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Enjou Kagutsuchi's Battle Log
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Enjou Kagutsuchi's Battle Log
-KNOWLEDGE & SKILL-
Ninjutsu Knowledge
Level I: Allows the ninja to use basic Ninjutsu (note that some basic ninjutsu have other requirements).
Level II: Allows the ninja to use basic ninjutsu and jutsu from a primary element of his choice.
Level III: Allows the ninja to use basic ninjutsu and to have two ninjutsu elements. The second will only allow the ninja to use ninjutsu of lower rank than himself. The user gains a level one chakra trait for free.
Master Level: Allows the ninja to use basic ninjutsu, and three ninjutsu elements. The third element will only allow the ninja to use ninjutsu of lower rank then himself. The shinobi's mastery of ninjutsu has given them access to a single Yin-Yang Balance Element. The user gains a level two chakra trait for free.
Taijutsu Knowledge
Level I: Allows the ninja to perform simple Taijutsu attacks, such as punches and kick combos. The Ninja can use Basic Taijutsu with no styles at this point.
Level II: Allows the ninja to have one Taijutsu fighting style with all allowed rank jutsus.
Level III: Allows the user to have two Taijutsu styles. The second one will only allow to use jutsus of lower rank then himself. The user gains a level one combat trait for free.
Master Level: Allows the user to have two Primary Taijutsu Styles and allows the user gains a level two combat skill. Replaces level one. The user may identify open taijutsu styles.
20/20 KSP Used
Speed & Agility
- Level I: Gives the ninja more speed and agility than average ninja do, which allows them to dodge basic attacks with more efficiency. The shinobi can perform handseals are a faster rate than average. Requires at least Taijutsu Knowledge Level II.
- Level II: Gives the ninja more speed and agility than before, allowing him to dodge ranged attacks, such as shurikens with more efficiency. The shinobi can perform one-handed seals though at a slower rate than average.
- Level III: Allows the ninja to use speed related jutsus (Jutsus will have the requirement). The shinobi can perform single handed seals at a normal rate and their two handed seals are a blur.
- Master Level: Gives a huge boost on speed and agility. Every thing that requires speed or agility to do, is done with great facility by the ninja. The shinobi can perform multiple one-handed seals simaltaniously, and their two-handed seals are faster than the eye.
Strength and Power
- Level I: Gives the ninja more strength and power then average ninja do, providing more physical constitution, allowing the ninja to sustain more damage. Requires at least Taijutsu Knowledge Level II.
- Level II: Gives the ninja more strength and power then average ninja do, which allows them to deliver more damage in their Taijutsu attacks. The strength level of the ninja will be enough to crack stone with an attack.
- Level III: Allows the ninja to use strength related jutsus (Jutsus will have the requirement).
Equipment and Weaponry
- Level I: The shinobi has gained a proficiency in weaponry higher than that of average shinobi. They can wield basic weaponry outside of ninja tools and use scrolls to pack and store extra equipment. The shinobi can also utilize their own puppet with the right jutsu. The shinobi can wield light weaponry such as a sword or bow and use jutsu oriented to them. They can wield a single light sealing scroll that can hold extra ninja tools such as kunai or shuriken, up to 20. The shinobi may also create a single puppet for puppetry jutsu.
- Level II: The shinobi has gained a higher profiency with equipment and weaponry giving them access to multiple light weapons and medium weapons. They can wield two light sealing scrolls and can seal to a higher profiency allowing for sealing of a light weapon or a puppet. The shinobi also may construct and wield three puppets.
- Level III: The shinobi is considered an elite in regards to equipment. The shinobi is capable of wielding an assortment of weapons ranging from light, medium, and heavy. They can carry three scrolls on them and seal up to three accessories in them. The shinobi can wield up to six puppets on the field of battle.
Elemental Fusion
- Level I: The shinobi has become proficient enough with his own elemental chakra to fusion two elements together giving the shinobi access to a fusion element.
- Level II: The shinobi has become even more skilled with their elemental chakra that they are capable of fusing multiple elements giving them access to two fusion elements.
- Level III: The shinobi has become so skilled at fusion that they can utilize the radiating chakra created through the fusion process to ration their own chakra. Fusion jutsu cost 50% up to B-rank and A-rank & S-rank cost 4 less CP to use.
Genjutsu Resistance
- Level I: Allows the ninja to realize if he got trapped in a Genjutsu of the same rank, making it easier to make a plan of escape. Allows the use of Genjutsu Kai.
- Level II: Allows the ninja to realize if he got trapped in a Genjutsu of one rank higher. Also, allows the use of Genjutsu Hakai. Genjutsu of one sub-type require one less chakra to break.
25/25 ASP Used
-TECHNIQUES-
basic ninjutsu
- Spoiler:
Name: Waza no Jutsu [Walking Technique]
Type: Ninjutsu
Sub-type: Chakra
Rank: E
Orientation: Supplementary
Cost: 1
Effects: This technique is a must for any Shinobi. Difficult for some genins, Waza consists of basic manipulation of chakra through the fit. This is done through two ways. First, they may concentrate chakra to their soles to because adhesive, allowing them to walk on normally impossible surfaces, such as walls or a tree. Second, the user may force their chakra downward to act as a method of balance which grants them the ability to walk on water. Both take a constant concentration of chakra, and thus must be maintained each turn of usage for one chakra. This does not require hand seals.
Name: Chakra Shūgō [Chakra Manifestation]
Type: Ninjutsu
Sub-type: Chakra
Rank: E
Orientation: Supplementary
Cost: N/A
Effects: The ability to draw from their reservoir of stamina in order to generate more chakra to use. This technique allows a ninja to take their body's energy in order to cast more jutsus during a battle. 10% of the Shinobi's Max chakra is replenished (Rounded down from .5). However, each time this is done it exhausts the body, due to the nature of forcing it go beyond it's safe limits. Each time further strains a user. This may be cast three times during a battle, with any further attempts causing a person to collapse. When performing Chakra Shugo, you may not have performed any jutsus this turn, nor may use any while doing this. Techniques in use may be maintained if they are of a supplementary or defensive nature. The chakra granted by this ability is added on your next turn. For purposes of percent, you use your Rank base. (Do not apply modifiers such as Chakra Capacity!)
Name: Soushuriken no Jutsu
Type: Ninjutsu
Sub-Type: Basic
Rank: D
Orientation: Offensive
Cost: 2
After hurling any type of shuriken, the user can control their path and movements by using wires which run from the projectile itself back through their arm(s), and/or hand(s). Because their opponent will think that the shuriken(s) isn't rigged, they will be off guard about their ability to redirect it themselves. This jutsu cost is E rank.
Name: Genjutsu Kai [Illusion Technique Release]
Type: Ninjutsu
Sub-type: Chakra
Rank: C
Orientation: Defensive
Cost: Equal the cost of the genjutsu. If it is B-rank, it costs 3 more to break, 5 if A, and 7 if S-rank.
Effects: This basic technique allows the user to stop their flow of chakra and reactivate it in a burst of energy, essentially restarting their body in order to rid themselves of harmful chakra influences, most notably that of genjutsu. This technique may break genjutsus consisting of one sub-type.
Name: Shunshin no Jutsu [Body Flicker Technique]
Type: Ninjutsu
Sub-type: Basic Technique
Rank: D
Orientation: Supplementary
Cost: 2
Effects: This jutsu is a high-speed movement technique, allowing a ninja to move short distances at an almost untraceable speed. It is accomplished by using chakra to temporarily boost the user's reflexes. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements; however, other methods can be taken from the environment used to disguise the movement such as a swarm of leaves.
This jutsu can only be used by Chūnin rank ninja and above.
Effects with Agility and Speed Skill:
- Master Level: May be used as often as the user wants with possibility of combo attack and jutsu use after.
katon:
- Spoiler:
N/A
zogeton:
- Spoiler:
N/A
kokuton:
- Spoiler:
N/A
kaen no metsujin madoshi:
- Spoiler:
Name: Haigakure no Jutsu [Hidden in the Ash technique]
Type: Ninjutsu
Sub-type: Katon
Rank: D
Orientation: Supplementary
Cost: 2
Effects: This technique causes any nearby fire source to start spewing out a large amount of ash. The ash will fill the air making visibility nearly zero. The ash can also cause those caught within to cough and gag. Extended exposure within the ash can be fatal.
Name: Hairyū no Uroko Koyo [Ash Dragon's Scale Shedding]
Type: Ninjutsu
Sub-type: Katon
Rank: C
Orientation: Supplementary
Cost: 6
Effects: This technique causes the user's skin to flake off and turn into ash. No actual damage is done to the skin. The ash flitter about in the air around the user reaching a maximum radius of twenty meters. Anything that the ash touches alerts the user of its presence even if the intruder is hidden.
Name: Hai Bunshin [Ash Clone]
Type: Ninjutsu
Sub-type: Katon
Rank: C
Orientation: Supplementary
Cost: 5
Effects: This technique creates a clone of the user made out of shaped ash. The bunshin wields the same items as the user. These bunshin are capable of performing other Katon techniques. They are easily disrupted, any damage will cause them to burst into a plume of ash. This jutsu creates one clone and additional clones for +2 chakra each.
Name: Karyū no Hōkō [Fire Dragon's Roar]
Type: Ninjutsu
Sub-type: Katon
Rank: B
Orientation: Offensive
Cost: 8
Effects: This technique creates a large stream of fire from the user's mouth. As the stream progresses the flames build up into a large fireball. When the fireball impacts it coats the area in thick flames that burns away at its surroundings.
Name: Enjin no Kagutsuchi [Flame God's Kagutsuchi]
Type: Ninjutsu
Sub-type: Zokuton
Rank: A
Orientation: Offensive/Defensive
Cost: 9 (Minus 4 for Fusion Lvl3)
Effects: This technique creates a giant fireball of Zokuton flames around the user. The user must take a certain stance and remain in that stance to keep the flames around them. The fireball is easily three or four times the user's height and retains its dimensions at all angles. The fireball is mostly white flames excluding the black center that encompasses the user protecting them from the sun hot flames. This includes ninja tools and other ninjutsu, making this technique a good defensive technique as well as offensive.
Name: Enjin no Bansan [Fire God's Supper]
Type: Ninjutsu
Sub-type: Zokuton
Rank: A
Orientation: Offensive
Cost: 8 (Minus 4 for Fusion Lvl3)
Effects: This technique creates a large amount of Zokuton flames similar to the maw of a giant creature. The user will clasp their hands together causing the flames to shut down on the target. The black flames make it difficult for the victim to move while the white flames burn intensely. Most things caught within will turn to ash in a short time.
Name: Enjin no Dogō [Fire God's Bellow]
Type: Ninjutsu
Sub-type: Zokuton
Rank: S
Orientation: Offensive
Cost: 14 (Minus 4 for Fusion Lvl3)
Effects: This technique creates a giant blast of Zokuton flames from the user's mouth. The blast is rather large exceeding the size of most other fire techniques. The blast travels at incredible speeds and a decent distance. Rings of white flame surround black center near the user before melding together to make black and white flames. The blast incinerates nearly everything leaving only trails of black and white fire in its wake.
Name: Guren Bakuenjin [Dragon God's Brilliant Flame]
Type: Ninjutsu
Sub-type: Zokuton
Rank: S
Orientation: Offensive
Cost: 16 (Minus 4 for Fusion Lvl3)
Effects: This technique creates a giant explosion of Zokuton flames. The user must coat one hand in white flames while the other is coated in black flames. When clasp together the flames create an unstable fusion creating a large explosion. Wherever they are looking and aiming will soon erupt into a large blast of Zokuton flames. The blast is easily large enough to encompass the giant creatures used in summoning techniques. The flames will incinerate most anything within the blast leaving a molten crater in its wake. The user is unable to producing any flames for one post.
basic taijutsu
- Spoiler:
Tatsu Suingu
Type: Taijutsu
Sub-Type: NTS
Rank: D
Cost: 3
The ninja will try to grab hold of their target's leg(s) or arm(s), and form a very tight grip on the limb(s). Once the user has grabbed hold of their target the ninja will then swing the target in a relentless fashion and then finally let go sending the ninja crashing in whatever direction they were released.
Nejimawashi
Type: Taijutsu
Sub-Type: NTS
Rank: B
Cost: 10
Once in the air the ninja will perform a spinning screwdriver heading towards their target, while at the same time releasing a steady amount of chakra to surround their body. The ninja will be able to brake through concrete if the ninja reaches a high enough elevation with this jutsu.
kaen no metsujin madoshi:
- Spoiler:
Name: Karyū no Nenshō [Fire Dragon's Combustion]
Type: Nintaijutsu
Sub-type: Katon
Rank: C
Orientation: Supplementary
Cost: 5 (6 for B-rank, -2 for Fusion Lvl3)
Effects: This technique requires no handsigns and allows the user to cause any part of their body to burst into flames. These flames don't hurt the user, but can be very damaging for others that touch them. This technique is the basic ability required for all techniques following this. Requires one chakra per post to maintain. By increasing the cost to a B-rank jutsu and two chakra per post to maintain, the user can change the flames they create into Zogeton flames.
Name: Karyū no Uroko [Fire Dragon's Scales]
Type: Nintaijutsu
Sub-type: Katon
Rank: C
Orientation: Defensive
Cost: 5
Effects: This technique engulfs the user's entire body in condensed flames. The user falls into a defensive position as the fire continuously condenses and explodes outward creating a fiery defense against others. Anything that comes in contact with the fire will be burned and thrown back when it explodes outward. The fire can't protect well against hard substances such as ninja tools/Doton as well as element that are its weakness such as Suiton, but it defends well against normal taijutsu and chakra-based elements like Katon/Futon/Raiton.
Name: Karyū no Suishin [Fire Dragon's Propulsion]
Type: Nintaijutsu
Sub-type: Katon
Rank: C
Orientation: Supplementary
Cost: 6
Effects: This technique creates a spout of fire under the user's feet. The fire propels them in whatever direction their feet guide them. This technique doesn't rival Shunshin in speed, but it does exceed in control and flight. The user can increase their speed and jump height, but not fly for extended periods of time. Requires two chakra per post to maintain.
Name: Guren : Karyūken [Crimson Lotus: Fire Dragon's Fist]
Type: Nintaijutsu
Sub-type: Katon
Rank: A
Orientation: Offensive
Cost: 12
Effects: This technique engulfs the user's hands with hyper-condensed flames that give off heat hot enough to make the air look like flames. The user will rapidly punch the opponent multiple times before finishing with a fiery uppercut that sends the opponent back. The fire from these punches are hot enough to slightly melt metal.
Name: Guren : Bakuenjin [Crimson Lotus: Exploding Flame Blade ]
Type: Nintaijutsu
Sub-type: Katon
Rank: A
Orientation: Offensive
Cost: 14
Effects: This technique engulfs the user's arms with explosive flames. The user swings their arms around them creating a spiraling fist of flame the flings the opponent upward. Another layer of flames surround the opponent and attacks like a series of flame blades. This double-layered flame attack launches the opponent upward and burns the opponents whole body.
chisokuken:
- Spoiler:
N/A
350JP / 350JP
0JP Remaining
0JP Remaining
-INVENTORY-
『BASIC EQUIPMENT』
A pack issued to any ninja, that contains the following: ten shuriken, eight kunai (four for pack, four for leg holster), two smoke bombs, ten exploding tags, and one spool of wire (fifty feet).
『COMMON SCROLLS』
Rolls of paper that are used as storage by way of fūinjutsu. Things are stored within scrolls to ease the burden of moving large amounts of equipment around. Carry amount based by skill. Kept in the left pocket of Enjou's battle gown.『FLASH BOMB』
Small pouches containing a thick powder substance. When chakra is powered into them, and they make contact with a surface, they burst. The powder lights, and releases a intense light to blind a foe for a short period of time. Best used for a distraction or quick escape. The scroll contains two of these.
『SMOKE BOMB』
The classic shinobi get-away item. A small ball once it makes hard enough contact with a solid object it will explode in a medium burst of smoke. A smoke bomb can only reach up to 7 meters in radius. May only carry a maximum of 8.
『EXPLODING POUCH』
These small pouches are meant to activate by squeezing it and then attaching to a target. Be careful as an explosion occurs moments after the pouched is pressed down on. The explosion this accessory creates is inferior to a tag, but capable of causing severe damage. May only carry a maximum of 15.
『COMMON SCROLLS』
Rolls of paper that are used as storage by way of fūinjutsu. Things are stored within scrolls to ease the burden of moving large amounts of equipment around. Carry amount based by skill. Kept in the right pocket of Enjou's battle gown.『HYŌRŌGAN』
Special pills that are issued to any ninja, unlike Zōketsugan. These pills replenish the stamina and chakra and nourish the body of the person who ingests it. It's made of powerful stimulants and nutrients. Carry five.
『FŪMA SHURIKEN』
A giant-sized version of the shuriken, with four pre-eminent sharpened blades. The blades can be retracted into a single blade forme, or a variety of other combinations. Carry two, worn on back.
『GIANT SHURIKEN』
A large throwing star, favorite for those intending on dealing lots of damage. However this particular Shuriken causes even greater amounts of damage then a Demon Wind Shuriken, but is much heaver. Due to it's weight most Genins can not carry more than one. May carry two at once.
『BINGO BOOK』
A book that contains any and all information on every recorded nukenin, which all Jōnin and ANBU are given by their respective Kage or equally-powerful figure to hunt down and assassinate. The purpose of this is so that the village's secrets and/or kekkei genkai are not stolen or examined by the enemy. Kirigakure has a special unit within their ANBU called Oinin whose sole purpose is the complete eradication of these nukenin. Carry one.
Name: Ifrit
Weapon Class: Grieves
Pocket: Weapon, located on legs.
Equipment Type: Medium
Description: These grieves are gunmetal in color and look similar to metal dragons. Around the heels are four small cylindrical pipes, two on each side, and these are meant to channel the flames of Kaen no Metsujin Madoshi user's leg flames differently. The channeled flames can allow the user to fly in short bursts. When the user taps their foot upon the ground it can open other vents that allows them to open vents so that they may cover the grieves in flames as well. When the vents are open, the flow through the pipes are too low to fly. Enjou lacks the Gauntlets making Ifrit an incomplete set.
Picture:.Gauntlets only.
Name: Flame Tempest
Weapon Class: Switch Axe
Pocket: Weapon, On his back or in a scroll when the slot is available.
Equipment Type: Heavy
Description: This is a weapon Enjou had tempered himself. It's made of chakra reactant metal that takes to his flames. Flame Tempest looks like a sword most of the time. It is a massive sword with many sharp edges. When Enjou holds down a small lever and swings it the blade transforms into a large axe. The blade of the axe was the previous piece that sat in between the blade and the hilt. Flame Tempest is very sturdy making it a great shield as well. When in sword-form the weapon reacts to Enjou Zogeton chakra, allowing it to bathe in white flames. Just the opposite, the axe-form reacts to Kokuton chakra bathing it in black flames. In sword mode Enjou can charge his chakra along the blade making the sword white-hot to the point where it just creates an explosion of short-lived extremely hot fire. Enjou can only use this three times before the Switch Axe's mechanism is strained and it stays in axe-form only.
Picture:.
Last edited by Enjou on Wed Sep 07, 2011 3:35 am; edited 2 times in total
Enjou- A-Rank
- Posts : 32
Join date : 2011-08-05
Re: Enjou Kagutsuchi's Battle Log
Approved~
Bobby-kun- Admin
- Posts : 94
Join date : 2011-07-18
Age : 33
Location : Russia
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