Post by Dm Anko on Jan 13, 2009 1:29:28 GMT -5
Ryoushi Shokunin (Quantum Tinkers)
Token Cost: 60
Token Cost: 60
Medium Bloodline
The Ryoushi Shokunin, or, Quantum Tinkers is a bloodline that is actually from the Village hidden in the Clouds. This is a hidden bloodline which only comes forth after the body has reached a certain point of power, as some of the affects of this bloodline trait can but extreme strain on the body. Quantum Tinkers are usually very secretive of the abilities they obtained, and they are usually not people to speak about their powers.
It is said that the entire bloodline was first started when a Cloud Ninja by the name of Ermach Tel'Thaarin had experimented specifically with lightning, and how to harness it within the body, not just in Chakra, but in it's physical form. It lead him to devise a way to be struck with lightning on a powerful stormy night, which changed his abilities forever. The change caused was that of his genetic code as well, a mutation as it where, which is passed on, rarely to offspring of the Tel'Thaarins. It's said that only one in ever five or so generations actual inherit this trait later on in life, but those that do undergo changes to their inner body which allow them the powers they posses. The next to inherit this ability is that of Jack Tel'Thaarin, however he has not reached a stage in his development as to be able to use this power yet.[/center]
How it works: The way that this blood trait works, is rather complex. The Chakra and actual bodily fluids of those who posses this trait is pumped full of more electrons, far more then normal, to the point where it almost seems as if they are electrified themselves. This isn't the case however, but the manipulation of these extra electric generators if you will is their strength. By using the Chakra and the body fluids together, the Quantum Tinker can Supercharge jutsu of the electric type (Or things that are able to conduct electricity, such as water) to aid in the use of these Jutsu.
Inherent Abilities:
Supercharging: The manipulation of the extra electrons in the blood and charka itself, automatically makes lightning jutsu more powerful. The electrons become more excited, causing more power to be pumped into a Jutsu for the same Chakra cost. This is an effective way to boost all lightning jutsu. This adds a total of 1d4 damage to any lightning jutsu.
[Speed:] The actual speed of the Quantum Tinkers is also increased by a substantial amount. This is due to the fact that the bloodline possesses some qualities of lightning itself, mainly that of speed and agility. This speed boosts the reflexes both mentally and physically, giving them an automatic +1 to dodge any attacks, be they melee, or any sort of Jutsu.
[Natural Agility:] As a Quantum Tinkers body grows with age they become better adapted at the strain they put their bodies through. Through the experience and endurance they gain, their bodies also adapt better when manipulating and charging electrons, allowing them to move at almost blinding speeds. This Grants a +1 to Dexterity checks at Genin levels, +2 at Chuunin levels and +3 at Jounin levels. At some point in this process, the body hits it's “high peak” and is unable to excel any further without permanent damage.
Jutsu and Activated Abilities:
Ninjutsu
Crackling Bolt Jutsu
Rank: D
Chakra Cost: 4
RP Effect: Extending the fingers, the user emits an instant blast of lightning which strikes the target. It costs more Chakra then an Electric Jolt, however it is a bit stronger as it packs more of a punch
PvP Effect: 1d10+2 damage
Cloud of Static Jutsu
Rank: C
Chakra Cost: 5
RP Effect: Creates a cloud of highly charged static electricity, which covers an area approximately 30 meters in radius from the user. The user is unaffected by this Jutsu, however all compasses in the area will be totally disrupted due to magnetism. Anyone entering the area takes damage, and continues to take damage the longer they stay in the area. Allies are also affected
PvP Effect: Does 1d4 damage upon entering the area, and does 1d4 damage each turn an enemy stays within the area. This Jutsu stays for 1d6. The +1d4 for lightning jutsu does not apply for this damage.
Arc Lightning
Rank: B
Chakra Cost: 12
RP effect: Upon using this Jutsu, lightning sparks and grows in each of the users palms, bringing their palms together they manipulate the lightning into an arc in front of them. By extending one of their palms, they can control and aim the lightning at one or multiple targets by bouncing the lightning between them.
PvP Effect: Upon hitting, does 2d8 damage to a single target, or multiple targets within a close vicinity[Max: 3]. If the lightning damages multiple targets, the non-primary targets take 2d6 damage.
Lightning Stab Jutsu
Rank: B
Chakra Cost: 12
RP effect: Upon using this Jutsu, the user may then attack with a melee strike of the fist. Upon hitting, the target is hit with a bolt of lightning from the fist dealing heavy damage. This strikes any enemies that are directly behind the opponent up to ten feet
PvP Effect: Upon hitting, does 1d20 damage to a target, and any target behind or near the one struck, however, if a person were directly behind a target they only take half of what the first person took.
Lightning Dragon Flash
Rank: A
Chakra Cost: 19
RP Effect: In the dragon stance, the user focuses Chakra into his fingertips. Upon attacking the enemy, the Jutsu fakes form of a large dragons face, whose maw rips into the target. This attack is made for strikes which are supposed to do extreme damage to a foe. The skin is unharmed, however the electricity from the dragons teeth rupture important blood vessels, and cause major organs to fail all at once if a hit is direct.
Pvp Effects: 3d10 damage
Tachyon Strike Jutsu
Rank: S
Chakra Cost: 25
RP Effect: This attack takes a very, very large amount of Chakra to do, and can be considered a last resort only. Upon using this Jutsu, the user fires off high speed particles that move faster then the speed of light, and upon hitting the opponent do enough damage to tear holes through their entire body. This is meant as a last resort, because if the user runs out of Chakra upon using this attack, they will die. This is the ultimate attack of the Quantum Tinkers (Permakill if they use this and are stupid enough to use up ALL of their Chakra).
PvP Effect: This does a total of 2d20+5. If user runs out of chakra while useing this, they die.
Taijutsu:
Rapid Fury Barrage
Rank: C
Chakra Cost: 5
RP Effect: The user hits the opponent one, to twenty times. Each strike does light(soft) damage, but if enough hits get through it can all add up
PvP Effect: Can be dodged/blocked/Substituted as normal. Upon successful attack roll, user rolls normal+4 damage. This is RPed as hitting the opponent the number of times on the normal+3, each hit doing 1 damage. IE: Chunin rolling d8, getting 5: Hit 9 times, do 9 damage.
Electric Rave
Rank: B
Chakra Cost: 6
RP Effect:
Step 1) The user focuses chakra into their legs, conducting and charging electricity into their legs which help build up the speed neccisary to use this tiajutsu.
Step 2) After building up enough energy into their legs, the user flickers with a flash, appearing behind their target to deliver an electricly charged kick to the opponents back.
Step 3) Once making contact with the opponents back, the user flickers once more in front of their opponent, flipping backwards to deliver a sharp electricly charged kick to their opponents jaw, finishing the attack.
PvP Effect: Must know flicker Upon successful attack roll, the user rolls normal damage + 2d4.
Speed of Light Strike
Rank: B
Chakra Cost: 8
RP Effect: The user moves at a much faster speed to attack their opponent. This leaves an opponent at a disadvantage to defend. This must be used with unarmed combat ONLY.
PvP Effect: +4 to a normal, unarmed strike.