Sand: Hojo

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Sand: Hojo

Post  DM Ramen on Mon Dec 15, 2008 9:44 pm

There the sun shines not, nor the moon and the stars, nor the lightning, let alone this earthly fire.

Only when illumining Light shines,
everything else shines;
the self-revealing Light illumines the entire universe.


北条氏The clan mon represents a dispersive triangular prism, a reflective porro prism, and a polarizing prism.晴輝, 陽生


Lore Roles For Your Character
Lore 5The Hojo clan have reflective eyes that take on the dominant color of their surroundings, white to bronze skin, and platinum white to grey hair.
Lore 10You know of the Hojo clan. They are known for their affinity for light jutsu. They are a wealthy merchant class family famous for their tailored garbs and wears (Hojo Tailors & Design). The clan is very old, and so strictly adheres to rules and tradition; this is most likely why clansmen wear similar designs and colors.
Lore 15The Hojo clan is spread out between Sunagakure and Konohagakure, counting distant cousins as nin in both. Until recent improvements in relations between the two villages, this fact often caused conflicts of interest and in turn had limited the social influence of the Clan in both hidden villages.
Lore 20The Hojo clan was originally based in the Land of Rain, but with the numerous civil wars and instablity of the country in general... they eventually left in search of a better life for their future generations.
Lore 25The clan is actually made up of two groups. The primary clan consists of 'pure-blooded' Hojos, having come into the family at birth. The secondary clan are those born outside the family, but with the use of a secret sage class technique, have been willingly and physically transformed so as to adhere to appearance expectations of a typical Hojo. This is held in high regard as it has allowed the clan to continue for so long with little change. The technique is not complete however. It does bind the outsider to the clan, but they still tend to stand out as they retain highlights of their original hair color in their white hair. The Hojo bloodlines may or may not appear in the new secondary clan member.
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Re: Sand: Hojo

Post  DM Ramen on Mon Dec 15, 2008 10:48 pm


CLAN BLOODLINE

Kekkai Genkai / Advanced Bloodlimit

The Mind Fortress ( Kokoro Toride 心砦 )

Members of the clan who possess the bloodline all possess the same reflective eye that takes on the dominant colour of their environment; it has a mirror like shine.

The bloodline is a passive dojutsu. The user cannot control it, but more it is an automatic defence. When an oppononent uses their own dojutsu, the Kokoro Toride reacts by taking on the appearance of the dojutsu being use against them. At lower ranks, this ability simply confuses an opponent... giving the Hojo some extra time before the actual dojutsu is used against them. At higher ranks, the Kokoro Toride can actually cancel out an opponent's dojutsu.


User A (Hojo) User B (Hyuuga, Uchiha etc.)

Both of them activates their respective dojutsu!
A low ranked hojo's eyes will only be able to imitate the opponents eyes only confusing User B, but having no other effect than that.
A higher ranked hojo's eyes will also take on the appearance of the opponents eyes, but eventually User A will be able to cancel out User B's dojutsu. Note, that in order for the Kokoro Toride to active, the opponent must be in the near vicinity. It can cancel out a Hyuuga's byukagen, but if the Hyuuga member is far enough away, they are not affected and can use it to spot the Hojo's location. Upon automatic activation of the Kokoro Toride, a slight pressure is felt on the user's eyes.

Rank 1: Starts off With-The user's eyes take on the dominant color in their environment.
-The user's eyes take on the appearance of an opponent's dojutsu.
-Chakra Cost: 0
-pvp effects: The opponent is surprised and confused at seeing their own dojutsu in another. There dojutsu is delayed for one round, but is used in place of a different move the next round.
Rank 2: Costs additional 15 Tokens-The user is able to imitate the appearance of the opponent's dojutsu and temporarily cancels the effect of the opponents dojutsu for 1d4 rounds (with one free round to begin with). Wis or int roll to hold the opponents dojutsu from working, no bonus modifiers or level mods.
Rank 3: Costs additional 15 Tokens (must purchase Rank 2 first)-The user is able to imitate the opponent's dojutsu appearance and cancel the effects for the remainder of the time they are within one another's vicinity.


Last edited by DM Ramen on Tue Dec 30, 2008 2:08 am; edited 1 time in total
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Re: Sand: Hojo

Post  DM Ramen on Tue Dec 16, 2008 9:05 pm

Hojo Clan jutsu are best executed as supplementary jutsu to a team effort as a good number of them are made to prolong a battle. It has been said in the past that a Hojo alone is easy prey that will tire itself out. A team with a Hojo or better yet a team of Hojos, is a damned and deadly nuisance.


Ranking
There are seven different ranks in jutsu:
S-rank: Secret: extreme level jutsu
A-rank: Kinjutsu: ultra high level jutsu
B-rank: Jounin level jutsu
C-rank: Chuunin level jutsu
D-rank: Genin level jutsu
E-rank: Academy student level jutsu
No rank: Jutsu relying on the unique abilities of the users (Kekkei genkai, Hiden jutsu)


GENJUTSU

Twinkle
Rank: D
Chakra Cost: 3
Type: Genjutsu
RP Effect: The opponent sees a twinkling star in their field of vision, leaving a falling trail of sparkeling dust.
PVP: A standard comatose genjutsu. See official rulebook for information.
NWN Visual Effect:


TAIJUTSU

Dance of the Comet
Rank: B
Chakra Cost: 8
Type: Taijutsu
RP Effect: The user makes a line-of-sight dash at his opponent. By attaching their own illumine soul as a chakra anchor to a direct beam of light on an invisible wavelength, the user moves so quickly so as to leave ghost images in his wake.
PVP: The user receives two taijutsu attacks on an opponent. The first is unblockable/undodgeable for (your ninja rank, genin=1d4, chunin=1d8, jounin=1d10) damage, whereas the second acts as a normal taijutsu attack in accordance with the official rulebook. So to clarify it is your normal taijutsu damage (ranked) that is unblockable, and then a second attack for 1d8 damage that may or may not take affect depending on whether or not your opponent has blocked it.
NWN Visual Effect:


NINJUTSU


Dance of the Firefly
Rank: N/A
Chakra Cost: 1
Type: Ninjutsu
RP Effect: The user is able to illuminate his environment by increasing the rate at which chakra flows through his body. This is the basis for most of the Hojo Clan's light jutsu and does not require hand seals. It is also unique to the clan in the sense that it requires little to no effort, and that their chakra is imbued with photonic particles. This method is very effective against shadow jutsu users as it minimizes the user's own shadow to a barely noticeable spec below them, making it difficult for techniques such as shadow bind.
PVP: The shadow user receives a deduction on their ninjutsu roll (Hojo genin = -2, Hojo chunin = -4, jounin = -6)
NWN Visual Effect: ?

Shimmer
Rank: N/A
Type: Ninjutsu
RP Effect: The user quickly dissipates into particles of light, then reforms at a visible distance.
PVP: This is a replacement for the flicker technique. The only difference is that a tagged item is not necessary, it is a truer version of teleportation.
NWN Visual Effect: ?

Holonic Flare
Rank: D
Chakra Cost: 3
Type: Ninjutsu
RP Effect: The user discharges internalized chakra in the form of a pyrokinetic display. His opponent becomes partially hampered as their chakra, sensory system, nervous becomes slightly overwhelmed with the influx of foreign chakra energy.
PVP: The opponent experiences vertigo for (genin=1d4, chunin= 1d6, jounin=1d8) rounds (with one free round not counted). The levels of the Hojo character are subtracted from their opponent's spot/listen/search/touch (aka senses). If the Hojo is using the Mirage Cloak jutsu or if there is something else that obstructs the senses beforehand (ex. smoke bombs, Kiri Mist jutsu) the opponent must make a sensory roll before attacking (Listen vs Move Silently or Spot/Search vs Hide). The affects of this attack can stack with those of another Hojo using the same, however the lowest number of ranked rounds must be chosen, and only one set of rounds can be used at a time.
NWN Visual Effect:

Mirage Cloak
Rank: D
Chakra Cost: 3
Type: Ninjutsu
RP Effect: The opponent sees the Hojo disappear as his form is distorted in waves.
PVP: The Hojo is invisible and disperses chakra to distort his trail and the opponent must make Listen Roles against the Hojo's Move Silently roll. If a Hojo's eye bloodline is not active, then the jutsu does not work against detecting eye jutsus (such as byukagen or similar). If a Hojo's eye bloodline is active (at higher levels obviously), the opponent's eye bloodline is cancelled out. The cloak lasts 1d6 rounds, and per round the opponent must make a Listen roll against the Hojo's Move Silently roll before attacking (for non-area-of-affect attacks) in order to connect the attack. In contrast, the attacking Hojo must make a move silently roll against the opponent's listen roll before attacking. If the Hojo's move silently roll is successful, then it is an automatic hit... if it isn't, then the opponent has a chance to defend against the attack.
NWN Visual Effect: Mage Armor

Mandorla Phase
Rank: D
Chakra Cost: 3
Type: Ninjutsu
RP Effect: The Hojo's body is encased in a transparent orb of light that allows for attacks to pass through them. It is for this reason that some of members of the clan are rumored to be ghosts. The jutsu works by manipulating the user's molecules and keeping it in on a modulating phase sequence.
PVP: Basic wisdom roll against an opponent's attack roll.
NWN Visual Effect:


Orb
Rank: D
Chakra Cost: 3
Type: Ninjutsu
RP Effect: Three small orbs of light appear around the Hojo. Without effort, the Hojo can move them in swirling patterns towards their opponent.
PVP: The Hojo makes three wisdom roles in all. The opponent must make a dex roll for each wis roll. Should an orb hit the opponent, it does 1d4 damage.
-It cannot be blocked by the physical body/item or ninjutsu, only dodged (opponent must use dex). It is however ineffective against light defensive jutsu.
NWN Visual Effect:

Core Splendor
Rank: C
Chakra Cost: 5
Type: Ninjutsu
RP Effect: A round glowing dot appears in the middle of the Hojo's forehead. Their form begins to shimmer.
PVP: For 1d6 turns after activation, all attacks pass through the Hojo unable to damage them. They are only susceptible to genjutsu in this form. This jutsu can only be used once every six turns of the Hojo after it deactivates.
-A Hojo in this state cannot be healed by an ally.
-This jutsu can be used to escape from prison jutsu and gives the temporary ability to hover, ghost through objects.
-The jutsu must be activated on the Hojo's turn, and not as a defensive turn against an opponent's attack.
NWN Visual Effect:

Halo
Rank: C
Chakra Cost: 5
Type: Ninjutsu
RP Effect: A disk of light forms above the user's head. From it edge of the disc, a beam of light shoots forth at the opponent.
PVP: Basic Wisdom attack roll. +2 to hit, 2d8 if hits, Con check DC10 (no mods) to avoid being stunned for 1 round.
NWN Visual Effect:

Holonic Strobe
Rank: C
Chakra Cost: 5
Type: Ninjutsu
RP Effect: The user emits rapid flashes of photonic chakra from a disk that forms behind their head for the remainder of the jutsu.
PVP: The opponent experience and epileptic seizure and is incapacitated for (1d4=genin, 1d6=chunin, 1d8=jounin) rounds. Per turn, the opponent damages themselves because of their physical fit and thrashing movements. The opponent must roll their own damage (opponent's rank: genin=1d4, chunin=1d6, jounin=1d8).
NWN Visual Effect: Great Dispell (self)

Photonic Clone
Rank: C
Chakra Cost: 5
Type: Ninjutsu
RP Effect: An equivalent of the Kage Bunshin Jutsu.
PVP: The user momentarily flickers as a photonic clone is created. The clone is a holonic replica made of tightly woven concentrated beams of energized light.
NWN Visual Effect: Creates a working copy of self.

Ion Cannon
Rank: B
Chakra Cost: 8
Type: Ninjutsu
RP Effect: All sounds of wildlife are silent. Above, the clouds suddenly part outward, forming a halo. A beam of light suddenly shoots down from the heavens onto an opponents general area... oddly enough, no sound accompanies it. And just as it appeared, it is gone. An accelerate particle beam weapon is a type of directed-energy weapon that directs a high energy beam of atoms or electrons at a target, and thus causes damage by disrupting the atomic and molecular structure. While the mass of these particles are very low, the ultra high velocity imparts massive momentum.
PVP: 3d8 damage to opponents as it is an area of affect attack, note rp-wise your allies should not be near the opponent when using this or else you may hurt them
NWN Visual Effect:

Holonic Barrier
Rank: B
Chakra Cost: 4 per user
Type: Ninjutsu
RP Effect: Two Hojos perform seals to create a semi-transparent shield of colorful chakra light that streams forth from their hands and feet. The barrier is in a near constant state of flux so that it adapts to varying attacks, preventing them from going through, and has the ability to reflect them back to the opponent (in which case, the opponent needs to defeat or dodge their own roll in the same turn, this applies to taijutsu or ninjutsu projectile attacks only).
PVP: This jutsu requires two users in order to work. Each user then rolls 3d8, adds them up, the total becomes how long the barrier can last. Because of the intense amount of concentration required, the two performing the jutsu cannot move while the barrier is in place. In order to reflect chakra ranged attacks back to the opponent (imbued weapons or otherwise), it is a basic WIS vs WIS roll (with level modifier only), if it fails then the opponent's attack simply dissipates.
NWN Visual Effect:

Dance of the Grain Goddess
Rank: S
Chakra Cost: 20
Type: Ninjutsu
RP Effect: The user's shimmers with a blue light that quickly coalesces and forms the image of a earth spirit. The image then kisses both the Hojo and the opponent before vanishing.
PVP: This jutsu lasts for 1d6 rounds if successful. Per turn the attack damages the opponent's hit points for 1d20. That damage per turn heals the Hojo for the same amount, but it cannot add more hit points than the Hojo's standard amount; therefore, the excess hp removed from the opponent dissipates rather than transfers.
LvL + con + rank mod (see below) = HP total
Genin = +0
Chuunin = +5
Jounin = +10
S-Rank Ninja(Kage STR)= +15)
NWN Visual Effect:

Dance of the Moon Goddess
Rank: S
Chakra Cost: 20
Type: Ninjutsu
RP Effect: The user's shimmers with a blue light that quickly coalesces and forms the image of a moon spirit. The image then kisses both the Hojo and the opponent before vanishing.
PVP: This jutsu lasts for 1d6 rounds if successful. Per turn the attack steals the opponent's chakra for 1d20. That chakra transfers to the Hojo for the same amount, however the gained chakra cannot go higher than that Hojo's standard chakra limit (lvl+ CON and your highest mod between WIS or INT); therefore, the excess cp removed from the opponent dissipates rather than transfers.
NWN Visual Effect:

High Heaven's Plain (Takamagahara)
Rank: S
Chakra Cost: 20
Type: Sage-class Ninjutsu
RP Effect: The user transforms a willing individual into a Hojo of the secondary clan. That individual's hair becomes white and become one of the family.
PVP: This is not a pvp jutsu, it is only for roleplay as the participant must be willing to undergo the transformation as it is a requirement to marry into the clan or be adopted by it. Note, the individual does not receive the Hojo dojutsu (bloodline eye technique) or the affinity for light (unless they had the latter to begin with). The technique ensures that the children of the transformed individual and the Hojo, will receive the affinity for light and the clan dojutsu. It is an assurance that the clan will continue till the end of time.
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Re: Sand: Hojo

Post  DM Ramen on Tue Dec 16, 2008 9:05 pm

The Code of Hojo

Be the champion of the weak and the defenseless.
Be stern, unyielding and unswerving in your battles with evil.
Obey your masters with alert judgment and anticipation.
Serve the common good and the rule law established by honorable rulers.
Seek prowess and skill in all endeavors.
Stand ever alert against corruption.
Every failure of duty diminishes the Clan and every success adds to its luster.
Be ever mindful of the code, and use them in your actions to swiftly enact justice.


Patriarchs of the Hojo Clan

Name: Hojo Sora 昊 (deceased)
Status: Primary Clan
Other Element(s): Light & ?
Other: Little is known of Lord Sora as his time was many generations ago, even before the first great ninja war. Within the clan, he was the first known to be able to properly wield his affinity for light.

Name: Hojo Aoi 碧 (deceased)
Status: Primary Clan
Other Element(s): Light, Water, Fire
Other: Yet another clansmen who's information was lost due to the ravages of war and time, it is said that Aoi possessed a unique style that allowed him to use the formation of clouds in his jutsu.

Name: Hojo Kaede 楓 (deceased)
Status: Secondary Clan
Other Element(s): Light, Water, Earth
Other: Kaede is very much seen as the black sheep in the clan line. He would eventually retire to a life of hermitage in the cold woods of the north, remaining there until the end of his days whilst studying something he called rainbow chakra.

Name: Hojo Kaito 海翔 (deceased)
Status: Primary Clan
Other Element(s): Light, Water
Other: Kaito was a man typical of the clan. He would often follow rules and tradition to the letter and fulfill all that was expected of him. Kaito is easily one of the most forgettable light users during the Hojo's heyday in the Land of Rain.

Names: Hojo Hatake 畑 (left, deceased); Hojo Hayate 颯 (right, deceased)
Status: Primary Clan
Other Element(s): Light, Lightning (left); Light, Wind (right)
Other: Infamously known as "The Twins", Hatake and Hayate were born shortly after the first great ninja war. They would eventually lead the Hojo clan's exodus from the Land of Rain; Hatake would lead a small portion of the clan with him to the Country of Fire and Hayate would bring the majority of the family with him to the Country of Wind. A few clansmen stayed behind in the Land of Rain, and have seemingly disappeared due to the war-torn nature of the country.

Name: Hojo Yuuma 優真 (missing/deceased/?)
Status: Primary Clan
Other Element(s): Light, Lightning
Other: Son of Hatake, Yuuma was recognized as a genius. Unfortunately because of his background and his clan name and the history therein, he resigned himself to a secluded life just outside of Konohagakure as he was repeatedly denied admittance into the Leaf's ninja ranks. He, as well as the rest of the Hojo clan with him, had seemingly disappeared without a trace soon after.

Name: Hojo Ren 恋 (deceased)
Status: Primary Clan
Other Element(s): Light, Fire, Earth
Other: Father of Haruki and his many siblings, Ren was often the comic in the groups he found himself in. A sand nin of considerable talent, he would often forgo his use of light jutsu in favor of his elemental skills... one of which was the Fuji Eruption Technique (the creation of a mound of earth and the release of magma/lava and other gaseous and heated materials from within).
Yamato in his youth.
Yamato current day.

Name: Hojo Yamato 倭
Status: Primary Clan
Other Element(s): Light, Earth, Wind
Other: Younger brother of Hayate, Yamato has found his niche as the family's mentor and father figure. The younger generations affectionately call him Jiji (grandfather). Recently, he has been searching in Konohagakure for his separated clansmen in an attempt to reunify the group. He is the current patriarch and head of the Clan.
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