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    Kurama Clan v1.1 {WIP}

    Mort
    Mort


    Posts : 284
    Join date : 2020-02-26
    Age : 23

    Character File
    Skills & Elements: None
    Class: E
    Ryo: 0

    Kurama Clan v1.1 {WIP} Empty Kurama Clan v1.1 {WIP}

    Post by Mort Mon Nov 09, 2020 5:36 pm

    Kurama Clan v1.1 {WIP} Latest?cb=20090829235615

    Kurama
    Kumogakure
    Genjutsu; Advanced Kekkei Genkai
    Kurama, Hōki {NPC}




    Current Clan Members
    ➤Kurama, Mōtimā (Mort)
    ➤TBD
    ➤TBD

    Clan History/Description
    Not much is known of the Kurama clan other than their semi-drifter/nomadic lifestyle, moving from land to land as time goes on. Over the many years they've been spotted in nearly every country, though the most well known residencies were deep within the Konohagakure woods, the strange Land of Demons, and the cold mountains of the Land of Frost. It's believed that a clan member may have been partly responsible for the Genjutsu Tree Village located somewhere in The Land of Fire, but as much of the Clan's history has been lost during the Warring Clans Era, no one knows for sure. What information that did survive shows that they were a formidable force back in the day, but never stayed in one country for long, many not desiring the power the other clans fought over.

    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 Land of Frost to the high mountains of Kumogakure. However despite their new home it would not be surprising if theirs or another's bloodline were to appear outside of Kumo due to their constant relocation and need of outsiders to keep the clan alive.

    The oddity of how they became powerful genjutsu users is another mystery. Some claim they have the blood of the sage flowing through them, others assume they have some sort of blood yie to the Yokai in their more eldritch abilities. Whatever the cause, while they don't have a dojutsu to call their own, their lack of a mystical eye doesn't keep them from being able to stay on par with them due to their unique approach of increasing their mental powers.

    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, many have the clan's mark somewhere on their clothing or tattooed on their body. What doesn't appear physically however, is their Id, the primal part of their mind given personality in order to properly increase & regulate their Yin affinity for genjutsu. 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. In a curious twist, this doesn't grant them a naturally higher intelligence or perception when it comes to recognizing genjutsu and it's believed that it's the Id providing the benefits instead. The Kurama



    Clan Training Tree
    Training all members of the Kurama clan go through, whether or not they have the famed ability to affect reality.
    Level 0 - Wild Talent | Free:

    The free starting level for anyone born within the Kumera bloodline. At this stage, the user hasn't taken the proper steps to expanding their power. Users at this level do however quickly take to learning new genjutsu, taking half the word count to learn them.
    Level 1 - Ardent | 100 XP:

    A quickly-reached level for many, the user's natural skill at Genjutsu is strong enough that Intelligence or Perception requirements for recognizing or avoiding negative effects of a Genjutsu are lowered by 1 tier for the bloodline user, while the requirements for victims of the bloodline user's genjutsu are raised by 1 tier. In addition they can choose to use their Intelligence when trying to recognize any Genjutsu.
    Level 2 - Erudite | 300 XP:

    At this level the Bloodline user's Genjutsu is strong enough that the amount of people they can trap as well as the range & skill of their Genjutsu has increased dramatically. All Genjutsu technique ranges are doubled and take 1 post less to set in for the Bloodline User. (Minimum 1 post if it does require a set in time)
    Level 3 - Mystic | 500 XP:

    Those who have honed their Kurama Bloodline have become masters in their own right, even if they don't have access to the true power of the Kekkei Genkai. Bloodline users with this level can reduce the CP cost of Genjutsu techniques by 1 rank.



    Kurama Bloodline Tree
    The most well known ability of the Kurama, that of being able to affect the physical work to a limited extant with their genjutsu.
    Kekkei Genkai Umare | PC LOCKED | 1,000 XP:

    The rare souls born with this ability can inflict physical damage on those caught within their Genjutsu by tricking their victim's mind into harming themselves through the nocebo effect and a yang release. This damage ignores most physical defenses such as armor and natural defenses like animal shells or scales. (In technical terms the bloodline user can choose to do either Physical or Mental damage) In addition, Users who are trapped within the Bloodline User's Genjutsu attempting to use a technique to dispel the genjutsu must pay 1 rank higher then what the technique normally requires. (X-tier techs still cost 35 CP)
    Kekkei Genkai Chikara| PC LOCKED | 500 XP:

    As the user's control over their Id increases, so does the power of their illusions due to the imbalance of Yin and Yang Chakra within their body. All Genjutsu techniques the user makes gain a +1 to their power.
    Requires: Kekkei Genkai Umare
    Kekkei Genkai Ressha | PC LOCKED | 500 XP:

    While the few who are born with the Kekkei Genkai are strong, even fewer get the proper practice to get their Id under control. Bloodline users who have properly reined in their Id are not at risk of having their original personality overwritten and have full control over their Genjutsu techniques, or the original personality has been lost with the Id in full control. Either way, this newfound control allows the Bloodline User to learn the restricted technique 'Gate of Id'. Only if all 3 slots are filled can the user trade for a different restricted technique.
    Requires: Kekkei Genkai Chikara



    Extra Studies Tree
    The third tree of the Kurama bloodline is less of a path and more a set of branches for the two main halves of the Kurama bloodline. Not all members study it due to the investment, but they will often pick up a skill or two within it to supplement their genjutsu abilities.
    1-Handed Genjutsu | 250 XP:

    A useful skill refined by the Kurama Clan's bloodline, allowing proper Yin chakra flow when using Genjutsu. This ability allows the Bloodline User to use genjutsu techniques with one hand without any additional stat penalty. Highly convenient when several Genjutsus are needed in rapid succession.
    Requires: Level 1
    Signless Genjutsu | 500 XP:

    An oft forgotten skill granted to many Bloodline users, it is often neglected as many assume it is only limited to those with full access to the Kurama bloodline. This ability allows the Bloodline user to use genjutsu techniques without signing and without any additional stat penalties. While it often limits what genjutsus are usable as some techniques require the target looking at the Genjutsu user's signing or a musical instrument, it is a handy skill to have.
    Requires: Level 2; C-Rank Intelligence; 1-Handed Genjutsu
    Subtle Knowledge | 250 XP:

    As a clan member's skill grows, one often finds that while their ability to discern Nightmare Genjutsu has grown considerable, their ability to recognize subtle genjutsu isn't as strong. with this the user can use their base Intelligence to try and discern any genjutsu instead of just nightmare genjutsu.
    Requires: Level 2
    Delayed Trigger | 250 XP:

    Despite how powerful the Kurama are at spotting a genjutsu, some are not always able to keep up and need a little more time to see reality. Just as an Erudite can shorten the set-in time of their own genjutsu, they can extend how long it takes for an opponent's genjutsu to set into their own mind. All genjutsu placed on the bloodline user with ill intent take 1 more post to set in, the exception to this being Genjutsu trigger though a Dojutsu or Touch.
    Requires: Level 2
    Variable Trigger | 500 XP:

    The Kurama pride themselves on being able to use genjutsu at it's highest form, and one of the ways they achieve this is by altering the trigger a genjutsu uses. Upon purchase the user gets 5 slots that they can put genjutsu in. Genjutsu in these slots may have their triggers changed at-will. The users starts out with 5 different triggers they can alter it to:
    ➤Sending Chakra at a target
    ➤Sending Chakra at an area
    ➤Sight
    ➤Sound
    ➤Touch
    Being able to alter a trigger DOES NOT remove the weaknesses of a trigger, such as a music based triggers needing a constant to keep active. The user can only swap slotted genjutsu when an activity check is made or through a character reset. A user can learn more triggers, each new trigger costing 100 XP.
    Requires: Level 3
    Internal Focus | 250 XP:

    The culmination of a Kurama's mental training, the user has learned the mental steps needed to instantly perceive if they're trapped by a Genjutsu user. If the user has the Sensory Skill, they can lean this without meeting the prerequisites for 500 XP.
    Requires: Level 3; Subtle Knowledge

    Bloodline Limits & Drawbacks
    Like any Genjutsu, the Clan's Kekkei Genkai is subject to 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 mitigated by proper training. (Mechanically there are no drawbacks to the Id growing in power, but roleplay is more then just raw stats and abilities)

    Bloodline Users who have the Kekkei Genkai also are limited in how they can physically hurt someone through their genjutsu, as the victim's body is responding to a nocebo and not being mind controlled to deal the physical damage to themselves in an outward fashion. 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.)


    Last edited by Mort on Tue Dec 01, 2020 6:01 pm; edited 12 times in total


    _________________
    The Mighty Warrior of Epicness:

    Character: Mōtimā Midori-Okō Kurama
    Class: A
    Renown: 1775
    Base Stats: 19/20 Raises
    Strength: D
    Constitution: C
    Stamina: B+ (210 CP)
    Speed: C
    Coordination: B
    Intelligence: S
    Perception: C

    Plot Tracker (And Other Links!): Link
    Updates: Link
    Mort
    Mort


    Posts : 284
    Join date : 2020-02-26
    Age : 23

    Character File
    Skills & Elements: None
    Class: E
    Ryo: 0

    Kurama Clan v1.1 {WIP} Empty Re: Kurama Clan v1.1 {WIP}

    Post by Mort Thu Nov 12, 2020 5:34 pm

    Kurama Techs

    Kai Series
    Kurama Kai: Horizontal Smash
    Kurama Kai: Area Blast 
    Kurama Kai: Localized Lance

    Trigger Happy Havoc Series
    Sight Proto
    Flow Proto
    Sound Proto
    Touch Proto
    Gust Proto

    Reality Alter Series - The Alter Series capatalizes on the Clan's bloodline.
    Stagnant Air
    Thunderbolt

    Id Series - Derived from the Restricted Technique 'Gate of Id'
    Gate of Id:

    Name: Gate of Id
    Rank: A
    Power: Varies
    Activation Cost: 20
    Upkeep Cost: 10
    Range: Self/Contact
    Speed: Instant
    Element: N/A
    Skill: Genjutsu
    Classification: Kurama Clan Restricted technique
    Requirements: Level 2 Bloodline
    Parent Technique: Kurama Kai
    Hand Seals: Tiger -> Snake -> Tiger
    Description: The Bloodline User'd Id becomes a mental bastion of defense, taking on any Genjutsu User's techniques thrown the Bloodline user's way and quarantining them as it overwrites any dangerous illusions. While this technique is active, the following occurs:
    ➤Any Genjutsu made by an enemy Genjutsu User that is 1 rank lower then the Bloodline user's class does not affect the Bloodline User.
    ➤The enemy Genjutsu user's technique does not automatically end. The Genjutsu User is not automatically aware it failed. The Genjutsu User must consciously stop the Genjutsu they made.
    ➤Genjutsus that place an enemy Genjutsu User's mind inside their target (the bloodline user) encounter the Id instead. The Id is incorporeal and has control over the mind the Genjutsu User is in. The Genjutsu user can leave or end their Genjutsu at any time, but they must first recognize their Genjutsu did not work as intended. Following the Genjutsu Passive Awareness rules on the Genjutsu Rules Page, they must either use Perception or Intelligence to notice, whichever is higher. (RP & Bijuu awareness are unaffected)
    Weaknesses: As powerful as the Id is, even it cannot stand up against Genjutsus who's parent techniques are derived from a Restricted and as such will bypass this technique.
    Mirror of Id

    Miscellaneous Jutsu - Jutsu that don't fit any of the categories above



    Changelog from v1.0 to v1.1
    Added Level 0, KKG Chikara, Variable Trigger, Subtle Knowledge, Delayed Trigger and Internal Focus
    Moved Lv 3 wordcount reduction to Lv 0
    Moved KKG Ressha's Instant genjutsu sensing to Internal Focus
    Reduced the cost of several abilities
    Renamed Lv 1, 2 & 3
    Locked KKG Umare & KKG Ressha to PC only to match how rare the ability is in the lore
    Reworded Lv 1 to reflect the fact user's don't get stat boosts
    Added some fun lore


    _________________
    The Mighty Warrior of Epicness:

    Character: Mōtimā Midori-Okō Kurama
    Class: A
    Renown: 1775
    Base Stats: 19/20 Raises
    Strength: D
    Constitution: C
    Stamina: B+ (210 CP)
    Speed: C
    Coordination: B
    Intelligence: S
    Perception: C

    Plot Tracker (And Other Links!): Link
    Updates: Link

      Current date/time is Sat Jan 22, 2022 12:07 pm