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 Kaguya Saipher, Hokage of the Leaf
Saipher
Posted: Mar 27 2006, 06:00 PM


Godaime Hokage


Group: Owner
Posts: 5,743
Member No.: 10
Joined: 27-March 06



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Kaguya Saipher
Age: 20
Height: 5'9''
Weight: 215 lbs
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Rank: Hokage (ANBU Captain)
Level: 105
LP: 40/100
Ryou: 18000
Elements: All
~~~~
Stats: (1970 + 200 Rank + 97 ANBU Armor + 37 Sage Armor)
~~~~
NIN: 220
TAI: 570
GEN: 220 (+13 Sage Armor) = 233
VIT: 210 (+18 Sage Armor) + (97 ANBU Armor) = 325
STR: 210
SPD: 1000 (+6 Sage Armor) = 1006
~~~~
Chakra: 1003
Dodge: 2012


QUOTE
Determined:
You never give up on your goals and strive hard and long to achieve them. Giving up is not something you do, and ever think about in any situation. Through that you are motivated more then ever to complete lifes objectives and succeed at growing stronger as a person faster then those around you.
LP gain from RPs (Making it go outside of just SQs) after totaled by judge is then given a 5% increase in total amount.


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Saipher
Posted: Mar 27 2006, 06:06 PM


Godaime Hokage


Group: Owner
Posts: 5,743
Member No.: 10
Joined: 27-March 06




Clothing

Like many young men his age, Saipher’s attire changed on a consistent level. Ironically enough, each drastic wardrobe change occurred simultaneous with his ranking up, a relationship the young man overlooked up until recently. Looking over the years of change, he began to remember what each rank brought…

As a genin…

This was the most sporadic time for his wardrobe. He would often sport funny colors and combinations that made no sense to anyone, even those in the ninja world whose attire was naturally dysfunctional. Around the age of 15, when he prepared for late entry into the academy, he had sported a style that inclined towards constant fighting. That is, his attire represented ideally what he wanted to do: fight and win.

A sleeveless shirt that varied in color but always had the ‘fight hard’ symbol etched into the back took up the shirt slow. His pants were always short, just above the knee, so that his kicks wouldn’t be interrupted by his own clothing. Finally, simple sneakers and gloves covered his appendages. At this point, he had not discovered his corpse bone, and fought simply with his hands and feet, amazed at the power behind his blows.

During one of his many missions with Kyon, he encountered a very rich client, one which took to the youth, and successfully introduced Saipher to the world of expensive clothing. As a trade off for saving his life and not divulging some crucial information, Kanaye had granted Saipher access to his wardrobe. His choice of clothing soon became his black suit, elegant and tailored, covered by an equally black long coat.

Come chuunin time and an older age- 16- he soon took an interest in the ANBU arts, as he had entered a fase where his corpse bone now presented many new abilities in battle. As a result, he began to don several exoskeleton suits, all gray, all tight to the body for maximum movement and workability. He embodied stealth with his attire and took little on his persona to maximize his efficiency.

After what seemed to be an eternity, Saipher became elite of the leaf, a jounin. The idea of all this mystery and power was left behind, evident by the clothing switch once more. This time he would wear what others of his rank wore, the blue jump suit, green flack jacket, and tabi boots. His sleeves were rolled up to his elbow and his forehead protector was fastened at his forehead. Now 17, he took on his team and dressed to lead.

Now 18, where life has tried him many times, and where his heart is heavy, Saipher ditched the entire uniform, adopting modified black pants and black shinobi sandals for the bottom. As for the top, he wore no shirt, and instead a very large ceremonial coat, white like rice, but dirty at the bottoms, torn to show his long journeys. This coat was taken from a clan’s mate of his, a prince in the mist, a proud man. He was large, much larger than Saipher, dwarfing the sage severely. The sleeves are much longer, and Saipher’s hands can’t be seen. However, this is the best attire for his style of battle, as he can quickly shed the clothing and let his corpse bone be free.


~~~~

Personality:

Despite the Kaguya clan’s reckless, bloodthirsty attitude towards life, Saipher was brought up in Konoha’s calmer, more social environment, molding him to be a nice, well mannered young man. He’s very friendly and enjoys meeting new people. However, Konoha hasn’t completely made him blunt; inside Saipher lays the competitive, aggressive nature that characterizes his clan, mostly dormant, but awakened when the situation gets tough. Nonetheless, a great friend and ally to have!

His main concern initially was solely to gain power, which would lead to distinction amongst his peers. He retains the responsability instilled by his grandparents, and has worked hard every day to become a better person. With the rank up to chuunin, Saipher has begun thinking in a more calm, strategic, laid back manner. Induction into ANBU has aided in his improved thinking, as well as honing his bloodline powers.

As he nears ranking up once more, Saipher has begun to lead large groups of genin on every mission possible. This is done because he wishes to understand whether leading a group of jounin is better than specializing in the millitary aspect, especially ANBU. Torn between the two, Saipher discards common relationships and had become a bit of a loner.

However, he still is warm towards others, especially towards those in his squad. While he initally never really considered anyone to be a good friend, his acquaintance with Kyon severely changed his attitude towards others. The girl's love and interest in Saipher softened his heart, causing him to often drift off into thoughts concerting the Fuuma.


~~~~

Biography

Despite identifying Konoha as his home town, Saipher’s true origin lies in the Village of the Mist, specifically a member of the warrior clan Kaguya. He was born from a Konohan mother and a native Mist father, although the identity of his blood parents is unknown. Saipher’s birth took place during one of the clan’s many conflicts. Both tired of the clan’s violent life style and afraid for her son’s future, Saipher’s mother did the ultimate sacrifice, removing her child from the blood stained village of the mist, escaping back to her home village of Konoha. Her escape contained many conflicts, one of which dealt her a serious injury, which soon proved to be fatal.

She died upon reaching the village, using her last energy to fade away at her parent’s door. Oblivious as to who was responsible for their daughter’s injuries, Saipher’s grandparents attempted to save her. Once death had been confirmed, they accepted her passing and took Saipher in, raising him as their own son. Saipher was told that her mother died as she gave birth to him, while his father died in a mission for Konoha. Both acting parents did a good job of giving Saipher a strong self, never restricting his life style.

Saipher spent much of his youth training his physical, as well as mental, strength. Such training came from his dream to become a ninja, hoping to fallow his father’s footsteps, a man with many great stories behind him (as told by his grandparents.) Along with his desires to become a shinobi, he also helped the family business, a small grocery store operated by his grandparents. His life was divided between farming and training, that is, until he was finally old enough for Konoha’s Shinobi Academy. At first his grandmother protested, but laid her arguments to rest after a few comforting words from the grandfather, as well as Saipher’s exuberant and excited attitude towards the Academy.


Saipher was now on his way to becoming the Shinobi he dreamt of.


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Saipher
Posted: Mar 27 2006, 06:13 PM


Godaime Hokage


Group: Owner
Posts: 5,743
Member No.: 10
Joined: 27-March 06



Weapons:

Kusanagi (Grass Cutter)
Weapon Type: Main
Rank: Sage minimum
Damage: 1/8 Strength (1.5x Critical)
Effect: The wielder of the Kusanagi can learn any elemental type jutsus without limit by using them in conjunction with the sword. All jutsus learned while possessing this sword will still be retained even after losing it.
Cost: 16 Chakra
ACC: +1
Status: Legendary
Description: The sword of Kusanagi is a legendary weapon of lore that was once said to have been wielded by the God of storms, Susano. Legend says that the god used the weapon to strike down a deadly serpent in order to save a beautiful princess. Generations later it was handed down to an unnamed warrior who used the sword to attain Susano's powers over the elements.



~~~~


Equipment:

ANBU Mask
Rank: Chuunin minimum.
Slot: Head
Description: The plated, white mask that all ANBU shinobi wear.
Effect: A minimum of 2+ stats to be configured to whatever the user prefers.
Total: +15

Cloak of Protection
Rank: Sage Minimum
Slot: Back
Description: This cloak possesses highly reinforced padding, as well as guards on the shoulders made of metal. The cloak dangles from the guards, rather than from a chain around the neck.
Vitality +12
Genjutsu +13

ANBU Chest Armor
Rank: Chuunin minimum.
Slot: Body
Description: The standard chest armor used by all ANBU shinobi.
Effect: A minimum of 4+ stats to be configured to whatever the user prefers.
Total: +30

ANBU Arm Guards
Rank: Chuunin minimum.
Slot: Arms (x2)
Description: Specially designed arm guards given to all ANBU shinobi that span the upper arm and forearm.
Effect: A minimum of 3+ stats to be configured to whatever the user prefers.
Total: +20 (for both)

ANBU Wrist Guards
Rank: Chuunin minimum.
Slot: Hands (x2)
Description: ANBU designed wrist guards that protect the wrist as well as the top of the hand.
Effect: A minimum of 2+ stats to be configured to whatever the user prefers.
Total: +10 (for both)

ANBU Shin Guards
Rank: Chuunin minimum.
Slot: Legs
Description: Similar to normal shin guards but matching the ANBU uniform.
Effect: A minimum of 3+ stats to be configured to whatever the user prefers.
Total: +22

Reinforced Shoes
Rank: Sage Minimum
Slot: Feet
Description: These shoes are reinforced with metal, but are lighter than steel toed boots, allowing for easier movement and flexibility.
Speed +6
Vitality +6
Total: +12
Steel Toed Boots
Rank: Jounin minimum.
Slot: Feet
Description: Boots that have a steel plate at the toe, protecting the foot and doubling as a weapon.
Effect: Upgrades the Basic Kick to 1/14 Strength.
+ 5 Speed
+ 5 Vitality
Total: +10

~~~~

Items:

Scroll Pack
Description: A backpack type of item that can hold two large scrolls inside of it.
Effect: Allows the user to carry two main weapons into battle that can be summoned one at a time (does not require an action).'

Exploding Notes and Pouches
Description: The exploding note is a piece of parchment paper which has script on it that serves to facilitate its explosive properties. The ninja can attach the note to another object such as a kunai or log. When the note is set it begins a slow burn which results in a large explosion. A variation on the exploding note, the pouches can be attached to a ranged weapon and then explode a few seconds later.
Effect: Does X amount of damage (determined by judge and RP of the dodge)
Duration: Can only be used twice per battle before they need to be replenished.

Smoke Grenade
Description: When the pin is pulled on this grenade, the result is a large explosion and the release of smoke. This allows the ninja to carry out their maneuvers in secret.
Effect: Gives +5 ACC to the following attack (does not require an action to use)
Duration: This can only be used once before it needs to be replenished.
Limit: 1 Slot in Equipment Pouch

Hyourougan (Soldier) Pills
Description: When Hyourougan Pills are swallowed, the ninja can fight for several days without rest. The pills are full of proteins and serve as a special stimulant that momentarily increase the ninja's Chakra.
Effect: Restores 1/5 of total Chakra.
Duration: These can only be used once before they need to be replenished.
Special: Used by the Inuzuka Clan to use the Beast Clone skill. Effects also work on the canine companion.
Limit: 1 Slot in Equipment Pouch

Genjutsu Bells
Description: Though they resemble normal bells, this weapon possesses unique qualities. As an attack, the user will launch a projectile that has wire and a bell attached. Using the wire, they can shake the projectile and cause the bell to vibrate. These bells emit a special frequency that then causes the inner ear of the target to vibrate, resulting in hallucinations.
Effect: Target suffers from a 1/3 Speed penalty in the next turn.
Duration: These can only be used once per battle, but NEVER need to be replenished.
Limit: 1 Slot in Equipment Pouch

Dokuyaku (Poison) Vial
Description: A liquid based poison that when absorbed by the blood stream can prove fatal to a human being.
Effect: Opponent suffers from a 1/15 Vitality loss each turn until cured.
Duration: This can be used three times during battle before it needs to be replenished.
Special: Must know Dokusatsu no Tsume to use effectively with claws. This can be used with any secondary weapon without need of a jutsu.
Limit: 1 Slot in Equipment Pouch

Name: Immobility Dokuyaku
Rank: Chuunin Minimum (ANBU)
Description: After the basic training received in ANBU camp regarding the human anatomy, Saipher found that the muscular system is composed of many small nerve endings, all of which direct movement (which is achieved by relaxation or contraction of the muscles). This poison deadens (numbs) the nerves, causing slower, sluggish response. Normal movement is now made difficult, and as a result, more time is required to properly execute basic actions.
Slot: Equipment
Effect: Opponent suffers from a loss of one action each turn until cured.
Duration: This can be used twice in battle before replenishment is required.
Special: Can be used for any poison-applying jutsu; can be used in conjunction with weapons without the need of a jutsu.
Limit: 2 Slot in Equipment Pouch


~~~~

Unused Equipment:

Bandage Wrap
Rank: Chuunin minimum.
Slot: Head
Description: Wrappings that cover the face and protect the shinobi's identity.
+7 Vitality
+8 Strength
Total: +15

Flak Jacket
Rank: Chuunin minimum.
Slot: Body
Description: The standard issue jacket for all Konohan shinobi that attain the level of Chuunin Rank.
+ 9 Speed
+ 7 Ninjutsu
+ 7 Genjutsu
+ 7 Taijutsu
Total: +30

Leather Arm Guards
Rank: Chuunin minimum.
Slot: Arms (x2)
Description: Padded guards that wrap around the forearm and wrist.
+ 4 Taijutsu (each)
+ 3 Speed (each)
+ 3 Strength (each)
Total: 10 (each), +20 (for both)

Leather Gloves
Rank: Chuunin minimum.
Slot: Hands (x2)
Description: Basic leather gloves that provide padding for both the knuckles and palms.
+ 3 Taijutsu (each)
+ 2 Speed (each)
Total: +5 (each), +10 (for both)

Shin Guards
Rank: Chuunin minimum.
Slot: Legs
Description: Reinforced shin guards that provide great protection for the legs.
+ 10 Vitality
+ 7 Ninjutsu
+ 5 Strength
Total: +22

Reinforced Cape
Rank: Chuunin minimum.
Slot: Back
Description: A cape that connects around the neck and drapes over the body. This piece of equipment has reinforced pads inside that can help to withstand damage.
+ 7 Vitality
+ 8 Genjutsu
Total: +15

Ninja Tabi Boots
Rank: Chuunin minimum.
Slot: Feet
Description: The standard open toed sandal/boots worn by shinobi all around Konoha.
+ 4 Speed
+ 4 Vitality
Total: +8

Hooded Robe
Rank: Jounin minimum.
Slot: Back
Description: A full length robe with a hood that can cover the entire shinobi. It is made from an extremely thick material that can provide ample protection in battle.
+ 10 Vitality
+ 10 Genjutsu
Total: +20

Steel Toed Boots
Rank: Jounin minimum.
Slot: Feet
Description: Boots that have a steel plate at the toe, protecting the foot and doubling as a weapon.
Effect: Upgrades the Basic Kick to 1/14 Strength.
+ 5 Speed
+ 5 Vitality
Total: +10



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Saipher
Posted: Mar 27 2006, 06:24 PM


Godaime Hokage


Group: Owner
Posts: 5,743
Member No.: 10
Joined: 27-March 06




Jutsu List
-------------
7 / Unlimited E
15 / Unlimited D
12 / Unlimited C
8 / Unlimited B
3 / 7 A
1 / 1 S


Kaguya Jutsu:

Shininhone Dokuyaku (Corpsebone Poison)
Rank: E Rank
Progression: None
Effect: Allows poison to be applied to any kaguya jutsu
Description: Applying the same procedure from the Poisonous Porcupine, Saipher absorbs the poison into the tissue and immobilizes it into his bones. However, the poison can now be kept for longer periods of times, and can be applied to his clan jutsu. The amount of poison available is the same as whatever comes in the vial; once it’s used up, the user must re-apply the poison.

Kubohone Asari (Hollowbone Search)
Rank: D
Progression: Normal
Effect: +1 ACC while activated
Effect 2: Bunshin uncovered, removes debuffs from jutsu used in conjuction with hiding.
Cost: 5 Chakra per turn
Description: Mastery of the shikotsumyaku involves an intricate understanding of the human skeletal system and how it works. Through extensive chakra manipulation combined with his bloodline abilities, as well as the detailed information regarding the human skeletal system, one could sense others neaby through their own bone structure, specifically through their density, shape, and composition. The secret lies in that the human skeletal system is unique to other animals, making their presence stand out. By sending a pulse of chakra around a medium sized area, opponents that are hiding can be uncovered, revealing information such as their bone type, composition, density, and mount of marrow. Also, in the case of bunshin (which are made up of chakra or elements only,) the real opponent can also be distinguished!

***Yanagi no Mai (Dance of the Willows)
Rank: D Rank
Damage: 1/10 Taijutsu
Special: Can yield a critical hit (1.5x damage) if not dodged.
Cost: 8 Chakra
Acc: 3x1 = 3
Description: Yanagi no Mai is the first of five dance forms. Using their ability to manipulate their bone structure, the user will grow and extend a forearm bone through the palm of their hand to form a stabbing instrument. Using fluid and precise movements, they will then impale their opponents.

**Doku Harinezumi no Jutsu (Poisonous Porcupine Technique)
Rank: D Rank
Progression: Normal
Damage: 1/9 Taijutsu
Effect: With a successful hit, the opponent becomes poisoned by whatever the user has equipped.
Special: Poison is applied before battle. With each successful use, the user must re-apply the poison for a cost of an action if they wish to use it again.
Cost: 24 Chakra (18 Chakra without poison)
ACC: x2
Description: The Doku Harinezumi no Jutsu is a specialized Kaguya Clan technique developed by Yoshikuni Kyuusai. With his abilities, he learned how to grow thousands of sharp, senbon-like needles out of his body that could be ejected out in a large scatter shot towards oncoming enemies. By applying a poison directly into his tissue and neutralizing it within his bone, he also discovered a way to make the shards venomous. This technique has also been nicknamed, “The Shard Storm”.

*Honetsubasa no jutsu
Rank: C
Progression: Normal
Effect: Allows levitation and faster movement, boosting speed by 1/6.
Effect 2: +2/-2 ACC bonus to all attacks while wings are out
Cost: 20 per turn
Description: Mastery of the shikotsumyaku has allowed Saipher the ability to create the strongest or lightest of bones for personal use. This technique exploits his ability to create a light, structured pair of wings, protruding from his back. Once the frame is set, large amounts of chakra is molded to fit the frame, allowing flight! In RP mode, this will allow the user to fly around freely, covering great distances.

*Teshi Sendan (Ten Finger Drilling Bullets)
Rank: C Rank
Progression: Normal
Damage: 1/7 Taijutsu
Cost: 33 Chakra
Acc: x2
Description: The user will use their fingers to fire distal phalange bones as bullets. As the bones fly through the air, they will rotate and drill into their target once they make contact.

*Tsubaki no Mai (Dance of the Camellia)
Rank: C Rank
Progression: Normal
Damage: 1/8 Taijutsu
Special: Can yield a critical hit (1.5x damage) if not dodged.
Cost: 24 Chakra
Acc: x1
Description: Tsubaki no Mai is the second of five dance forms. Using their ability to manipulate their bone structure, the user will remove a long bone in the form of a sword from their shoulder. Because of the bloodline, the density of the bone can be increased many times so that it is as hard as steel. Using fluid and precise movements, they will then cut through any opponent within striking distance.

*Karamatsu no Mai (Dance of the Larch)
Rank: C Rank
Progression: Normal
Damage: 1/7 Taijutsu
Effect: Regardless of dodge stat this technique can block any attack that is D Rank and under.
Cost: 45 Chakra
Acc: x1
Description: Karamatsu no Mai is the third of five dance forms. The user will begin to extend multiple bones from their body, both from the rib cage, radius, and ulna. Because they are hard as steel, these bones can act as a strong defensive mechanism against incoming strikes. Due to this they will also serve as an offensive attack, allowing the user to move with little effort to impale their opponent.

*Kyoujin Renda (Berserker Barrage)
Rank: C
Progression: Normal
Damage: 1/6 Taijutsu per hit
Effect: User is berzerked by this jutsu, so it can only attack with the claws.
Special: No action taken to deactivate
Acc: x2
Cost: 45 for activation, 25 per following post
Description: Due to its violent nature, this jutsu appeals towards the Kaguyan's blood thirsty side. By reinforcing the bone in the arm area, similar to the Yanagi, the user will create three razor sharp claws that are to protrude from their metacarpals. However, the intent with this transformation is to embark on a hack n' slash fest, so it cannot be considered a dance. Due to the drastic change in the arm area of the user, as well as the enraged state this transformation induces onto the user, no other jutsu can be used until this one is deacticated. Lastly, activating such a technique takes a toll on the user, so once used and stopped, it will take a while before it can be used once more.

*Tessenka no Mai (Dance of the Clematis)
Rank: B Rank
Damage: 1/6 Taijutsu
Special: Can yield a critical hit (1.5x damage) if not dodged.
Cost: 57 Chakra
Acc: x2
Description: Tessenka no Mai is the fourth of five dance forms. The user will remove their spinal column from their back to create a flexible bone vine. Because the vine is flexible, it can wrap itself around an opponent to rip them to pieces. Using this dance the user will also form a large flowering bone spear which can also be used to pierce any shield the opponent raises.

*Sawarabi no Mai (Dance of the Young Ferns)
Skill: Taijutsu
Rank: A Rank
Progression: Normal
Damage: 1/3 Taijutsu
Effect: +4 acc to the following attack
Cost: 180 Chakra
Acc: x2
Description: Sawarabi no Mai is the fifth of five dance forms. The user quickly grows a multitude of tall spikes from their body to create a large forest of bone. While in this form, they can merge into the bone trees to attack the target from whichever spike they want.

Taiken Aigo
Skill: Passive
Rank: A
Cost: 30 Chakra per attack absorbed
Effect: Can reduce up to 50% of the damage caused by an opponent’s successful attack. Requires no action to use, but 1 for activation.
Description: The corpsebone's power will be further exploited with this technique. Born after extensive research of the body, the field's of medicine and ANBU, AND through personal experience of his own powers, Saipher developed a technique which allows his corpsebone to harden any particular area of the body that will receive a strike, decreasing the damage that blow would deal severely. This protective method requires a single action for the corsebone to be on call, but will not take an action to defend from attacks. Not all attacks are guarenteed to absorb damage, as not all areas of the body contain sufficient bone presence.


~~~~

Saton Jutsu:

Sabaku Fuyuu (Floating Desert Sand)
Rank: E Rank
Cost: 8 Chakra
Description: This is a technique utilizing the Suna element. Using the ability to manipulate sand, the user will form it into a large floating chunk that can levitate through the air and allow them to rest upon.

Daisan no Me (Third Eye)
Rank: D Rank
Effect: +1 ACC at all times
Cost: 5 Chakra per turn
Description: Daisan no Me is a Ninjutsu unique to those with an elemental affinity to sand. Created out of sand, the eye allows the shinobi to view an opponent when there is no visible line of sight with one's own eyes and also gives another perspective on the battle.

*Shinchou Sabaku (Desert Extension)
Rank: E Rank
Type: Ninjutsu
Progression: One Star, which reduces the wait to one action after using the jutsu, rather than two.
Effect: Creates enough usable sand for the rest of the battle
Cost: 8 Chakra
Description: The user emits a small amount of chakra into hole in the ground (caused by stabbing the earth with a finger or something similar), then waits. After the two actions have passed, the sand begin to spill out of the hole, due to the chakra building such a tremendous amount of pressure in such a small space that it causes the earth to regurgitate the crushed particles.

Fukyuu Tate (Eternal Shield)
Progression: Steps
Rank: D-B
Cost: 18 (D Rank), 33 (C Rank), 57 (B Rank)
Effect: Blocks techniques of equal or lower rank to the Shield
Description: Furthering his manipulatory techniques over sand, Saipher developed a way to shield off any incoming attacks by forming a shield or barrier that would present itself in the way of the attack. The shield itself is moved by the user's chakra control, and can defend from any location.

Suna Shigure (Sand Shower)
Skill: Ninjutsu
Rank: C Rank
Progression: None
Effect: Reduces opponent's speed by 1/6 for remainder of the battle.
Cost: 33 Chakra
Special: Creates enough sand to be useable for the rest of the battle, regardless of success of attack.
ACC: +10
Description: Using chakra to control nearby sand, the user can then form it into an expanding cloud that will rain down upon the opponent and hamper their movements. The sand also seeps into the ground, creating more sand as the dirt and rock below is pressurized and crushed



~~~~

Fuuton Jutsu:

Hokou Fuuton (Wind Walk)
Rank: D Rank
Progression: None
Effect: adds 1/8 to the speed of the user
Cost: 4 chakra per turn
Description: Hokou Fuuton is a jutsu technique that works together with a Fuuton affinity. After doing the necessary hand seal, the user can use the wind to her advantage and become more agile and fast.

Kazekiryuu (Wind Current)
Rank: D Rank
Progression: None
Effect: -1 acc for opponent; +1 acc for user for attacks and skills
Special: Opponent's speed reduced by 1/10 as long as skill is in effect
Cost: 15 chakra per turn
Description: This technique allows the user to control the wind element and make it flow in different directions therefore making wind currents. With this the user will be able to control his/her attacks more efficiently and the skill can also make it difficult for the opponent to move swiftly.

Fuusajin (Dust Wind)
Rank: D Rank
Progression: None
Effect: Opponent loses 1/4 speed in the next turn.
Cost: 11 Chakra
Description: This is a Ninjutsu that utilizes the wind element. Using a fan or with the correct elemental affinity, the user can blow a strong current which will cover the surrounding area in dust. This dust will serve to loosen the footing for any opponent who walks nearby.


~~~~

Doton Jutsu:

Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: D Rank
Progression: None
Effect: +5 ACC to the following attack
Cost: 4 Chakra
Description: Shinjuu Zanshu no Jutsu is a Ninjutsu technique utilizing the Earth Element. The ninja will travel through the ground to appear below their target. They will then surprise their target by then pulling them into the ground. Once in the ground their target is thus immobilized.

Doryuu Taiga (Earth Flow)
Rank: C Rank
Progression: None
Effect: Opponent loses 1/2 speed in the next turn (cannot be dodged).
Cost: 24 Chakra
Description: This is a Ninjutsu technique utilizing the Earth Element. The ninja will do the necessary hand seals and transform the ground upon which the enemy stands into a river of mud.

Dorou Doumu (Earth Dome Prison)
Rank: B Rank
Progression: None
Effect: Drains away one action in opponent's next turn (unless this jutsu is dodged).
Effect 2: User drains 1/7 of opponent's Chakra into themselves.
Special: This can be broken through with a B Rank Taijutsu or higher once inside the dome, negating the Chakra drain only.
Cost: 24 Chakra
ACC: +20 (almost impossible to dodge)
Description: This is a Ninjutsu technique utilizing the Earth Element. After striking the ground with their hands, the user is able to overturn the earth and cause it to rise up around their opponents. Placing their hands against the dome they are able to suck out the Chakra from the people trapped inside and brings it into their own body. At the same time the user will use their own Chakra to spread throughout the dome; this allows them to repair any damage their opponents manage to inflict on the inside. The Chakra is not evenly spread out though, as the Chakra flows away from the user, it becomes more and more weak, allowing the dome to be broken on the far side if hit by a hard enough force.


~~~~

Suiton Jutsu:

Suirou no Jutsu (Water Prison)
Rank: C Rank
Effect: The opponent will be entrapped for one turn in which the user will have limited use of actions as well since their hand must continue to remain in the prison.
Cost: 33 Chakra
Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bushin technique, the ninja can imprison their target but still allow for a clone to attack others nearby.
Limit: Elemental Affinity and must be near a water source.


Baku Suishouha (Water Collision Waves)
Skill: Ninjutsu
Rank: B Rank
Progression: None
Effect: An abundance of water is made available for Suiton attacks for rest of battle. Effect 2: 1/4 speed increase as long as tech is active (Must RP character riding waves as they control them).
Cost: 19 Chakra to start (11 Chakra per turn after that).
Description: This is a Ninjutsu technique utilizing the Water Element. After forming the needed handseals, water is expelled from the gullet. This will then expand into a large volume of water that can be controlled and ridden like a wave.


~~~~

Mokuton Jutsu:

Shichurou no Jutsu (Four Pillar Prison Technique)
Rank: B
Progression: None
Effect: Drains away one action in opponent's next 2 turns (unless this jutsu is dodged).
Special: This can be broken through with an A Rank jutsu or higher once inside the prison.
Cost: 40 Chakra
ACC: +20 (almost impossible to dodge)
Description: Moku Shouheki no Jutsu is a unique Ninjutsu technique for wood users. Using their ability to utilize Mokuton (wood release) techniques, the user will form handseals and cause beams of wood to emerge from the ground. These beams will converge and combine to form a prison. In essence the technique allows the user to conjure a prison from nothing, and not even have to summon it.


~~~~

Taijutsu:

Sennen Goroshi (Thousand Years of Pain)
Rank: E Rank
Damage: 1/12 Taijutsu
Effect: -3 Accuracy to one action due to Chakra being thrown out of balance.
Special: Judge decides which of oppponent's actions are effected by accuracy debuff.
Special: +3 Accuracy on any attack directly following the Sennen Goroshi.
Cost: 8 Chakra
Accuracy: x1
Description: Though it is called "Leaf's Ancient Supreme Technique", Sennen Goroshi serves more as an insulting shock technique rather than a skilled Taijutsu technique. The ninja forms their hands into the seal of the tiger, and then jabs their fingers into the nether regions of their target. The result is shocking violation of the targets sanctity and often their launching in the air to stop the awkward feeling.

Reppuu (Violent Wind)
Rank: D Rank
Damage: 1/9 Taijutsu
Effect: +1 accuracy to the following attack
Cost: 24 Chakra
Acc: x1
Description: Using their quickness and agility, the user moves low to the ground and delivers a spinning kick to sweep the opponent off their feet.

Kage Buyou (Shadow Dance)
Rank: C Rank
Damage: 1/7 Taijutsu
Effect: +2 accuracy to the following attack
Cost: 45 Chakra
Acc: x1
Description: Kage Buyou is a Taijutsu technique that is used to position a ninja's opponent into a vulnerable aerial position. The ninja will first quickly appear below their opponent; then with a switch upper kick, they will launch their target into the air. The ninja will then jump into the air to "shadow" the target with the target's back to their chest. This is usually a precursor to a more powerful attack.


~~~~

Ninjutsu:

Bunshin no Jutsu (Clone Technique)
Rank: E Rank
Effect: Creates identical clones. Maximum number of clones that can be made is equivalent to the number of stars attained in the technique.
Cost: 8 Chakra per clone
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a substance-less copy of the ninja. The copy serves can serve as a distraction or as means to confuse their opponent. As soon the Bunshin gets attacked or comes into contact with the opponent, they will disappear in a puff of smoke.

Henge no Jutsu (Transformation Technique)
Rank: E Rank
Effect: Shape shift into anything the user desires.
Cost: 8 Chakra
Description: Henge no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. Henge allows the ninja to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.

Kawarimi no Jutsu (Replacement Technique)
Rank: E Rank
Effect: -10 ACC to oncoming attack (Does not work against A rank attacks or above)
Cost: 8 Chakra
Description: Kawarimi no Jutsu is a basic Ninjutsu technique. When in danger the ninja will quickly substitute themselves with another nearby object. This can be a block of wood or even another person. This allows the ninja to quickly flee and hide while the original object takes the brunt of their opponent’s attack.

*Chakra Ittou (Chakra Sword)
Skill: Ninjutsu
Rank: D
Progression: Normal
Damage: 1/10 Ninjutsu
Acc: x2
Cost: 10
Description: One of the simplest yet most effective attacks Saipher has thought up involves the exploitation of his strong ninjutsu. With his technique, a small amount of chakra can be quickly summoned and formed into a katana long blade. With this, many strikes are are achievable, and the blade itself is available until the user decides to put it away.

Name: Kirigakure no Jutsu (Hidden Mist Technique)
Rank: D Rank
Progression: None
Effect: As long as the technique is activated, the user gains a +1/-1 ACC bonus over their opponent. This technique only affects vision, however.
Special: This technique automatically cancels out the bonuses for any type of Doujutsu (Sharingan, Byakugan) and all of its effects. Many Doujutsu based techniques are also nullified unless this technique is countered because of that.
Cost: 10 Chakra per turn
Limits: None.

Name: Shunshin no Jutsu (Body Flicker Technique)
Rank: D Rank
Progression: None
Effect: +2 ACC to next attack or -2 ACC to oncoming attack (must be used in conjunction with attack or dodge).
Special: Must use in conjunction with some sort of distraction that can mask your disappearance.
Cost: 9 Chakra

Kanashibari no Jutsu (Body Paralysis Technique)
Skill: Ninjutsu
Rank: D Rank
Progression: None
Effect: Opponent loses one action in the next turn (does not consume an action).
Cost: 24 Chakra
Description: Kanashibari no Jutsu is an advanced Ninjutsu technique used to temporarily bind an individual or animal. With the person frozen in place, the ninja can either take the opportunity to attack or to retreat.

Muon Satsujin Jutsu (Silent Homicide)
Skill: Taijutsu
Rank: B Rank
Progression: None
Effect: +6 ACC bonus to the following attack (does not require an action). Must provide a diversion first.
Cost: 28 Chakra
Description: Muon Satsujin Jutsu, the ability to commit a silent homicide, is a technique to dispatch your foe with no warning. Your quick speed and skills will instantly attack them before they can provide a defense. After causing some sort of diversion to hide their location, the user will quickly reappear behind the opponent before they can react.
Limits: ANBU exclusive. Can only be used TWICE per battle and ONCE per turn.


Kuusouteki Supuraisu (Imaginary Splice)
Rank: B
Effect: Loss of action to opponent for the next two turns (does not consume an action)
Cost: 50 Chakra
Description: The Corpus Callosum is the massive formation of nerve fibers bridging the two cerebral hemispheres. With this jutsu, the ANBU shall make a chakra charged strike to the base of the target's skull, temporarily severing the Callosum in two, creating dysgenesis. For the rest of the battle the opponent will be at a loss of propper action, resulting in accurasy loss and action loss.
Limits: ANBU Only; Once succesful, can no longer be used in battle.

*****Rasengan
Rank: A Rank
Progression: Normal
Damage: 1/2 Ninjutsu
Cost: 180 Chakra
ACC: x1
Special:Can break through B rank jutsu or lower
Description:Rasengan was a ninjutsu technique developed over the span of three years by the Fourth Hokage. The technique was taught to his sensei Jiraiya, who then passed it on to the young ninja Naruto years later. Like Kage Bunshin, Naruto would adopt the technique as a signature move and make it all his own. The technique is unlike other jutsu in that it does not require any handseals; it just relies on the ninja's ability to mold chakra. The ninja concentrates a contained, fast, rotating sphere of chakra in the palm of their hand which can cause much destructive impact.

Hiraishin no Jutsu (Flying Thunder God)
Skill: Ninjutsu
Rank: S Rank
Progression: None
Effect: +20/-20 ACC to the next attack. Neither the Hiraishin no Jutsu nor the following attack can be countered.
Cost: 240 Chakra
Description: Hiraishin no Jutsu is a ninjutsu technique utilized by the Fourth Hokage. A space-time jutsu like Kuchiyose, the user first needs to mark their destination with a shiki (rite) which comes in the form of a slip of paper. Then, they can activate the jutsu to instantly travel to the mark.

~~~~

Genjutsu:

Shikumi no Jutsu (Death Viewing)
Skill: Genjutsu
Rank: B Rank
Effect: All of opponent’s stats (except Vitality) drop by 1/3 in the next turn.
Special: Can only be countered by using an action to inflict damage upon one’s self with a non-basic attack) or by having someone dispel the technique for you.
Cost: 40 Chakra
Description: Shikumi no Jutsu is a technique used to completely stun an opponent. If the target looks into the eyes or at the finger of the ninja, their mind is suddenly inflicted with intense visions of their own brutal killing or another painful vision of the user’s choice. This results in their body going into shock and being unable to move. If the target can physically injure their own body, the pain can be enough to end the paralysis.


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Saipher
Posted: Mar 29 2006, 02:26 AM


Godaime Hokage


Group: Owner
Posts: 5,743
Member No.: 10
Joined: 27-March 06



Missions (Note: Italics mean they took place in Shinkigen!)


-----------
[D Rank]
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First Mission: Farming!
Pharmaceutical Adventures
Trainning Day: Making the Weak Strong!
Fieldtrip! w/ Raito
Multitaskers Gallore w/ Kyon
Walk on Water: Feed the People!

Har de Har Har Har!
Chase them down!
Rumble and Tumble

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[C Rank]
-----------

Corpsebone Duo: Witness Protection Engaged! w/ Kim
Effective Entourage w/ Kyon and Kenshin
Uncover the Imposters w/ Nijiko
Masquerades w/ Syusuke
Liar Liar, Tango with the Merchants of Death w/ Kyon

Deadly Masquerade w/ Kyon
Armory Break: Gang Wars! w/ Chiaki, Michio, Toshiro and Jyin
'Sweet' Combat
Boredom Kills

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[B Rank]
-----------

Aftermath! Ambition Rising from the Ashes w/ Ryoma
Assess the Threat
ANBU: The Final Stage (B + ANBU Rank)
Opposing Elements: Drowned and Sizzled w/ Hideake, Michio and Eizou
The Peace Maker w/ Kyon
The rogue ninja Moshari Nogatu! w/ Boshun
Mission Impossible: Uncover the ANBU Traitor
ANBU: Faceless w/ Misaru
The Missing Ninja Tournament w/ Misaru
Fixing what's broke
We don't go to Ravenholm w/ Rei, Lethyl and Hideake
Find my brother, Saipher w/ Aburame Icaru
Suffer the Children w/ Tokki and Miyuki

-----------
[A Rank]
-----------

The Sorroful Sea w/ Team Hissori Fuchi
The Legend of Momotaru (A) w/ Team Hissori Fuchi
Suffer Little Children w/ Hotaru
To Kill a Pupper Master
The Missing Nin Tournament Part Deux w/ Misaru and Lethyl
Paranoia: Fury w/ Hideake
Assasin's Creed w/ Rei and Lethyl

-----------
[S Rank]
-----------

Dancing With the Devil
Fallen Heroes w/ Hotaru
The Call to Arms w/ Hotaru, Kenshin, Rey
The Yellow Flash's Final Hour w/ Kenshin, Hideake, Jyin, Kisei, Kuishen, Kayori, Rey and Ryoma


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Saipher
Posted: Mar 9 2007, 08:06 PM


Godaime Hokage


Group: Owner
Posts: 5,743
Member No.: 10
Joined: 27-March 06



SQ's
Genin Graduation (Genin Rank)
What happened to all the missions!?
Training Day
Bad Acid Trip: Part 1
Bad Acid Trip: Part 2
Bad Acid Trip: Part 3
Bad Acid Trip: Part 4
Blood Bond: Yet Another Kaguya Connection w/ Hotaru

Recovering from the Disaster w/ Kyon
Trainning After a Night of Rest w/ Kuishen
Bad Acid Trip: Part 5 (Remembering the Begining)
Chuunin Advancement: The Next Step! (Chuunin Rank)
Birth of the Corpsebone ANBU (ANBU Rank)
Bad Acid Trip: Part 6 (Assault on the Reactors)
Bad Acid Trip: Part 7 (The Beast Awakens)
Bad Acid Trip: Part 8 (Fend the Invaders!)
Bad Acid Trip: Part 9 (Channel the Chakra)
Thorns of the Rose: Aftermath, Intense Trainning! w/ Team Hissori Fuchi
Bad Acid Trip: Part 10 (Enter the Hideout)
Let's get this party started w/ All of Senkai Rairin
Meet the Parents! w/ Kyon
RA-SENNN-GAN!
I Chase Death Gods
Sleeping Awake: Monalisa
Two Hands, One Arm: The Power of Unity w/ Team Hissori Fuchi
Oro's New Apprentice: The Grass Cutter
Powerless
Break Down, Then I'll be Honest w/ Ri
Power Meets Potential w/ Suzuka
Corpses and Kisses w/ Kyon
"Fuckin' leave me alone!" w/ Suzuka
Trainning with the ANBU Captain w/ Trent
The Lost Violin - Part Three w/ Kaidou
Local Ramen Shop
Protection of the Weak w/ Daichi
Me to You w/ Ri
Oro's New Apprentice: The Serpent

Story
Defence of Konoha: Birth of the Bloodline Limit!
The Sorroful Sea (A) w/ Team Hissori Fuchi

The Legend of Momotaru (A) w/ Team Hissori Fuchi
The Call to Arms (S)
The Yellow Flash's Final Hour (S)

Duels
Corpsebone vs. The Beast (Win)
Dual Bouts: Saipher/Misaru vs. Sakoya/Yamato (Win)
Fighting Ice in a Sandy Palace (Win)
Sandy Struggles


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