name: Ryuujin
Kekkei genkai: The ability to summon, control, and temporarily fuse with elemental dragons.
clan history: The Ryuujin clan was formed at the beginning of time, when dragons dominated the earth. In order for the village to protect themselves, five of the village's best elemental ninjas formed all of their chakra into separate spheres. They had died, but the spheres turned into dragons with respect to their original element, being able to attack with it, and fuse with its natural forms. The dragons, after destroying the offensive real dragons, formed into five separate tablets, which have been developed into cards throughout time. The only five originals can only be used by the clan's master, and copies will be given out to members. Only clan members can use the cards. Copies can be made, and given out to other clans, but, the permission must be granted from the leader.
native village: Amegakure
clan's enemy: N/A yet
clan alliances: N/A yet
clan symbol:
- Spoiler:
clan weapon: Dragon cards.
clan jutsus: Summoning of the Five Dragons.
Can only fuse with one dragon at a time, and can fuse with a dragon for up to five turns, but then it can fuse with another. It takes a 5 turn rest period to fuse with the same dragon.
Rank: S
- Spoiler:
Fire Dragon Summoning:
Dragon has 50 CP
The user will throw a card, and it will turn into a ball of fire. A dragon will be born from the fire, approximately three stories tall, and will be made purely of dragon fire. The dragon can fuse with natural or chakral forms of fire, and hide itself within it. The user can now not use fire based abilities, although, if he or she fuses with the dragon, he or she can use the dragons abilities and effects. The Dragon can use one the five following jutsus.
Dragon Breathe
Chakra: 10
The dragon fires a reign of fire from its mouth. It can erradicate all solids, and evaporate all liquids. On liquids, it vanishes though.
Fire Storm
Chakra: 20 CP
The dragon roars. On the next turn, the sky turns black, and begins to rain fire for the perimeter of 50m. The fire has the same property of dragon breathe. Also, there is no space in the field for evasion. The area will heat up, and if the opponent does not look up or move because of the increased heat, they will burn, and evaporate.
Fire Spin
Chakra: 10
Fired from the dragons mouth, a torrent of flames hits the ground and creates a fire tornado, 100 Meter radius, can take out all of the oxygen from the air that is not from the other wind dragon. The oxygen stealing is for the area outside of the 100m vortex.
Flame Superiority
The ability of the dragon's fire to conquer other fire based jutsus, as the fire is not a natural or chakral form of fire. It is dragon fire, and reinforced with dragon blood.
Flame Manipulation
The ability of the Fire Dragon to control fire. Natural or chakra based.
Water Dragon Summoning:
- Spoiler:
Dragon has 50 CP
The user will throw a card, and it will turn into a sphere of water. A dragon will be born from the water, approximately three stories tall, and will be made purely of deep, serpent water. The dragon can fuse with natural or chakral forms of water, and hide itself within it. The user can now not use water based abilities, although, if he or she fuses with the dragon, he or she can use the dragons abilities and effects. The Dragon can use the five following jutsus.
Typhoon
Chakra: 15 CP
The dragon will spit a torrent of serpent water, and it will form into a huge swirling vortex, the size of two football fields. The water will be poisonous, as the huge water serpent's bite is also poisonous. Any ninja or animal or living being caught in the vortex, or even experiences the slightest form of wetness from ther typhoon will die in ten turns.
Boiling Water
Chakra: 20 CP
The dragon will disappear, but it's vapor will be under the ground, being heated up by the earth's core. When the dragon emerges, it will condense its molecules into super heated water, that is the same heat of the extreme heat of the core. It will be in mist form, and any person that the mist touches will be swiftly boiled alive.
Hydro Pump
Chakra: 5 CP per blast
The dragon will blast huge amounts of water from its mouth, approximately 50 meters in diameter, at opponents. The damage from it will cause temporary paralysis, 2 turns, or complete obliteration of one body part.
Water Superiority
The dragon's water jutsus are stronger and more durable than normal water jutsu, as it is from deep within the ocean, and reinforced with serpents blood.
Water Manipulation
The dragon has control over all forms of water, chakral and natural. It can manipulate it to do its will.
Earth Dragon Summoning:
- Spoiler:
[img]http://s.bebo.com/app-image/7935145010/5411656627/PROFILE/i.quizzazimg][img]
Dragon has 50 CP
The user will throw a card, and it will turn into a ball of earth. A dragon will be born from the earth, approximately three stories tall, and will be made purely of rocks, that are reinforced with dragon scales, which are more complex and durable molecules than diamond. The dragon can fuse with natural or chakral forms of earth, and hide itself within it. The user can now not use earth based abilities, although, if he or she fuses with the dragon, he or she can use the dragons abilities and effects. The Dragon can use one the five following jutsus. The Dragon is also the slowest moving out of the five.
Earth Pillars
Chakra: 10 cp per Pillar
The dragon will stomp the ground, and giant earth pillars will erupt beneath an opponent. The earth pillars are reinforced with dragon scales. They will start with a 1 centimeter radius, and it will be pointed so that it can drive through opponents like a knife. When the jutsu is finished, it will stand at 2 stories tall.
Earth Pit
Chakra: 25 CP
The dragon will fly up, and land with its head hitting the ground. This preparation takes one turn. Then, the ground will disappear, opening a bottomless pit, that sucks everything in a 100 meter radius into it. The ground will close up on the third turn.
Earth Hands
Chakra: 20 CP
From beneath the ground, dragon arms erupt, made of the reinforced earth, and grab opponents. If the opponents are on the ground, the hands have a 100% chance of grabbing, unless the opponent is an Uchihan, or has a sense of chakra gathering. If the opponent is in the air, they will see the hands coming, but they will be coming from a 100 meter radius. The ground will shake on the first turn, and on the second turn the jutsu will take place. When grabbed, the dragon arms will form into one huge hand and crush the opponent.
Earth Superiority
The earth dragon's jutsus will match any other earth based move.
Earth Manipulation
The earth dragon can manipulate earth, natural and chakral forms, and will bend it to do its will.
Lightning Dragon Summoning:
- Spoiler:
Dragon has 50 CP
The user will throw a card, and it will turn into a ball of lightning. A dragon will be born from the lightning, approximately three stories tall, and will be made purely of electricity. The dragon can fuse with natural or chakral forms of lightning, and hide itself within it. The user can now not use lightning based abilities, although, if he or she fuses with the dragon, he or she can use the dragons abilities and effects. The Dragon can use the five following jutsus.
Lightning Rage
Chakra: 20 CP
The dragon will reveal tendrils from its wings. It will show its claws and tail, all on the first turn. On the second turn, anyone who did not move will be shocked by lightning bolts, coming from each one of the tendrils, claws, and the tail. The lightning bolts from the dragon will singe through opponents, or paralyze them permanently.
Lightning Rain
Chakra: 40 CP
The dragon flys into the sky, disappearing. It will be dispersing itself, out of sight, in the sky. On the third turn of this happenening, lightning will rain from the sky for a 200 meter radius, obliterating opponents.
Lightning Ball
Chakra: 10 CP
The dragon hurls a small ball of lightning from its mouth, and it will explode into a 200 meter ball of lightning when it is close to an opponent. The move takes 1 turn to prepare, or for the ball to follow the opponent, and the next turn it explodes.
Lightning Superiority
The dragon's lightning jutsus can conquer other jutsus as the dragon is one with the lightning, and knows that much more about it than a ninja would.
Lightning Manipulation
The dragon has control over lightning, natural and chakral, and can bend it to do its will.
Wind Dragon Summoning:
- Spoiler:
Dragon has 50 CP
The user will throw a card, and it will turn into a ball of air. A dragon will be born from the wind, approximately three stories tall, and will be made purely of dragon's breathe. The dragon can fuse with natural or chakral forms of wind, and hide itself within it. The user can now not use wind based abilities, although, if he or she fuses with the dragon, he or she can use the dragons abilities and effects. The Dragon can use one the five following jutsus.
Cyclone
Chakra: 15 CP
The dragon will swish its tail, and a huge vortex will form, and will suck in any thing within a half mile radius. Once in the middle of the vortex, all life will be suffocated, and torn into shreds by the insane wind speeds.
Raging Winds
Chakra: 10 CP
The Dragon will roar, and dispell a huge gust of wind towards opponents. It covers a length of a mile, and will only blow opponents back, about a half a mile. It takes one full turn for the opponent to be traveling backwards, and when they are, they have no control over their hands, or body, as the wind will be gushing extremely hard. No damage will be made when they fall though.
Wind Sphere
Chakra: 25 CP
Leaves will start to make a swirling sphere around the opponent, but not to the point that they do anything other than swirl slowly. Then, all the wind in the area will be gushing around the opponent in the next turn if the opponent does not move one of the leaves. It is a cage of wind, that immobilizes opponents, and suffocates them. Once in it, there is no coming out.
Wind Superiority
Any wind jutsus made by this dragon will conquer all other wind jutsus, in natural or chakral form, that are equivalent or less than the S RANK.
Wind Manipulation
5cp one time cost.
The dragon can control wind in chakral and natural forms, and manipulate it to do its will.
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Dragon Mark
-The head of the clan will have the following
Dragon Fangs (bites are poisonous)
Dragon Scales (reinforced dragon scales, virtually unbreakable. normal weapons cannot damage the scales.)
Genin(+5 Dex)
Chunin(+10 Dex)
Jonin(+15 Dex)
Sanin/Kage(+20 dexterity)
Dragon Wings (Ability to fly and create winds) (+30 speed)
Genin(+5 Speed)
Chunin(+10 Speed)
Jonin(+20 Speed)
Sanin/Kage(+30 Speed)
Dragon Claws (Ability to cut through virtually anything, metals, concrete, wood, armor not reinforced with chakra.)
Genin(+5 Strength)
Chunin(+10 Strength)
Jonin(+20 Strength)
Sanin/Kage(+30 Strength)
Dragon Tail (Has spikes on it, and can slam anything into nothing)
The fangs have the ability to infect others with poision, but only clan members, approved by the head, will be able to achieve one of the above properties. Once instilled, the members can control the appearance, either showing it all the time, or only showing their property in battle or otherwise.
25 CP a summon