1 Suzuki Clan(Kaneko clan) Thu Jun 01, 2017 7:29 pm
Julius V
D-rank
Clan Name: Suzuki (Formerly: Kaneko)
Location: Scattered.
Specialization: N/A
Elements:
- Raiton
- Katon
- Suiton OR Fuuton
- Kesshōton
Clan History: Work In progress
Members: Work In progress
Kekkei Genkai Name: Plasma Release~血漿遁, Kesshōton
Kekkei Genkai Description: Throughout many years the Suzuki clan was known as a clan powerful at commanding more than one element, however, never was there ever before a Shinobi that could utilize the fourth element despite all means and attempts. All clan members could utilize water, fire, and lightning, or, wind, fire, and lightning. However, there was a deeper meaning to this entrapped within the clansmen's genes. That was the ability to manipulate Plasma and generate it.
Years would come and go and finally the ability to manipulate Plasma and control it was localized within all branches of the family and the clan was known to be one of the most powerful clans in the Ninja world. Wherever the clan's Shinobi appeared, great prowess and strength were shown.
Plasma Release~血漿遁, Kesshōton: Through the heating of water or manipulation of air, using electricity and fire to ionize gas, Plasma is produced. Plasma being the fourth state of matter is born when the atoms move at a speed so quick and violent it knocks away electrons from their orbits producing Plasma.
- Speed: Plasma as an element is faster than the average element by 10 meters a second at all ranks. Example:(Normal)50 M/S. (Plasma) 60 M/S.
- Too Hot to handle: The people of this clan have a naturally hot body to resist heat from their own element and thus, they interact with burns with much more resilience. -1 degree to all burns received.
- Way too hot to handle: Plasma's most defining feature is its incredible heat. It deals stronger burns. Example: Minor first-degree burns become minor second-degree burns. +1 to burns dealt by Plasma.
- Ice-Melting Hot: Plasma is highly effective against the Ice element/water element and techniques that are cold. Interacting with them at a rank higher.
Drawbacks:
- Magnet Release: A natural enemy to Plasma and can disintegrate it from its power and as such the element interacts with Plasma at a rank higher. If the technique is higher than the Plasma by two ranks it completely passes through the Plasma technique and destroys it.
- Conductor: Plasma is an incredible conductor of electricity. Lightning techniques that interact with Plasma regardless of the caster receive +1.
- Ice element and other cold elements: Due to the high temperature of the clan given body, deal +1 damage to the user's body. 1st-degree frostbites become 2nd-degree frostbites
- Plasma As an Element: As an element, Plasma is difficult to control and as such, defensive techniques, due to the nature of this element, cannot be created below A-Rank.
- Elemental Training: All elements start at D-Rank and the Plasma element takes the rank of the lowest element. All elements can be trained up to SS-Rank, however, the Plasma element takes the rank of the lowest element.
- Gene controlled: After character creation, the player may never un-train Suiton or Fuuton for the other.
- Elementally-focused-training: fourth specialization due to intense training focused on elements. Cannot take either one of the hesitant special characteristics either. As well as only learn their third Specialization at Jounin.
Overheating:
The element itself is incredibly powerful. The clansmen themselves cannot use this element freely, not without a "Cooldown." The clansmen can use this element up to a certain number of times before the cooldown period initiates. The cooldown initiates due to an overheat in the body due to the repetitive use of the Plasma release. In order to avoid overheating, players must not use a Plasma technique for one turn, which allows the user to use more Plasma techniques. If the user exceeds the limit and uses Plasma technique more than their limit; they overheat and enter the cooldown period. Each post without a plasma technique would reduce the plasma count by 2. Overheating occurs as soon as the player hits their limit of Plasma Jutsus.
Example: Using plasma techniques as a genin for three posts and on the fourth not using Plasma. The user can user will be reduce the plasma jutsu count by 2. However, if they use Plasma techniques four times in a row, they overheat and enter the cooldown period.
- Genin: can use 3 plasma techniques before overheating. Overheating will cause them to be unable to use heat generating elements (lightning that causes burns, fire, or plasma) for 3 turns.
- Chunin: can use 4 plasma techniques before overheating. Overheating will cause them to be unable to use heat generating elements (lightning that causes burns, fire, or plasma) for 3 turns.
- Special Jounin: can use 5 plasma techniques before overheating. Overheating will cause them to be unable to use heat generating elements (lightning that causes burns, fire, or plasma) for 3 turns.
- Jounin: can use 6 plasma techniques before overheating. Overheating will cause them to be unable to use heat generating elements (lightning that causes burns, fire, or plasma) for 3 turns.
- S-Rank: can use 7 plasma techniques before overheating. Overheating will cause them to be unable to use heat generating elements (lightning that causes burns, fire, or plasma) for 3 turns.
- SS-Rank: can use 8 plasma techniques before overheating. Overheating will cause them to be unable to use heat generating elements (lightning that causes burns, fire, or plasma) for 3 turns.
Warning: Overheating affects the user's body, heavily, and as such ice techniques will deal +2 damage.
Last edited by Julius V on Sat Jun 10, 2017 6:22 am; edited 2 times in total