Post by Broke The Lost Admin on Jan 30, 2019 17:59:09 GMT -5
Kushaku Clan
From afar of the lands of Takigakure, this clan of mutants is often compared to Konohagakure's Aburame. The Kushaku specifically focus upon spiders and arachnids and typically use abilities derived from them in battle - though they are able to deploy swarms of spiders with enough development. Due to mistreatment in Takigakure, the Kushaku left in search of a new home until they were welcomed into Kirigakure by the Second Mizukage.
Kushaku tend to not have any spider-like features on their faces aside from fangs. Members of this clan vary from having two, four or six arms dependent on their body's current stage of mutation; a result of their apparent kekkei genkai. Black hair is common, as are red eyes. Their treatment in Kirigakure continues to vary as they are middle-class citizens, though their beholders (fellow villagers) either don't mind or are disgusted by them. Combat also varies heavily as there are Kushaku that primarily focus on taijutsu, kenjutsu, kyuujutsu or furthering their spider abilities - and they tend to stick with that.
Arachnid Evolution (Innate)
This person is a member of the recluse Kushaku clan and as such has access to a variety of spider-inspired abilities inherent to the clan. They are able to weave spider silk from the body and use low-tier techniques only available to their clan. In addition, they are able to stick to surfaces, webs and walls without the use of suimen and have improved night vision. The night vision only works for spotting if the individual they're trying to spot is hiding in just shadows.
Notes: Able to use up to C-rank Kushaku clan jutsu.
Spider Synthesis (T3; Low-Tier Semi-Unique)
As a part of the Kushaku clan, this individual has taken their dedication to arachnid inspired abilities to a new level. They have mutated to grow an additional two arms for a total of four, allowing them increased freedom in combat by using their new appendages to gain an edge in battle - be it through taijutsu, kenjutsu or with a bow. As well as gaining new limbs, this Kushaku is able to learn higher level abilities of their clan that were previously unavailable to them.
Notes: They have four arms and can use up to B-rank Kushaku clan jutsu.
Spider Symbiote (T4; High-Tier Semi-Unique)
A master of the strange hiden abilities of the Kushaku that thread the line between clan abilities and kekkei genkai, this person has ascended to the height of what is possible for their clan. Another set of arms is available to them, bringing them up to six total arms, that they can use to deploy a wide range of tactics in close-range and long-range combat. The secrets of spider-based combat is for them to understand and their foes to be bewildered of. Their eyes are optimal for long-range warfare for the purpose of zooming in on their targets, improving their tracking of their movements to land their attacks.
Notes: They have six arms and can use up to A-rank Kushaku clan jutsu. +1 Perception for tracking long-range targets.
Third Eye (T3; Requires Spider Symbiote)
As a fully evolved staple of the Kushaku, this individual can open a third eye upon their forehead to gain improved clarity of the battlefield and see across greater distances. This effect is akin to a sniper rifle's scope and empowers Kushaku that take their long-ranged fighting seriously to be incredibly effective at it. While focusing down range, however, they are completely tunnel-visioned and fully exposed to flanks should they not hear it coming.
Notes: +2 Sight. Can only see directly ahead.
This person is a member of the recluse Kushaku clan and as such has access to a variety of spider-inspired abilities inherent to the clan. They are able to weave spider silk from the body and use low-tier techniques only available to their clan. In addition, they are able to stick to surfaces, webs and walls without the use of suimen and have improved night vision. The night vision only works for spotting if the individual they're trying to spot is hiding in just shadows.
Notes: Able to use up to C-rank Kushaku clan jutsu.
Spider Synthesis (T3; Low-Tier Semi-Unique)
As a part of the Kushaku clan, this individual has taken their dedication to arachnid inspired abilities to a new level. They have mutated to grow an additional two arms for a total of four, allowing them increased freedom in combat by using their new appendages to gain an edge in battle - be it through taijutsu, kenjutsu or with a bow. As well as gaining new limbs, this Kushaku is able to learn higher level abilities of their clan that were previously unavailable to them.
Notes: They have four arms and can use up to B-rank Kushaku clan jutsu.
Spider Symbiote (T4; High-Tier Semi-Unique)
A master of the strange hiden abilities of the Kushaku that thread the line between clan abilities and kekkei genkai, this person has ascended to the height of what is possible for their clan. Another set of arms is available to them, bringing them up to six total arms, that they can use to deploy a wide range of tactics in close-range and long-range combat. The secrets of spider-based combat is for them to understand and their foes to be bewildered of. Their eyes are optimal for long-range warfare for the purpose of zooming in on their targets, improving their tracking of their movements to land their attacks.
Notes: They have six arms and can use up to A-rank Kushaku clan jutsu. +1 Perception for tracking long-range targets.
Third Eye (T3; Requires Spider Symbiote)
As a fully evolved staple of the Kushaku, this individual can open a third eye upon their forehead to gain improved clarity of the battlefield and see across greater distances. This effect is akin to a sniper rifle's scope and empowers Kushaku that take their long-ranged fighting seriously to be incredibly effective at it. While focusing down range, however, they are completely tunnel-visioned and fully exposed to flanks should they not hear it coming.
Notes: +2 Sight. Can only see directly ahead.
Clan Jutsu
The user emits a close-ranged sticky stream of spider web from their mouth, usually targetting a limb, to restrict its movement by covering it in web that proves tedious to remove. Though restricted, movement with the webs over their limb isn't impossible, although it's necessary to remove in order to form handseals. Alternatively, the web can be shot at the face to blind someone, or it can be grabbed to allow the user to swing the target around. This can also prove to be a rather effective disarming method.
After gathering spider webbing into their mouth, the user spits it out into a wide web pattern across either the ground or set it up between two sturdy objects (trees, walls, etc). This web is extremely sticky, and can ensnare foes to a nearby surface. Chakra is constantly flowing through the web making it difficult to escape from.
Kumonendo
[C-Rank]
The user emits a close-ranged sticky stream of spider web from their mouth, usually targetting a limb, to restrict its movement by covering it in web that proves tedious to remove. Though restricted, movement with the webs over their limb isn't impossible, although it's necessary to remove in order to form handseals. Alternatively, the web can be shot at the face to blind someone, or it can be grabbed to allow the user to swing the target around. This can also prove to be a rather effective disarming method.
Note: 6 handseals. Can only restrict up to 2 places at a time, and are limited to shooting 1 web a turn. T1 Strength - 3 turns to remove | T2 Strength - 2 turns to remove | T3 Strength - 1 turn to remove | T4 Strength & above - Instant removal. +1 to turn duration if the user possesses Spider Symbiote.
Req: Arachnid Evolution, T1 Control
Kumo Shibari
[C-Rank]
After gathering spider webbing into their mouth, the user spits it out into a wide web pattern across either the ground or set it up between two sturdy objects (trees, walls, etc). This web is extremely sticky, and can ensnare foes to a nearby surface. Chakra is constantly flowing through the web making it difficult to escape from.
Note: 6 handseals. Webbing covers a 5x5 area wherever set up, and is always visible. T1 Strength - 3 turns to escape | T2 Strength - 2 turns to escape | T3 Strength - 1 turn to escape | T4 Strength & above - Instant escape. +1 to turn duration if the user possesses Spider Symbiote.
Req: Arachnid Evolution, T1 Control
Kumo Soka
[C-Rank]
A special adhesive set of nets to be released from the user's mouth. These nets, created with chakra, stick to their prey and are difficult to remove. The nets themselves are very small, but can be created in a split second, so raising the rate of capture by spitting out several in a row is possible, making it also useful against multiple enemies. Anyone caught by the two-layered nets are knocked away, and if they so happen to be in front of something solid, are plastered to the object or person behind them.
Note: Sealless. User can create up to 3 nets, which inflict 3 tiles of knockback from their force. If stuck to an object or person: T1 Strength - 2 turns to remove | T2 Strength - 1 turn to remove | T3 Strength & above - Instant removal. +1 to turn duration if the user possesses Spider Symbiote. 2 turn cooldown after targets break free.
Req: Arachnid Evolution, T1 Control
Kumo Sokei
[B-Rank] (Low-Tier Semi-Unique)
The user can send chakra through a series of winding spider webs to instantly detect the approach of any enemies foolish enough to touch it. These threads spread in all directions and are so sensitive, that not even the slightest disturbance of the air goes unnoticed. Additionally, the threads are so thin, they can hardly be seen, yet they are stronger than steel wires. This technique is especially useful in enemy territory when the user needs to rest while still remaining on guard.
Note: 7 handseals. If the user remains completely stationary, can detect movement anywhere within 30 tiles of the user. With Spider Symbiote, it increases to map-wide.
Req: Spider Synthesis, T2 Control
Kumo Nenkin
[B-Rank]
This technique is utilized used to harden the golden metal that they releases like sweat or saliva. The tools created from this process can prove very effective for combat. This metal hardens like steel upon contact with air, so by chewing it in their mouth and changing its shape the user can create weapons appropriate to each battle. Because it instantly hardens, direct attacks from a distance are possible.
Note: Takes the user's action for the turn to create weapons. Can create as many weapons as they have arms. User can create up to medium-sized weapons in each hand, and cannot create intricate weapons like kusarigama or bow & arrows.
Req: Spider Synthesis, T2 Control
Kumo Mayu
[B-Rank]
This technique makes a cocoon of web around the opponent by using a considerable amount of chakra, immobilising them and leaving them open for other techniques. The stickiness comes from the user mixing their chakra with their body fluid. The technique is so refined, that even after having left the body, the user's chakra will still continue to flow through the thread to hold the opponent in place.
Note: Requires opponent to be ensnared in Kumo Shibari prior to be performed. Takes the entirety of the user's turn to create, after of which the target is immobilized: T1 Strength - Trapped indefinitely | T2 Strength - 3 turns to break free | T3 Strength - 2 turns to break free | T4 Strength - 1 turn to break free | T5 Strength & above - Instant escape.
Req: Spider Synthesis, T2 Control, Kumo Shibari
Kumosokai
[B-Rank]
A web that captures and contains all enemies attacking from the front. The user can potentially catch enemies off guard by releasing it while in the air. By swiftly spreading the ball of thread with their "legs" the web covers a wide area. The chakra imbued threads cannot be cut by even a dagger. The sticky and elastic threads are so strong that they can withstand significant force. The enemy is unable to move much at all unless they break free. However, since the webbing is crafted from chakra, it can be destroyed by refined chakra-imbued techniques, such as potent katon, raiton or piercing/slicing fuuton.
Note: 9 handseals. Web has a range of 5x5 in front of the user, everyone of which caught in it has their arms bound to their body and suffer a -3 to tile movement from constricted legs. 7x7 range should the user possess Spider Symbiote. T1 Strength - Bound indefinitely | T2 Strength - 2 turns to remove, T3 Strength - 1 turn to remove | T4 Strength & above - Instant escape.
Req: Spider Synthesis, T2 Control, Kumo Soka
Nenkin no Yoroi
[B-Rank]
By excreting their sticky gold from their pores, the user can quickly create a temporary armour that is capable of blocking chakra once exposed to oxygen. The sticky gold that's excreted is as sturdy as steel when it denses, making it extremely difficult to bypass through normal means. Strong fire, raiton and piercing/slicing wind-natured techniques or embued weapons have the best probability of punching through the armor, but otherwise it can withstand a great amount of punishment before breaking. Its duration is limited, however, as it'll crumble a short while after being formed. After it does, the user will need to wait until they build up enough sticky gold for another usage of it.
Note: Armor has T2 Durability. Hefty sustained drain per turn. Lasts for 2 turns, including the turn it was formed. 3 turn cooldown. If the user has Spider Symbiote, armor lasts for 3 turns.
Req: Spider Synthesis, T3 Control
Kumo Senkyu: Suzaku
[A-Rank]
The user expels Spider Sticky Gold from their mouth and gathers it to form a large war bow. By using their eight "legs", the user can boost the tension in the bow to extraordinary level. Also, by attaching a chakra thread to the arrow they can control it up to 50 metres from their target, achieving an astounding accuracy. On top of this, the third eye granted by their arachnid DNA gives them unmatched precision. Even from distances where they cannot be sensed by their opponent, their arrow pierces through the target at great speeds.
The power of the arrows can create craters in the ground from sheer force alone, and could be further increased by adding a drill to the arrowhead. The arrow impact with the drill added, could pile-drive through forests, as well as prevent change in trajectory when piercing through any obstacles that stand in between the target and the Kushaku.
Note: Takes one full turn for the user to set up their bow and the appropriate positioning. After set up, the user must remain stationary for accurate aim. Arrow has a range of 12 tiles base, +4 for each tier of Kyuujutsu the user possesses. Can fire up to 3 arrows, with 1 being shot per turn. 3 turn cooldown after technique ends.
Req: Spider Symbiote, Third Eye, T4 Control, Kumo Nenkin
Kumo Soka
[C-Rank]
A special adhesive set of nets to be released from the user's mouth. These nets, created with chakra, stick to their prey and are difficult to remove. The nets themselves are very small, but can be created in a split second, so raising the rate of capture by spitting out several in a row is possible, making it also useful against multiple enemies. Anyone caught by the two-layered nets are knocked away, and if they so happen to be in front of something solid, are plastered to the object or person behind them.
Note: Sealless. User can create up to 3 nets, which inflict 3 tiles of knockback from their force. If stuck to an object or person: T1 Strength - 2 turns to remove | T2 Strength - 1 turn to remove | T3 Strength & above - Instant removal. +1 to turn duration if the user possesses Spider Symbiote. 2 turn cooldown after targets break free.
Req: Arachnid Evolution, T1 Control
Kumo Sokei
[B-Rank] (Low-Tier Semi-Unique)
The user can send chakra through a series of winding spider webs to instantly detect the approach of any enemies foolish enough to touch it. These threads spread in all directions and are so sensitive, that not even the slightest disturbance of the air goes unnoticed. Additionally, the threads are so thin, they can hardly be seen, yet they are stronger than steel wires. This technique is especially useful in enemy territory when the user needs to rest while still remaining on guard.
Note: 7 handseals. If the user remains completely stationary, can detect movement anywhere within 30 tiles of the user. With Spider Symbiote, it increases to map-wide.
Req: Spider Synthesis, T2 Control
Kumo Nenkin
[B-Rank]
This technique is utilized used to harden the golden metal that they releases like sweat or saliva. The tools created from this process can prove very effective for combat. This metal hardens like steel upon contact with air, so by chewing it in their mouth and changing its shape the user can create weapons appropriate to each battle. Because it instantly hardens, direct attacks from a distance are possible.
Note: Takes the user's action for the turn to create weapons. Can create as many weapons as they have arms. User can create up to medium-sized weapons in each hand, and cannot create intricate weapons like kusarigama or bow & arrows.
Req: Spider Synthesis, T2 Control
Kumo Mayu
[B-Rank]
This technique makes a cocoon of web around the opponent by using a considerable amount of chakra, immobilising them and leaving them open for other techniques. The stickiness comes from the user mixing their chakra with their body fluid. The technique is so refined, that even after having left the body, the user's chakra will still continue to flow through the thread to hold the opponent in place.
Note: Requires opponent to be ensnared in Kumo Shibari prior to be performed. Takes the entirety of the user's turn to create, after of which the target is immobilized: T1 Strength - Trapped indefinitely | T2 Strength - 3 turns to break free | T3 Strength - 2 turns to break free | T4 Strength - 1 turn to break free | T5 Strength & above - Instant escape.
Req: Spider Synthesis, T2 Control, Kumo Shibari
Kumosokai
[B-Rank]
A web that captures and contains all enemies attacking from the front. The user can potentially catch enemies off guard by releasing it while in the air. By swiftly spreading the ball of thread with their "legs" the web covers a wide area. The chakra imbued threads cannot be cut by even a dagger. The sticky and elastic threads are so strong that they can withstand significant force. The enemy is unable to move much at all unless they break free. However, since the webbing is crafted from chakra, it can be destroyed by refined chakra-imbued techniques, such as potent katon, raiton or piercing/slicing fuuton.
Note: 9 handseals. Web has a range of 5x5 in front of the user, everyone of which caught in it has their arms bound to their body and suffer a -3 to tile movement from constricted legs. 7x7 range should the user possess Spider Symbiote. T1 Strength - Bound indefinitely | T2 Strength - 2 turns to remove, T3 Strength - 1 turn to remove | T4 Strength & above - Instant escape.
Req: Spider Synthesis, T2 Control, Kumo Soka
Nenkin no Yoroi
[B-Rank]
By excreting their sticky gold from their pores, the user can quickly create a temporary armour that is capable of blocking chakra once exposed to oxygen. The sticky gold that's excreted is as sturdy as steel when it denses, making it extremely difficult to bypass through normal means. Strong fire, raiton and piercing/slicing wind-natured techniques or embued weapons have the best probability of punching through the armor, but otherwise it can withstand a great amount of punishment before breaking. Its duration is limited, however, as it'll crumble a short while after being formed. After it does, the user will need to wait until they build up enough sticky gold for another usage of it.
Note: Armor has T2 Durability. Hefty sustained drain per turn. Lasts for 2 turns, including the turn it was formed. 3 turn cooldown. If the user has Spider Symbiote, armor lasts for 3 turns.
Req: Spider Synthesis, T3 Control
Kumo Senkyu: Suzaku
[A-Rank]
The user expels Spider Sticky Gold from their mouth and gathers it to form a large war bow. By using their eight "legs", the user can boost the tension in the bow to extraordinary level. Also, by attaching a chakra thread to the arrow they can control it up to 50 metres from their target, achieving an astounding accuracy. On top of this, the third eye granted by their arachnid DNA gives them unmatched precision. Even from distances where they cannot be sensed by their opponent, their arrow pierces through the target at great speeds.
The power of the arrows can create craters in the ground from sheer force alone, and could be further increased by adding a drill to the arrowhead. The arrow impact with the drill added, could pile-drive through forests, as well as prevent change in trajectory when piercing through any obstacles that stand in between the target and the Kushaku.
Note: Takes one full turn for the user to set up their bow and the appropriate positioning. After set up, the user must remain stationary for accurate aim. Arrow has a range of 12 tiles base, +4 for each tier of Kyuujutsu the user possesses. Can fire up to 3 arrows, with 1 being shot per turn. 3 turn cooldown after technique ends.
Req: Spider Symbiote, Third Eye, T4 Control, Kumo Nenkin