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Djinn (WIP)

 
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Ichiru Shouten
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PostPosted: Fri Dec 04, 2015 2:53 pm    Post subject: Djinn (WIP)  Reply with quote

Bloodline Name: Djinn - Weapon Spirit
Clan Name: Hokou
Leader: Ren Hokou (NPC)
Village: Any Village

Clan History: The ancient

Clan Traits/Characteristics: All pure-blooded Hokou have crimson hair with glowing crimson eyes like ruby jewels and lightly-bronzed skin. half-blooded and mud-blooded Hokou tend to keep the eyes however the other features vary heavily.

Clan Personality: Hokou are intensely loyal to their lord, whether this be the clan leader or someone who they have dedicated their service to. On the rare occasion that someone manages to save them, they must serve a debt for life or until they have done something worthy of erasing the debt.

Bloodline Description: The Djinn are ancestral spirit beings which have lived for thousands of years in this world, and much more in the world of the summoning realm. They have acted as judges of the law in the summoning realm in the past. The Hokou have power to utilize those Djinn who have inhabited a 'metal shell' or item which is the shell of the Djinn to live within.

Bloodline Limits:

Name: Djinn • Kotama (Metal Shell)
Requirements: Creation
Description: In ancient times, nine Djinn aided nine heroes by abandoning their physical forms and taking the form of the honoured Kotama so that the heroes could defeat the dark djinn and set free the shackles of fate. Since, the descendants of the heroes the Hokou clan have mastered the ability to rely on the power of the Djinn. Kotama are initially applied as a D-rank item of choice however as it's partner shinobi gains rank so does the Kotama and must be re-applied as a weapon of that rank each time the shinobi updates his/her rank. The weapon itself cannot have anything more than basic abilities when applied for.

Name: Djinn • Sochi (Equip)
Requirements: Creation, Two-Point Training for the second ability
Description: The power of the heroes of ancient times and the Hokou in the current age has always been to manifest the power of the Djinn into their weapons. Each Djinn happen to have two such abilities which cost a two-point training to awaken each. These 'Equip Powers' must be applied for as part of the weapon, though they must be named as their activation method requires incanting the ability's name. Having these abilities active require a chakra cost to maintain, equal to casting a ninjutsu of two ranks lower than the Shinobi's rank (minimum E) and cannot be lowered via increases to chakra control.

Name: Djinn • Bubun Kaeru (Partial Transformation)
Requirements: Djinn • Sochi, Four-Point Training
Description:

Name: Djinn • Kanzen Kaeru (Complete Transformation)
Requirements: Djinn • Bunbun Kaeru, Seven-Point Transformation
Description:


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Clan Jutsus:

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Number of Members Allowed: 0/9
Initial Members:
  • Reserved for Ichiru



_________________
Sazaku • A-rank Genin • Yukigakure • 250 Fame
Mumei • C-rank Vagrant • Missing-Nin • 0 Fame

Roleplaying Characters:
Rin Shouten • S Yukikage
Yamata Uchiha • S Chunin
Somil Hasura • S Chunin
Haruko Shouin • A Genin
RPG Stats:
Shinobi Rank: Yukikage • Chunin • Chunin • Genin
Village: Yuki • Konoha • Diamond • Konoha
Fame: 12500 • 4300 • 4250 • 250
Infamy:
Training Points: 8370
Inventory: 3x Rank Train, 150x Jutsu Slots, Basic Element Slot, 2 Style Points, 27x Kin Points

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