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    The Ashur's Zen Garden

    Mort
    Mort


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

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

    The Ashur's Zen Garden - Page 2 Empty Re: The Ashur's Zen Garden

    Post by Mort Tue Mar 24, 2020 11:01 pm


    Kurama Rework page since I rushed the Kurama the 1st time.
    Link to the original page


    The Ashur's Zen Garden - Page 2 Latest?cb=20090829235615

    Kurama
    Kumogakure
    Genjutsu; Advanced Kekkei Genkai

    Kurama, Hōki {NPC}



    Current Clan Members
    ➤ Some Dumb Kid with a sword



    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:

    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.
    Ardent - 500 XP:
    Erudite - 500 XP:
    Mystic - 250 XP:

    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.
    Umare - 1,000 XP:
    Saisei -:
    Seichō - 1,500 XP:
    Ressha - :
    KKG - Owari:

    Additional Abilities
    1 Handed Genjutsu - 250 XP:
    Signless Genjutsu - 500 XP:
    Fuunjutsu Genjutsu - 500 XP:

    Kurama Kinjutsu Techniques

    Kinjutsu 1 - Gate of Id:
    Kinjutsu 2 - Mental Consumption:
    Kinjutsu 3 - Omnificence:
    Kinjutsu 4 - SuperEgo:

    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.)


    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





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