst. She never came up with an idea, but suddenly became more brutal as she found out that her friends had both died, being sent on a mission way over their abilities.

Age : 15
Gender : Female
Hair Colour : Moonlit Silver
Eye Colour : Sanguine Red
Skin Tone : Tanned
Height : 5'3"
Weight : 106 lbs

Village : Sunagakure
Clan/Bloodline : Demon-kin
Specialty : Ninjutsu
Elements : Fire / Shadow
Rank : Genin

Sexual Preferance : Unknown
Partner : None
Children : None

Jutsu List

Forbidden Fuuinjutsu : Great Demon's Seal
4 CP +2/round
Description : The seal on the user's body activates and begins to trigger their demonic chakra, according to their level of skill. Once activated, the user gains the ability to control flames and shadows without a single handseal, being decended from demons, however this put stress on the user and harms them after being active for so long.
PVP : Active until cancelled. No handseals are required for Fire or Shadow techniques, +2 to attack/defense, +2 DR. After four rounds of being active, the user rolls 1d10 each round. Any roll under 5 deals 1d10 damage to them, piercing all DR.
Teaching/Learning : Innate

Bloodline : Junketsu

Spoiler:
 


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Shikamaru
Do i have to?
Do i have to?

Posts: 857
Join date: 2011-03-16
Age: 28
Location: ...chained to my computer.

PostSubject: Re: Suna Bloodline/Clan Contest   Sun Jan 22, 2012 2:18 am



REST ASSURED THIS CONTEST IS STILL HAPPENING!!!


DM Temari is taking over judging this contest for me.
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Temari
Sage
Sage

Posts: 653
Join date: 2011-05-11
Age: 22
Location: Somewhere exploring the outer reaches of space

PostSubject: Re: Suna Bloodline/Clan Contest   Mon Jan 30, 2012 11:44 pm

Contest ends tomarrow.
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Temari
Sage
Sage

Posts: 653
Join date: 2011-05-11
Age: 22
Location: Somewhere exploring the outer reaches of space

PostSubject: Re: Suna Bloodline/Clan Contest   Tue Jan 31, 2012 8:05 pm

Contest ends in 6 hours. Last minute entries or alterations, get them in.
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Embrace_Evil
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Posts: 3
Join date: 2012-01-03

PostSubject: Re: Suna Bloodline/Clan Contest   Tue Jan 31, 2012 9:47 pm

Clan Name: kaika
(50 Tokens)



Clan Technique: "Tarot reading"
Clan Village: Sunagakure

The Kaika clan have been around for a very long time in the lands of wind, they were established 10 years before the hidden village of sand was created serving as traveling tarot readers and fortune tellers many among the clan posses a ability called the Inner eye allowing them to sense aura's and chakra's of the people and things around them for the cost of there natural sight, each member of the Kaika clan is taught in the ancient art of tarot reading that they then develop into abilitys reflecting the tarots meaning, most are only known to delve into the Major Arcana of the cards and very few posses abilitys of the minor Arcana as they are tricky to replicate and use.

The Kaika clan lived peacefully out in the desert untill not long ago the Kazekage enlisted there help within the walls of Sunagakure requesting there abilitys to see premonitions of the future be used to help in the up coming war between the villages so they can safegaurd there villagers and shinobi as good as they can. The Kaika clan gracefully accepted and they are now placed in high regaurd among the village, there young recently being sent to the acadamy to become shinobi themselves


Child of the Tarot
Level 0 - 14 = +1 to Tarot rolls, +5 Chakra
Level 15 - 24 = +2 to Tarot rolls, +10 Chakra
Level 25 - 34 = +2 to Tarot rolls, +10 Chakra
Level 35 - 40 = +3 to Tarot rolls, +15 Chakra

Inner Eye
Rp: The inner eye is a strange ability that has devloped by the Kaika, it allows her to read Aura and chakra, and even look party into the future to a certain extent being able to decern a hidden threat or somone with the intent to harm her or her friends before it happens.
Spot/Listen Rolled with Concentraition.

Clan Jutsu
(All jutsu are rolled with Wis)

D Rank

The Heirophant
D Rank
CP: 3
Decription: The user releases the power of the Heirophant card, making the target feel insecure and vulnerable making them unlikely to attack somone head on.
PVP: The target may not attack for 1d4 rounds, but may defend as normal. If they are hit then the effect ends.

The Lovers
Rank: D
Chakra Cost: 3
RP Description: The user releases the power of the Lovers card, the target becomes overwhelmed with emotions as they see the need to defend somone, enemy or ally.
PVP Effect: The user will OOCly tell the victim which of the user's allies they will target, and the victim will defend that person for 1d4-1 rounds no matter what.


C Rank

The Fool
Rank: C
Cp: 5
Description: The user releases the power of the fool card, the target making decisions to take risk they usualy wouldnt giving them the upper hand for a small ammount of time.
+3 attack and -3 defence for 1d4+1 rounds.

The Magician
Rank: C
Cp: 5
Description: The user releases the power of the Magician card, the targets knowledge of how to perform jutsu grows greatly for a small ammount of time.
+1d4 to ninjutsu rolls, +1d4 ninjutsu damage for 1d4-1 rounds

The Empress
Rank:C
Cp:5
Decription: The user releases the power of the Empress card encasing the target in chakra creating a shield around them to protect them from harm.
Pvp: +2 to defend for annouther, free action.

The High Priestess
Rank:C
Cp:5
Decription: The user releases the power of the High Priestess card, a light shining from within the target healing there wounds.
Pvp: 2d6 heal for 1 target or 1d6 heal up to 2 targets

The Wheel of Fortune
Rank: C
Cp: 5
Description: The user releases the power of the Wheel of fortune card, the targets next attack has a 50% chance of failing as there luck turns for the worst.
Pvp: The next jutsu or attack done by the target must roll a 1d4 1-2 they fail 3-4 it progresses as normal.

The Chariot
Rank: C
Cp: 5
Description: the user releases the power of the chariot card greatly increasing the targets speed for a small ammount of time.
Pvp: +1d4 to Taijutsu rolls for 1d4 rounds

Death
Rank: C
Cp: 5
description: The user releases the power of the death card, a lingering chakra clings to the target sapping there energy and replenishing the users.
Pvp: 1d4 cp damage a round for 1d4 rounds, heals the users Cp

B Rank

The Hermit
Rank: B
Cp: 8
Description: The user relases the power of the Hermet card, encasing somone in hard chakra for a small time so they can reduce damage from attacks.
Pvp: 1d6 dr for 1d4+1 rounds.

Strength
Rank: B
Cp: 8
description: The user releases the power of the strength card embueing the target with greater strength to allow more damage to be dealt.
Pvp: +1d6 damage to tai/Ken rolls for 1d4+1 rounds

The Moon
Rank: B
Cp:8
Description: The user releases the power of the moon card setting emotions within the target enhancing the errors they could make.
Pvp: The user rolls 1d4 and for that time period, the victim must roll a 1d6, If it is even, they attack the user, if it is odd, they attack their ally.

The Sun
Rank: B
Cp: 8
description: The user releases the power of the sun card as happyness wells up inside a target.
Pvp: The target may not attack for 1d4 rounds, but may defend as normal. if hit it does not cancell effects.

The Star
Rank: B
Cp: 8
Description: The user releases the power of the star card they become overwhelmed with a sense of ballance.
Pvp: +2 to attack and defence for 1d4+1 rounds.

The Hanged Man
Rank: B
Cp: 8
Description: The user releases the power of the hanged man card that has the chance to reverse a jutsu back at the caster.
Pvp: can reflect a jutsu back at the caster on succesfull roll.

The Tower
Rank: B
Cp: 8
Description:The user releases the power of the Tower card, trapping somone in a tower of chakra.
Pvp: Target held for 1d6 rounds, cannot attack or be targetted, tower can be broken if dealt 15 damage.

Rejuvenation
Rank: B
Cp: 8
description: The user releases the power of the Rejuvination card restoring there body to a previous state.
Pvp: Heals 2d8 to the target for 1d4 rounds

A Rank

The Devil
Rank: A
Cp: 13
Description: The user releases the power of the Devil card a rage welling up in the target as they cannot tell friend from foe.
Pvp: for 1d4+2 rounds the target will attack the person closest to them, friend or foe alike.

Justice
Rank: A
Cp: 13
Description: The user releases the power of the Justice card as justice is done to them the next time they attack.
Pvp: the target takes half of the damage they next deal.

Temperance
Rank: A
Cp: 13
description: The user releases the power of the temperance card filling them with chakra allowing them to maderate there chakra use.
Pvp: -1d6+2 chakra spent for 1d6+1 rounds.

Judgment
Rank: A
Cp: 13
description: The user releases the power of the Judgement card latching onto a target and judges them for there actions.
Pvp: Deals 3d10 damage.

S Rank

The World
Rank: S
Cp: 20
description: The user releases the power of the world card, encouraging all allys to perform to perfection and dicouraging all enemys making them imperfect.
Pvp: All allys gain +4 to rolls, Enemys receive -4 to rolls for 1d6+2 rounds.

-----------------------------------------------------------------------------------

The minor Arcana.
(100 tokens)
The Kaika of this upgrade can create 14 jutsu of one of the minor Arcana of the tarots,Wands,Cups,Swords,Pentacls. (Can only make 1 S rank)
------------------------------------------------------------------------------------
Yuuko Kaika




.: General Information :.

.: First Name :.
Yuuko

.: Last Name :.
Kaika

.: Alias :.
"Yuuko the seer"

.: Birthday :.
October 20th

.: Age :.
19

.: Eye color :.
Golden, usualy blindfolded

.: Hair colour :.
Sandy blonde.

.: Height :.
5'5"

.: Likes :.
Reading Tarots, kind people.

.: Dislikes :.
Arrogance, Idiots, people that are blind to what there actions cause in the future, Closed minded people.

.: Sexual Orientation :.
Bisexual

.: Marital Status :.
Single

.: Tattoos :.
The "Inner eye" Tattoo'd on her forehead



.: Friends / Foes :.
Rated on a -10 to 10 Scale
-10 Being Hate, 10 Being Love

.: Friends :.

.: Foes :.

.: Bingo Book Information :.

.: Village :.
Sunagakure

.: Rank :.
Genin

.: Element(s) :.
None

.: Attack Style :.
Clan Hijutsu.

.: Toolbag :.
4 Kunai / 4 Senbon / 1 Ninja Wire / 2 Chakra Pills

.: Squad :.
-None-

.: Sensei :.
-None-

.: Goals :.
- To Become further her knowledge of the Tarot.
- To Become Chuunin.
- To Become Jounin.
- To achive complete enlightenment and further her skills with her visions.

.: Life Goals :.
- None yet

.: Nindo :.
"With my sight, i shall mold this worlds future."



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Temari
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Join date: 2011-05-11
Age: 22
Location: Somewhere exploring the outer reaches of space

PostSubject: Re: Suna Bloodline/Clan Contest   Wed Feb 01, 2012 4:29 am

Contest is closed, winners will be announced soon.
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Temari
Sage
Sage

Posts: 653
Join date: 2011-05-11
Age: 22
Location: Somewhere exploring the outer reaches of space

PostSubject: Re: Suna Bloodline/Clan Contest   Wed Feb 01, 2012 4:12 pm

Winners are :

3rd Place : kaika - Embrace_Evil

Second Place : Hoshiki - DM Kisame

First Place : Kyokudo-Ishki - Talmora

Congratulations to the winners, and thank you to all participants. I will hand out token rewards in game.
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