Post by Shikamaru on May 28, 2010 19:08:48 GMT -5
Clan Kishida
Nenshou Kamaitchi
Bloodline Strength: Medium
Token Cost: 70
Token Cost: 70
Many Clans are able to Manipulate their Chakra. But Few have been able to master specific elemental affinities. One of these clans is the Once proud Kishida Clan. Known For its mastery of the Fire element they are able to draw on the natural heat in the environment. Even in the coldest surroundings it is said they have come to the point of withdrawing heat from the physical body to produce their flame.
Kekkei Genkai: Nenshou Kamaitchi
When activation of this bloodline begins it is said that the fires of hell can be seen within this Clans eyes. This Clan's fierce ability in combat was almost as well known as the Kaguya at their height. Being able to strengthen their use of fire jutsu and even becoming physically immune to some and even healed by others.
Bloodline limits:
-2 dc to learning Fire jutsu. (must be fire. Combo jutsu will not constitute in this dc drop)
If at any point Kishida in Nenshou Drops below 1/4 of their CP the Bloodline automatically shuts down.
Weak: Cp cost: 5
Maintaining cost: 4 cp per round
+1d4 dmg to any Fire jutsu
-2 dmg from fire jutsu
Being struck with a fire jutsu causes healing in the form of CP. ie:
e: 0
d:1
c:2
b:3
a:4
S:8
Ability: Can ignite small Sparks and flames. (1d4-1 min 1dmg. )
Cp cost: 3
Moderate: Cp cost: 6
Maintaining Cost: 4 cp per round
+1d6 dmg to any Fire jutsu
+1d4 fire dmg to any taijutsu
-3 dmg from fire jutsu
Being struck with a fire jutsu causes healing in the form of CP. ie:
e: 1
d:2
c:3
b:4
a:5
S:9
Ability: Can call forth Minor flames hot enough to burn any natural objects: (wood, grass, trees, boil water). Can be focused onto a singular ball of flame and hurled toward their victim. (1d6 dmg)
Cp cost: 5
Strong:Cp cost: 7
Maintaining cost: 4 cp per round
+1d8 dmg to any Fire jutsu
+1d6 fire dmg to any taijutsu
-4 dmg from fire jutsu
Being struck with a fire jutsu causes healing in the form of CP. ie:
e: 2
d:3
c:4
b:5
a:6
S:10
Ability: Hot spot: Can focus a singular ball of flame and hurled toward their victim. (1d8 dmg)
Cp cost: 8
Ability: Balistic Creation: The Nenshou Is able to form walls of flame to absorb incoming attacks. Allows them to negate 2d6 dmg
Cp cost: 12
Ability: Great explosion: Focusing on the body heat of their enemy they are able to ignite their opponent in a fiery explosion. Causing them: 2d10 dmg and then 1d10 for 1d4 rounds.
Cp cost: 20
Doujutsu:
The intensity of the fires that can be said to be burning within their eyes gives them a bit of an intimidation factor when dealing with the Nenhsou. This must be used at the beginning of the combat round.
Rank 1:
CP cost to activate: 5, 3 per round to keep active
+5 to intimidation Checks.
If the victim fails a CHA vs WIS/INT Check -1 to all rolls while in combat with the Nenshou for 1d6 rounds
Rank 2:
CP cost to activate: 4, 2 per round to keep active
+15 to intimidation Checks
If the victim fails a CHA vs WIS/INT Check -2 to all rolls while in combat with the Nenshou for 1d8 rounds
Rank 3:
CP cost to activate: 3, 1 per round to keep active
+30 to intimidations Checks
If the victim fails a CHA vs WIS/INT Check -3 to all rolls while in combat with the Nenshou for 1d10 rounds
(( Note: You may only intimidate people of your rank or lower ))
The Nenshou Kamaitchi are also susceptible to water jutsu. This weakness causes them to take a bit of added Dmg from water jutsu.
E Rank: +1
D Rank: +2
C Rank: +4
B Rank: +6
A Rank: +8
S rank: +10