Kurama
Kumogakure
Genjutsu; Advanced Kekkei Genkai
Kurama, Hōki {NPC}
Kumogakure
Genjutsu; Advanced Kekkei Genkai
Kurama, Hōki {NPC}
Current Clan Members
➤ Some Dumb Kid with a sword
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Clan History/Description
Much of the Kurama clan's history has been lost due to their more unwanted nomadic lifestyle, but tales of their kinsmen can be heard form nearly every land. The most widely spread story is that of an ancestor who struck a deal with a powerful Yin spirit to have descendants with a high Yin affinity in exchange for a weakened Yang affinity. However the spirit tricked the ancestor and placed a part of itself into the descendants minds, causing the primal instincts of a person, their Id, to take form.
Not much is known of the Kurama clan other than their residency deep within Konohagakure's woods. Kurama clansmen are powerful Genjutsu users on their own accord, but once in a few generations it is said that a member of the Kurama will be born with such incredibly prowess in Genjutsu that they can have their Genjutsu effect victims in a physical level. This power comes at a deep cost, however. The small community of of the Kurama is often protective over these rare generations, despite the fact that they've had to relocate countless times due to the uncontrollable nature of these powerful clansmen. Their current relocation has sent them from the woods of Konohagakure to the high mountains of Kumogakure. However despite their new home it would not be surprising if the bloodline were to appear outside of Kono due to their constant relocation.
Clan/Bloodline Traits & Characteristics
The Kurama clansmen are not known for the strength of their bodies, but the strength of their minds. While there are no outwardly notable characteristics of their bloodline as they often need outsiders in order to keep their line alive. Whenever their Id takes form it often looks like a more monstrous form of the original person. (The Id doesn't have to look like the user when it manifests as they don't have a physical body, so be creative!)
Bloodline Description & Abilities
The Kurama Clan's Kekkei Genkai allows greater skill to Genjutsu techniques, from increased range and # of targets to complexity of the Genjutsu itself. The few who are born with the full capabilities of the bloodline are even able to inflict physical harm on the user from just the Genjutsu itself.
- Base Bloodline - Free:
The Lore:
Every Kurama member is born with an affinity for Yin Release, specifically Genjutsu. While they don't have the proper training to create illusions at a whim, their affinity allows them to naturally identify reality from fiction as well as trick others into blending the two together.
The Mechanics:
➤Bloodline User can access Kurama Exclusive Techniques
➤Intelligence/Perception Requirements for the Bloodline User recognizing they are in a Genjutsu are lowered by 1 tier.
➤Intelligence/Perception Requirements for the victims of the Bloodline User's Genjutsu are raised by 1 tier.
➤The user can use their Intelligence instead of their Perception to recognize Perceptional Genjutsu
Requirements: None
Refined Bloodline
The basic abilities of a Kurama Clan member that can be drawn out through training. While not everyone has the skill to become a master of the mind, those that reach the level of Mystic are to be respected in their own right.
The basic abilities of a Kurama Clan member that can be drawn out through training. While not everyone has the skill to become a master of the mind, those that reach the level of Mystic are to be respected in their own right.
- Ardent - 500 XP:
The Lore: The most
The Mechanics:
➤(+) to Intelligence
➤Double the Range of all Genjutsu techniques
➤Genjutsu that have a 'set in' time take 1 post less to do so. (minimum 1 post)
Requirements: D-Intelligence
- Erudite - 500 XP:
The Lore: As a Kurama member
The Mechanics:
➤(+) to Intelligence (++ total)
➤Genjutsu Techniques cost 1 rank less in CP
➤Learning & Creating Genjutsu take 1/2 the word count
Requirements: Ardent; C-Class
- Mystic - 250 XP:
The Lore: Those few who attain the level of Mystic are often Genjutsu Masters or Clan leaders. Their ability to
The Mechanics:
➤(+) Tier to Intelligence (+1 tier total)
➤Genjutsu Users need to pay 1 CP rank higher then normal to put the Bloodline User in a genjutsu.
Requirements: Erudite; B-Class
Kurama Kekkei Genkai - Saionikku
The major reason the Kurama Clan became famous. As the KKG's Id is unique from person to person, those who implant the bloodline must pay the XP cost as if the donor didn't unlock this ability tree.
The major reason the Kurama Clan became famous. As the KKG's Id is unique from person to person, those who implant the bloodline must pay the XP cost as if the donor didn't unlock this ability tree.
- Umare - 1,000 XP:
The Lore: The famed ability of the Kurama Clan, those who are awakened to their Id gain great mental power at the cost of potentially becoming a monster.
The Mechanics:
➤User can turn Genjutsu INT damage into CON Damage
➤User can make Genjutsu that can deal CON Damage
➤Genjutsu made by the user cost 1 rank higher then normal in CP to break out.
➤User has a 15m E-rank freeform generic genjutsu they can use at-will. While the applications are small, mostly for cosmetic effects, this genjutsu CANNOT harm or impair anyone in any way.
➤User must make a 1d100 roll every 500 XP (See Mental Degradation)
Requirements: Base; B-Class or B-Intelligence if not taken at creation
- Saisei -:
The Lore: In the cases where KKG Users have been given the proper training they can overcome their Id and tame it,
The Mechanics:
➤Users attempting to read the Bloodline User's Mind must have a higher Intelligence in order for the ability/jutsu to succeed.
➤Users who read or insert themselves into the bloodline user's mind have a 25% to be attacked by the Id inside of the bloodline user's mind. the Id has the same stats as the user.
Requirements:
- Seichō - 1,500 XP:
The Lore: As the Id grows stronger, so too does the user. Eventually,
The Mechanics:
➤Allows the user to fight their Id for Dominion over their own mind
➤The 1st fight is free, every additional fight costs 50 xp.
➤The user's freeform genjutsu is now able to make- The Id Fight:
The Lore: Eventually the Id and KKG user will reach a point where one must go, and the KKG User can challenge their Id to combat. Similar to the Control level for Bijuu, the battle will take place in the mind, with the battlefield set as whatever the user's mental scape is –for many it is an endless plane of a single biome such as a flooded salt flat or a barren wasteland. Whatever it may be, the User & Id will be UNABLE to use Genjutsu. Those that posses a way to enter the mind can assist in the battle, but they themselves cannot physically harm the Id in any way, shape, or form. However, just like the Bijuu fight, the goal is not to kill the Id, but to extract the Id's chakra. Once all the Chakra is extracted the User succeeds and automatically gains 'KKG Ressha'. However, the Id is attempting to do the same thing, and if it extracts the user's chakra first, the user gains 'KKG Kyōki' instead. The fight can be prematurely ended by an outsider knocking out the user.
The Mechanics:
➤The Id has the exact same base stats as the user, but starts with a +1 tier boost to Strength, Constitution, and Intelligence.
➤The Id has an additional Precog during this fight
➤The user gets a (+) Unique boost to any stat for each of the three 'Refined Bloodline' abilities (Ardent, Erudite, Mystic) they have.
➤For every XP save the User made, they get a + boost to any stat for the fight.
➤For every XP save the User failed, the Id gets another layer of chakra that must be extracted. (Minimum 1, maximum 10)
- Ressha - :
The Lore:
The Mechanics:
➤User can remove a UA penalty gained from the die roll for 10 XP
➤User will automatically know they're trapped inside a Genjutsu
➤Users who read or insert themselves into the bloodline user's mind without permission will be attacked by the Id inside of the bloodline user's mind. the Id has the same stats as the user.
➤Grants access to Kinjutsu 1 - Gate of Id
Requirements: Defeat your Id
- KKG - Owari:
The Lore:
The Mechanics:
➤ An additional 10 CP for every Class level the User has that can only be used for Genjutsu, maxing out at 70 CP at X-rank
Requirements: KKG Ressha
Additional Abilities
- 1 Handed Genjutsu - 250 XP:
The Lore:
As the Kurama Bloodline has a natural affinity for Yin release, their bodies are able to channel chakra more efficiently
The Mechanics:
➤User can make Genjutsu hand signs with 1 hand without additional penalty.
Requirements: Ardent
- Signless Genjutsu - 500 XP:
The Lore:
The Mechanics:
➤User can make Genjutsu without needing Hand Signs without additional penalty.
Requirements: Erudite
- Fuunjutsu Genjutsu - 500 XP:
The Lore:
The Mechanics:
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Requirements: Erudite; Fuunjutsu Skill
Kurama Kinjutsu Techniques
- Kinjutsu 1 - Gate of Id:
The Lore:
The Mechanics:
➤Gain access to the Restricted technique 'Gate of Id'
Requirements: KKG Ressha
- Kinjutsu 2 - Mental Consumption:
The Lore:
The Mechanics:
➤Gain access to the Restricted Technique 'Mental Consumption'
Requirements: KKG Ressha; Must be taught by Clan Leader
- Kinjutsu 3 - Omnificence:
The Lore:
The Mechanics:
➤Gain access to the Restricted Enhanced State 'Omnificence'
Requirements: KKG Ressha; Must be taught by clan Leader
- Kinjutsu 4 - SuperEgo:
The Lore: During years yonder when the Bijuu were unable to be sealed away inside jinchuuriki, a branch of the Kurama Clan had attempted to try and not only awaken their Superego, but manifest it as a way to physically fight those stronger then themselves in times of need. While much of the documentation has been lost to time, the theory is still there one to learn.
The Mechanics:
➤Gain access to the SuperEgo Mission Chain
Requirements: KKG Ressha; Taught By Clan Leader
Bloodline Limits & Drawbacks
The Lore:Like any Genjutsu, the Clan's Kekkei Genkai is subject to most of the drawbacks of The Genjutsu Rules. In addition, as one grows in power their Id's personality begins to form. While the Id doesn't pose much of a threat, if the bloodline user has Kekkei Genkai Umare the Id can become a threat to both the user and those around them, attempting to take over the original personality and become a danger to anyone around them. Even without their Id causing problems, Bloodline Users often don't have full control of their Genjutsu, though both of these can be midigated by proper training.
Bloodline Users who have the Kekkei Genkai also are limited in how they can physically hurt someone through their genjutsu. While it is possible to have the body destroy itself this way, doing takes time and specific genjutsu made to deal CON damage instead of INT. Either way, damage dealt with genjutsu leaves wounds and injuries related to the nightmare genjutsu in a lesser form as it's the victim's body harming itself. An example would be a genjutsu that tears the victim to shreds would physically leave tiny cuts all over their body, or a genjutsu that buries them alive physically makes them physically lightheaded and gasping for air. Attempting to inflict damage that the victim's body couldn't do to itself (such as erasing a person from existence a la episode 207) will not work as you can't will yourself out of existence. (tl;dr you can't instant kill someone with a quick E-rank tech as it'd only do E rank damage. In the end, be mindful of your fellow RPers and what ninjas can do with their body/chakra.)
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Mental Degradation:
Kurama Clan members with an awakened KKG have the additional struggle of their mind slowly being consumed by their Id. This comes in the form of a 1d100 dice roll every 500 lifetime experience. If the user passes, nothing happens until they fight their Id, but if the user fails, they not only make the Id fight harder but they also get a penalty UA. This UA often takes the form of a (-) to any physical stat the user has, but can also take the for of mental hiccups, such as a (-) to speed whenever they see a water jutsu.
➤Every 500 Total XP the user must make a 1d100 dice check. If successful
Clan Techniques
Approved
➤TBA
Unapproved
➤Genjutsu: Kurama - A tech made to break genjutsu
➤KKG: Kurama - The AoE tech that was in episode 207.
➤KKG: Mimic Sharingan - A tech that mimics the offensive genjutsu of the Sharingan
➤KKG: Mimic Ketsuryugan - A tech that mimics the defensive genjutsu of the Ketsuryugan
➤KKG: Mimic Akayurei - A tech that mimics the 'Chakra Ghost' genjutsu of the Akayurei