xxxxxHISTORY The Tengu are Known as legends throughout the Great Nations as Master Swordsmen, or Malevolent Tricksters, Creatures born and bred for Combat and as such are some of the best fighters in the world. The Origins to the Tengu is not dissimilar to that of the Nephilim. However, instead of being a creature born from the harmony of the angelic and the mortal humans, a Tengu is born from the harmony of the angelic and the more tame of the creatures that roam the wilds, thus owning the moniker 'the Monsters of God' or 'The Angelic abominations'.
xxxxxDESCRIPTION Tengu are traditionally identified by their Feathered wings and Bird like Legs, similar to a harpy (However, unlike a harpy, the Tengu's wings aren't connected to it's arms, as such allows more movement). Through out history Tengu have been known for their unnatural Speed and strength, as each Tengu dances across the battlefield, striking fast and hard, each strike possessing a level of precision above even the most capable of swords of any other race. While born and bred for combat, each Tengu is born with a need to Protect, be it selfish need to protect themselves from the world, or a selfless need to protect others. This need, if nurtured, grows into a strength, giving them a life goal, a purpose for being.
xxxxxSTRENGTHS • Tengu are considered by some to be one of the fastest living creatures. • Due to the Combat oriented nature of the Tengu, All combat skills come easier to a Tengu, granting them a boost to the strength of said weapon skills (+1 to Weapons skills) • The Tengu race are also master blacksmiths, able to reinforce a weapon far beyond the skill of most other races. As such, a Weapon wielded by a Tengu is harder to break, and in the case of blades, are sharper than most weapons.
xxxxxWEAKNESSES • The Tengu Lust after battle, this can cause them to run headlong into a battle without a care for strategy or teamwork • Tengu take +1 rank more damage from Unholy skills.
xxxxxPASSIVE ABILITIES
• Born for Battle: Tengu's are born and bred for battle, as such they are known for their unnatural talent at combat skills. Once every 3 posts, a Tengu may use a Single Combat skill of his rank or lower for No energy cost. The cost for S-rank and higher skills are instead reduced by 50%.
• Battle Scars: Each Tengu thirsts for battle, relishing the eternal memories of each battle that a permanent scar gives him. For every untreated medium to large wound the Tengu receives in a battle, his speed and strength increase by 1 for that battle (This bonus is lost once the battle ends). This Passive caps at +5/+5
• Battle Trophies: After every Kill, a Tengu will scavenge the body for a Trophy, a proof of his skill to other Tengu and foes alike. This can range from a trinket of their opponents possession, to a physical part of their body such as a Horn or scale (for those races that posses these). For Each Trophy gained, the Tengu gains a permanent boost to the stat the opponent was dominant in. Tengu will only take a trophy from a worthy opponent, and will refuse to take one from killing one beneath themselves in combat skill. However, for each lose in which the Tengu survives, the Tengu will bequeath a Trophy to the victor if possible, if not possible, they will discard the trophy, for they do not deserve it. The stats gains from this passive can never exceed 14/14.
xxxxxTECHNIQUES
• Eyes of the Hawk D A simple Battle skill, the Tengu focuses in energy in his eyes, granting him enhanced perception. This will increase his accuracy with his ranged weapons and precision of his blows with his close combat strikes. This last for 3 posts.
• Fury of the Falcon C Using energy to harden their talons to the hardness of a blade, A Tengu strikes out with their feet. This can be used to block a bladed weapon attack as if it were blocked by a sword, or to attempt to slice an opponent.
• Feathered Friends A Spreading their wings, the Tengu swipes a wing in the direction of an opponent, Letting loose a barrage of razor sharp feathers in the hopes of impaling a Target. Each swipe releases between 10-20 feathers, each as hard and sharp as a Knife. The Tengu can perform 2 Swipes before needing to pay energy cost for technique again.
xxxxxADDITIONAL COMMENTS • Your Stats are 6/9
xxxxxRESTRICTIONS • No Unholy, or Indirect combat classes (Cleric, Shadow-knight, Necromancer, Mage, Mechanist, Biochemist)
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
Posted: Fri Mar 02, 2012 10:13 am
xxxxxxxxxxOrder of the Black Rose [ Power Through Fists ]
xxxxxHISTORY A clan that has existed since the time of the Warring Clans, When the villages began to form, they instead choose to split their numbers among all the village, in order to promote their ways to everyone.
xxxxxDESCRIPTION The Order of the Black Rose is a Taijutsu Specialist Clan who believe that true strength comes from physical perfection, rather than wasting their chakra on the flashier jutsu of other clans. As such, they forgo Ninjutsu and Genjutsu altogether, focusing instead on perfecting their bodies, in order to truly prove their strength to the world. This Focusing takes form in Incredibly strong and fast bodies that at higher ranks are not dissimilar to Speed and strength of the Tailed Beasts. While the clan is pretty lenient on what styles of close combat you take, it does teach a unique series of stances that promote one stat in exchange for weakening another.
xxxxxRULES • No Ninjutsu • No Genjutsu • No Chakra
xxxxxWEAKNESSES • Singular Focus. • No Weapon styles
xxxxxSTRENGTHS • Taijutsu Boosts • Chakra is not an Issue
xxxxxPASSIVE ABILITIES • Fighting style? More like Lifestyle: All boosts from Taijutsu/Weapons styles are doubled. All Taijutsu/Weapon style techniques are increased in strength by 1 rank, and require no chakra. At Jonin rank you can merge 2 Taijutsu styles into one, granting the benifits of each one at once.
• Tougher Than Iron: The people of this bloodline's skin is tougher than others due to hours of intense training. All attacks that hit them are reduced in the strength by 1 rank as long as the jutsu are the clan members rank or below.
• Physical Perfection Due to hours of training with weights and other training equipment, all reductions to their stats are reduced in effectiveness by 1/1 (A -2/-2 stat reduction is instead a -1/-1 stat reduction, etc). Prolonged effects such as numbness or temporary paralyses can be shaken off in half the time they normally last. The negative side effects of the 8 gates are reduced by one step (Except for the final gate).
• Chakra is for the Weak Black rose members have no Chakra control, and as such, do not have a 'chakra supply'. Due to this they do not have to pay for the costs for jutsu, with instead only having to wait after using a technique. (Their chakra control stat is always 0, and cannot be raised in anyway.) Techniques of each rank have a seperate cooldown rate (with each ranks cooldown being seperate from each other). These cooldown rates go down at certain ranks.
At Genin rank Genin techniques have a 1 post cooldown. Chunin techniques have a 3 post cooldown. Jonin techniques have a 5 post cooldown.
At Chunin rank Genin techniques have no Cooldown (but maximum of 2 per post) Chunin techniques have a 1 post Cooldown Jonin Techniques have a 3 post Cooldown Sanin techniques have a 5 post Cooldown
At Jonin rank Genin techniques have no cooldown (but maximum of 3 per post) Chunin techniques have a no Cooldown (but maximum of 1 per post) Jonin Techniques have a 1 post Cooldown Sanin techniques have a 3 post Cooldown Kage techniques have a 5 post Cooldown
At S-rank Genin techniques have no cooldown (but maximum of 4 per post) Chunin techniques have a no Cooldown (but maximum of 2 per post) Jonin Techniques have a no Cooldown (but maximum of 1 per post) Sanin techniques have a 2 post Cooldown Kage techniques have a 4 post Cooldown
At SS-rank Genin techniques have no cooldown (but maximum of 5 per post) Chunin techniques have a no Cooldown (but maximum of 3 per post) Jonin Techniques have a no Cooldown (but maximum of 2 per post) Sanin techniques have a 1 post Cooldown Kage techniques have a 3 post Cooldown
xxxxxTECHNIQUES
All Stance Techniques do not require chakra to activate, but only 1 Stance can be taken at a time, and take 1 non offensive post to activate.
• Graceful Rose Stance N/A The Graceful Rose Stance favors out maneuvering their opponents while slowly wearing them down with light, well aimed attacks. The users Base Strength stat is reduced by -1, but his Speed stat is increased by the same amount. While in this stance a Black rose member can 'dodge' one physical based attack of any speed, once every 5 posts.
• Thorns of Fury Stance N/A The Thorns of Fury Stance focuses on maximizing the strength of ones blows, preferring to Take out the Target in as few blows as possible. The users Base Strength Stat is increased by +1, but his Speed is reduced by the same amount. While in this stance a Black rose member's blows interupt handseals, preventing handseal based jutsu use for 2 posts after the hit lands. This is Halfed if the attack is Blocked.
• Enduring Petals Stance N/A The Enduring Petals Stance Focuses on increasing the defensive abilities of the user, such as by hardening their muscles to absorb blows, or other such things. Both of the users stats are reduced by -2, While in this stance, a Black rose member's passive, Tougher Than Iron's effect is doubled, reducing the effect of techniques against them by 2 ranks, and increasing its effectiveness to techniques up to 1 rank higher than the user.
xxxxxADDITIONAL COMMENTS The Level that these Clan members hold their belief that Taijutsu is the perfect form of combat is almost religious in nature. Contrary to common belief, the members of this clan do have chakra supplies, they just refuse to use it. (So they can still host Demonic beasts)
xxxxxRESTRICTIONS • Must be a Physical based Class • Cannot be a Ninjutsu or Genjutsu based Bloodline.
xxxxxHISTORY The Life-forged are a race of creatures born from the deaths of others. Having emerged as a fully sentient race of creatures due to the actions of the First Life-forged. The First Life-forged came into existence in the year 700, when the billions of lives were lost in the Flooding of the world, being comprised of the trance amounts of energy left after the soul departs the bodies of the billions lost that day. The vast number of souls it was created from gave it powers equal to a god. With such power at it's disposal, it chose to spend the first 300 years of its life contemplating what to do with said powers. However, in the year 1000, due to the loneliness of being the only of its kind, The First Life-forged Decided to sacrifice it's self, creating Millions of individuals using the vast energy it possessed, spreading them across the world. This in turn gave birth to the majority of the rest of it's race, and inspired the main method of reproduction of the race. To the Life-forged, this Progenitor is know as the Urknaw von pravk, or 'the one who spread life' in their own tongue.
Stats: Strength: 4 [ +1 if in mechanical Host, ] Speed: 4 [ -1 if in mechanical Host ]
xxxxxDESCRIPTION The Life-Forged creatures are sentient Ectoplasm, their bodies composed of the mixture of energy from thousands of people dying in a close area. The bodies of these people take a smoke like nature, and as such, their bodies are incorporeal, rendering their Natural form immune to physical attacks, or Physical elements. However, due to the nature of this ectoplasm, their Natural forms cannot survive outside of a either living, or mechanical shell for longer than a few hours.
xxxxxRULES • + 75% Base Energy supply • Can either enter a host to control or rest, or they can create a mechanical body around themselves from nearby scrap. • When outside a host body, your energy is reduced by 50%, and is drained for 5% of this value a post until you find a new host, being it a living creature, or a mechanical body. Once you hit 0 energy, you die, as you lack the power to hold your ectoplasm form. ((This is reduced to 1% outside of battle, However Passive Regen is disabled if outside of a host outside of battle))
xxxxxWEAKNESSES • Without a host, you will drain energy. Without energy, you die. Period • Low physical Strength
xxxxxSTRENGTHS • Immune to physical attacks in Natural form • Can take over living creatures or mechanical structures to act as a host body. • Massive Energy reserves inside of a Host
xxxxxPASSIVE ABILITIES • Teleplasty Your natural Form, while immune to physical attacks, cannot survive for long periods of time outside of a host. However, when inside a host, you gain the speed/strength stats of the host if it is living, and if they have an energy supply, you drain them of 5% of their supply, gaining half of this for yourself.
Their are 3 types of host available to a Life-forged depending of their class or personal Choice:
xxxxx Mechina-Imperititus: As the name implies, this host type is comprised of metal parts. It can be either an already constructed metal body, or merely a loosely cobbled together mess of scrap metal. The Former has a high resistance to damage, and access to any built in weapons, while the latter is prone to falling apart. While this can be used to take over the machines of a Mechanist, the Machine must remain active for at least 1 post during the takeover (Which takes 2 posts) and must be at maximum 1 rank below your own. The exception to the following is if it is you are of the mechanist class, and it is your own machine.
xxxxx Bestia-Imperititus: This category is made up of animals or monsters. The level of animal or monster the user can force to be their host is dependent on the Amount of total energy they possess and their rank. Trainee's and novices can force low level creatures to be their hosts, while Masters and Sages can tame even the Most dangerous of monsters, making them little more than empty shells for them to control (Creature must be at least 1 rank below the life-forged's). When possessing an animal, the animals own consciousness is wiped, making them effectively brain dead when the Life-forged is not possessing them. The method to control an animal is to bring it to an almost lifeless state, then to enter its body through any open orifices, usually the mouth or nose. Once done so, the animals mind is wiped, and will act as your own body. Each animal has a limited 'lifespan', only lasting at maximum around 20 posts. This is reduced by 2 posts upon physical damage. Once the time limit is up, the body disintegrates. Note: Bosses are immune to this unless the life-forged is either Master or Sage ranked.
xxxxx Victus-Impertitus The final catorgory is comprised of other Fully sentient beings, such as Humans, or other creatures with a level of consciousness equal to humanity. While the user is able to enter any one in this category with their consent, their ability to control their actions is still dependent on the Amount of total energy they possess and their rank, even if the host is fully willing to give the life-forged control. This is because the Life-forged has to overpower the host's unconscious mind before taking control. Because of this, a Life-forged can only posses a host whose energy supply is currently equal to 25% of their own current supply, and is at least 1 rank below their own, once this criteria is reached, physical contact is all that is required from that point. While they can only use skills the life-forged have learned while inside this host, they also drain the host of 5% of their energy a post. with half this being given to the life-forged. The Life-forged can only possess someone in this form for at maximum, 10 posts. After which, the possessor's body is kicked out of the possessed.
• Life Drain
The Life-forged Feed off of Living energy, such as when a soul is released from the body in death. As such, every death that they cause increases their energy reserves by 5% of its Base value. This stacks at a maximum of 25% for every rank. Trainee ~ 25% Novice ~ 50% Adept ~ 75% Master ~ 100% Sage ~ 125%
However, This passive only applies to the deaths of those 1 rank below their own and above. Note: The life forged doesn't consume the soul, only the energy that is released from its departure of the body.
xxxxxTECHNIQUES
• Victus-Permutatio n/a One of the base Skills of the Life-forged, by exposing an opponent to the ectoplasm that makes up the Life-forged, the life forged can Drain a target of their energy. The amount drained is equal to: [Technique of the users rank's energy cost x 0.5] For example, an Adept will drain 25 energy on physical contact (C rank = Adept. C rank = 50. 50 x 0.5 = 25). The maximum the user can drain from a target in one hit can be no higher than 10% of the targets maximum Energy.
• Vacuos-Tutamen E-SSS rank By directly converting their ectoplasm into energy, the Life-forged can create a Small spherical shield in front of them, its size about 1 meter in diameter. This shield can block techniques of equal rank, but requires 10% more Energy for its rank than a normal technique.
• Mortuus-Lux SSS The single most powerful technique possessed by the Life-forged, by focusing the ectoplasm that makes up their body, and converting 99% of it into pure energy, they let off of blinding light. This light causes all that it falls upon to decay, with even the strongest of materials turning to dust after as little as 3 posts, leaving only the life energy behind. After use of this technique, the Life-forged will lose all bonuses to their energy reserves from all sources for the next 10 posts. For 5 of these posts, they also gain a de-buff of -2/-2, plus an addtional -50% of their energy maximum, and current energy.
xxxxxADDITIONAL COMMENTS On character creation, a Life forged can choose a basic body of either mechanical, or human nature. Human bodies are those of Civilians with no other bloodlines and -1 to both stats, While mechanical are generally just a lot of scrap metal made into the shape of a man. The user can choose to make any NPC civilian their host, with the same de-buffs as the starting civilian
Magical compulsion effects only effect the host, not the life-forged themselves. they can escape its grasp by leaving the host body.
Energy base elemental attacks (Fire, lightning, etc) that impact the Life-forged's ectoplasm body deal damage to them by removing the techniques energy cost from the Life forged's own supply. (A C rank lightning bolt will remove 50 energy)
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
Posted: Fri Apr 06, 2012 9:18 am
xxxxxxxxxxAnima [ The Drinker's of Souls ]
xxxxxHISTORY The First Anima was Born from the Union of a Creature of the night, and a Dark elf Scholar. The creature born from this was, much like the other Vampires, born as a normal Dark elf child. However, when it came time for the child to reach it's prime and become a creature of the night, it began to change it a manor radically different to the vampire norm. A Twisted culmination of the vampires ability to drink the life essences of others to survive and the Dark elves Incredibly connection to mana, the life blood of the universe created a creature that rather than feed of the blood of the living, satisfied it's hunger by consuming the souls of the dead as it escaped their bodies. Fearful for what this new creature could do, the union between these two kinds became forbidden, and the those Anima still living were hunted down to near extinction.
xxxxxDESCRIPTION The Anima are a combination of the vampire's ability to drink blood and the Dark elves incredible connection to magic to create a creature that consumes the souls of those it kills to strengthen themselves. Hunted to near extinction, the Anima live a life of survival, from a world that wishes nothing more than to end their existence.
xxxxxSTRENGTHS • While the Anima start off with slightly above normal stats, their unique passive grants them the potential to become one of the fastest and strongest Bloodlines out there. • An Anima has a unique connection to the flow of the universes lifeblood around them. As such, they can perform skills that require energy for 25% less energy.
xxxxxWEAKNESSES • The Anima start of quite weak, requiring a commitment to become as strong as other bloodlines. • The Anima are constantly Hunted by Both the Dark elves and the Vampire alike. This combined with their shadowy nature makes it difficult for them to settle down for too long, having to live constantly on the run. • The Anima need to physically perform the killing blow to use their passive. This limits them to physical close combat classes only.
xxxxxPASSIVE ABILITIES • Souls of the Fallen : Unlike their Vampires progenitors, the Anima do not need to consume the life blood of the living to survive. Instead, they consume the souls of others as they die, gaining a +1 to one of their stats (with the dominant stat of the soul deciding which stat is increased), and a increase of 5% to their maximum energy for every soul of their rank they consume after dealing the killing blow. Souls of a higher rank than themselves give double this bonus.
• They Fight through me: Each Anima gains knowledge from every soul they consume, allowing them to access knowledge from their targets. The Anima can choose one Weapon style for each of the soul's consumed, that each souls knew it it's life. When training in this weapon style, all training times are reduced by 50%. An Anima can go past his normal cap for know weapons styles by the number of souls he has consumed (but only up to a cap of 5)
xxxxxTECHNIQUES
• Soul Sword Passive An Anima chooses to fight with attacks infused with his soul, rather than energy. As such they can extend their soul's out of their arms into a sword like weapon, as well as coat any weapon he wields with his soul, with the weapon in question gaining a faint white outline. Physical blows caused by these attacks not only damage the body, but the soul of the target, removing energy from their pool equal to the Anima's rank.
• We are Reborn Passive When an Anima is either suffering from major wounds, or he is about to run out of energy, he can choose to convert half of his current souls gained (minimum of 2) to either heal himself of all fatal and major wounds (Will Not restore missing limbs), or to restore his energy to 50% of his maximum. Doing so permanently removes the bonus's the souls gave, including all weapon styles that soul provided the knowledge for.
• I am Legion, For we are Many S The Anima releases all the souls he has consumed, each one manifesting as a spectral version of the original soul. These souls will fight for the Anima, willing to sacrifice their un-life for him/her. These Souls are corporal ghosts, but stats are equal to original users stats -2/-2, and their skills drain from the Anima's energy pool, but only cost 50% of their normal cost.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • The Anima are required to strike the killing blow with a physical attack, this restricts them to close combat classes only. • RESTRICTION HERE • RESTRICTION HERE
xxxxxHISTORY (Gonna just C+P the history.) Believed to be founded for the sake of some obscure religion, the Jashinist Bloodline is an artificial one. It once thrived, spread by those who shared a belief that death, destruction, and bloodshed were holy acts. Because of the long lifespan it provides, members of this clan were often driven insane, making them more and more dangerous until they were hunted down and destroyed. Now, the clan only exists in forbidden and obscure scrolls that reside in an unknown location, gathering dust
xxxxxDESCRIPTION Jashinist's are devout Followers of Jasin, the god of death.In exchange for his worship and regular sacrifices, he grants gifts his followers, to be used as tools to aid them in their worship.
xxxxxRULES • So long as you have HIS Favor, your unable to die by Combat or Old age. • Jashinist do not believe in using tricks or 'magic' to draw blood, only using their own body, weapons, or the tools given to them by the Death god himself to inflict harm to others. As such, you cannot Learn any non-Bloodline/Clan Ninjutsu or Genjutsu techniques. • As you Gain his favor, you will gain access to New passives and Techniques unique to those who hold HIS Favor.
xxxxxWEAKNESSES • No non-Bloodline/Clan Ninjutsu or Genjutsu • Without HIS Favor you are Weak..
xxxxxSTRENGTHS • You are Faster and stronger than others (+1/+1) • No wounds are Fatal to you. • Those who gain his Favor will Gain Gifts from the Death god.
xxxxxPASSIVE ABILITIES • Favor of the Death God: Those who Follow the path of the God of Death Both require, and Crave his Favor. Those who are devout, and sacrifice to him regularly are rewarded with blessings. Upon Induction to the Clan, you are granted 100 Favor. Every Post outside of Combat or bloodshed will lose you 1 Favor. You can gain HIS favor by sacrificing life to Him. Animals and Civilians provide 5 favor. (Note: Killing an NPC can only be done once a week and crew permission to do so is required.) Gennin provide 50 favor Chuunin provide 100 favor. Spl. Jounin Provide 150 favor Jounin provide 200 favor. Sannin provide 250 favor. Kage+ provide 350 favor. Killing someone below your rank will decrease the favor gained by half. 2 ranks below will decrease by 1/4, and 3 ranks will decrease by 1/8th. The same happens for someone Above your rank, giving double their normal favor gain (This however, will cap at Double, and does not increase for further rank differences)
Upon Reaching certain thresholds of Favor, you will be granted a Gift by Jashin, as a Reward for your Devotion. Each of the following Passives Stack with each other.
-50 Favor: -25% Chakra -10 Favor: -1/-1 stats 0 Favor: Nothing. Go kill in HIS Name. 150 Favor: +1/+1 stats 200 Favor: Access to the My Lord Is Everywhere technique. 250 Favor: +15% more Chakra 300 Favor: Your limbs will move to re-attach themselves so long as you are without 5ft of them. If they are more than 5ft away, once you hit 5ft from them they will move on their own to reach you from that point. 350 Favor: 5% Chakra Regen per post when not attacking. 400 Favor: You only lose 1 Favor every other post out of combat, instead of every post out of combat 450 Favor: Access to the My Lord Approaches technique. 500 Favor: +1/+1 stats and +15% More Chakra (30% boost when added to previous boost) (This can extend beyond the Soft Cap) 550 Favor: Your ritual form will now Share 50% of the damage done to you when you are not in the Ritual Circle. 600 Favor: Access to the My Lord Jashin technique.
• Only Jashin can control me: Jashinist's cannot be controlled by techniques such as rewire, water body control, etc. Similarly, techniques that work upon physical contact between the two shinobi don't phase them and won't do anything to them. Also, due to the Muddled nature of their chakra (Thanks to it being the combined chakra of everyone they have killed), their chakra cannot be stolen, leached or absorbed and their chakra points cant be blocked or disabled from use.
• Your Death will only Strengthen My Resolve: When a Jashinist performs the killing blow on a target, the victim's life force -- their very soul -- is then drawn into the user, adding the proper favor depending on the skill level of the victim.
xxxxxTECHNIQUES
• Name: Ritual Form [ Chunin (No Cost to perform) ] Description: User draws a Jashinist symbol on the ground in blood and their skin turns black with white, skeletal markings. While in this form, they are able to use certain clan jutsu noted below. Furthermore, while standing on this ritual circle, any damage done to them is reflected onto whoever did this damage to them. This means that anyone without the insight to see you drawing the mark could easily kill themselves. However, you may only use the ritual circle to kill your opponent by your own hands if you've ingested their blood, seen in the dead controlling possessed blood technique.
• Name: Quick Stitching [Jounin] Description: For those whose favor is low, there is an alternative that can be used in order to save limbs but not truly reattach them. This technique uses blood to stitch the limb back on and it slowly starts to repair itself, needing 5 posts after stitching to be able to work again. Its definitely slower than the passive.
• Name: Blood Whip Jutsu [Chuunin] Description: User focuses chakra into spilled blood, allowing the user to control and manipulate it into sharp whips. This can only be done while in Ritual Form but you would not need to be in the ritual circle to perform this technique.
• Name: Blood Bullet Jutsu [Chuunin] Description: User focuses chakra into spilled blood, allowing the user to control and manipulate it into sharp projectiles that they shoot at their target(s). This can only be done while in Ritual Form but you would not need to be in the ritual circle to perform this technique.
• Name: Blood Reaper Jutsu [Chuunin] Description: User focuses chakra into spilled blood, allowing the user to control and manipulate it, the user covers their weapon in the blood and extends the length of the blade by an extra 3 feet. If struck by this technique, the blood collected can be ingested later for the Ritual form which means that this is the only technique that does not require the Ritual form.
• Name: Assimilation Jutsu [ Jonin ] Description: This is a child jutsu of the Blood Whip Jutsu. When the whip(s) come in contact with blood from the opponent (usually an open wound), the chakra in the whip expands into the wound, drawing out and draining the victim of blood to add to the whip(s). This connection can be easily broken by disrupting the flow of blood.
• Name: Death Controlling Possessed Blood Jutsu [ Jonin (No Cost to perform) ] Description: As long as the user is standing within the blood circle (in Ritual Form), any damage done to the user is inflicted as well upon the target whose blood the user has ingested. This only works on one person at a time. Allows you to use the Time Thief jutsu on the target from a distance.
• Name: Body Puppet Jutsu [ S (passive) ] Description: This jutsu can only be achieved if the user has excellent chakra control. Once obtained, it is always active, strengthening the chakra circulatory system so that if the user loses a limb (or even their head) they can still control it (or their body in general) through chakra strings. Using this, they can either continue to attack, draw back the lost limb and hold it in place, or even stop their own wounds from bleeding out.
• Name: My Lord Jashin [250 Favor] Description: The presence of Jashin covers over you in a blackened cloak, resembling darkened ethereal residue. The cloak works as a second person, defending and attacking for the user for four posts before fading away again. This cloak can only be used three times during a battle situation and because of the amount of favor it takes to draw it in, its strength rivals an S-rank technique or the final stage of a taijutsu/weapon style.
• Name: My Lord Approaches [150 Favor] Description: This is a technique that requires direct physical contact or eye contact, from this technique, the opponent will begin to fall into a state of paranoia and dementia, believing that Jashin is taunting them and coaxing them into sin. Jashin begins to influence their actions and corrupt them, turning them into vicious killing machines against not only the enemy but also their own teammates. While influenced by this technique, the rationality and common sense of the target is removed, causing them to make more brash actions and go absolutely insane. It can be released with regular kai but not by pain.
• Name: My Lord Is Everywhere [75 Favor] Description: The user expands their ritual circle (if it hasn't been destroyed yet). This expansion covers the entire battleground, allowing for the user to move freely while still being able to perform the ritual techniques. Leaving the area entirely or destroying the entire battleground would be the only means of escaping the technique.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • RESTRICTION HERE • RESTRICTION HERE • RESTRICTION HERE
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
Old Clan
xxxxxxxxxxJASHINIST [ mors sequitur ] [ the God of death is my best friend ]
xxxxxHISTORY Believed to be founded for the sake of some obscure religion, the Jashinist Bloodline is an artificial one. It once thrived, spread by those who shared a belief that death, destruction, and bloodshed were holy acts. Because of the long lifespan it provides, members of this clan were often driven insane, making them more and more dangerous until they were hunted down and destroyed. Now, the clan only exists in forbidden and obscure scrolls that reside in an unknown location, gathering dust.
xxxxxRULES There are only 2 ways to Join this bloodline. The First is in RP, you must complete a ritual known only to the Head Priest/Priestess. Thus, He or she must oversee it. Roll an even number on a six-sided dice at its peak, and you succeed. Fail and your life is forfeit. The second is by crew approval for use on character creation. We are the outcasts of the world, but we do His work. Shun your homeland as they shun you. Give yourself completely to Him.
xxxxxWEAKNESSES Remember to eat. Nutrition still holds sway. Whether your ritual succeeds or not, any bloodline from your past is erased. Implants are fatal. Avoid them at all costs. Using any stage of an implant costs 50 favor per post. Your muddled chakra is a warning to Body Sensors of who you follow. Unless you have learned the jutsu to counteract it, you cannot move a lost limb. Likewise, lose your head and your body is useless. Wasting time makes you slowly lose His favor. Thus, one post outside of combat subtracts one point from His favor. He favors bloodshed and physical combat over "magic tricks." Thus, the use of genjutsu and ninjutsu are frowned upon and drain His favor faster. Use them wisely or not at all. Likewise, He does not approve healing what can be killed to support Him, so any use of medical jutsu to help anyone other than one of His followers will drain His favor faster. E level costs 2 favor. D level costs 5 favor. C level costs 10 favor. B level costs 20 favor. A level costs 30 favor. S level costs 40 favor. SS level costs 50 favor. If His favor fall below 15, you will start to become ill -- violently so during your last 3. When you hit zero, your body starts to slowly destroy itself. At this point, you have 15 posts to gain more points. For each negative 5 posts, you drop one rank (i.e., from Jounn to Chuunin) ability- and strength-wise. Once you hit -16, you are dead. Such is the punishment for failing Him.
xxxxxSTRENGTHS You cannot be tracked by chakra signature alone, for your chakra is muddled -- made of many souls. No wound alone is fatal. You live so long as you have His favor. You begin with 100. Gain His favor by sacrificing life to Him. Animals and Civilians provide 5 favor. (Note: Killing an NPC can only be done once a week and crew permission to do so is required.) Gennin provide 50 favor Chuunin provide 100 favor. Spl. Jounin Provide 200 favor Jounin provide 300 favor. Sannin provide 400 favor. Kage+ provide 500 favor.
xxxxxPASSIVE ABILITIES • +1 strength/speed beyond the cap • Once they learn the body puppet (which can be done without being in the puppeteer class), they passively regenerate limbs and are capable of retaining control of their body even with their head severed. They could be reduced solely to a pair of feet and somehow still run. • They cannot be controlled by techniques such as rewire, water body control, etc. Similarly, techniques that work upon physical contact between the two shinobi don't phase them and won't do anything to them.
xxxxxTECHNIQUES
• Name: Time Thief Jutsu [Genin] Description: User focuses a small amount of chakra into a blade and drives it into a focal point of another being's chakra (i.e., the heart). The victim's life force -- their very soul -- is then drawn into the user, adding the proper favor depending on the skill level of the victim.
• Name: Ritual Form [Chuunin] Description: User draws a Jashinist symbol on the ground in blood and their skin turns black with white, skeletal markings. While in this form, they are able to use certain clan jutsu noted below. Furthermore, while standing on this ritual circle, any damage done to them is reflected onto whoever did this damage to them. This means that anyone without the insight to see you drawing the mark could easily kill themselves. However, you may only use the ritual circle to kill your opponent by your own hands if you've ingested their blood, seen in the dead controlling possessed blood technique.
• Name: Blood Whip Jutsu [Chuunin] Description: User focuses chakra into spilled blood, allowing the user to control and manipulate it into sharp whips. This can only be done while in Ritual Form.
• Name: Blood Bullet Jutsu [Chuunin] Description: User focuses chakra into spilled blood, allowing the user to control and manipulate it into sharp projectiles that they shoot at their target(s). This can only be done while in Ritual Form.
• Name: Assimilation Jutsu [Jounin] Description: This is a child jutsu of the Blood Whip Jutsu. When the whip(s) come in contact with blood from the opponent (usually an open wound), the chakra in the whip expands into the wound, drawing out and draining the victim of blood to add to the whip(s). This connection can be easily broken by disrupting the flow of blood.
• Name: Death Controlling Possessed Blood Jutsu [Jounin] Description: As long as the user is standing within the blood circle (in Ritual Form), any damage done to the user is inflicted as well upon the target whose blood the user has ingested. This only works on one person at a time. Allows you to use the Time Thief jutsu on the target from a distance.
• Name: Body Puppet Jutsu [Sannin] Description: This jutsu can only be achieved if the user has excellent chakra control. Once obtained, it is always active, strengthening the chakra circulatory system so that if the user loses a limb (or even their head) they can still control it (or their body in general) through chakra strings. Using this, they can either continue to attack, draw back the lost limb and hold it in place, or even stop their own wounds from bleeding out.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • All restrictions are mentioned in the strengths/weaknesses/rules
XXXXXXXOpponents Defeated: 0 XXXXXXXBattle Theme: LINK HERE
XXXXXXX▇▇▇▇▇の▇▇▇▇▇тєcниιqυє ιиғoямαтιoи▇▇ XXXXXXXJutsu List: XXXXXXXXXXXX↬ Number learned XXXXXXXXXXXX↬ Number to be learned XXXXXXXXXNinjutsu XXXXXXXXXXXX↬ Suiton XXXXXXXXXXXXXXXa c a d e m y TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT XXXXXXXXXXXXXXXg e n i n TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT XXXXXXXXXXXXXXXc h u u n i n TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT XXXXXXXXXXXXXXXj o u n i n TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT XXXXXXXXXXXXXXXs a n n i n TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT TEXT XXXXXXXXXXXX↬ Katon XXXXXXXXXXXXXXXa c a d e m y XXXXXXXXXXXXXXXg e n i n XXXXXXXXXXXXXXXc h u u n i n XXXXXXXXXXXXXXXj o u n i n XXXXXXXXXXXXXXXs a n n i n XXXXXXXXXTaijutsu XXXXXXXXXXXXXXXa c a d e m y XXXXXXXXXXXXXXXg e n i n XXXXXXXXXXXXXXXc h u u n i n XXXXXXXXXXXXXXXj o u n i n XXXXXXXXXXXXXXXs a n n i n XXXXXXXOther Info: (regarding important shinobi info)
Quote:
http://images.wikia.com/fairytail/images/d/d5/Archenemy.png Name of weapon: Archenemy Your Rank: Genin Who owns the weapon: Tyk Emory Where it was found/Who made it:Created long ago by the first true masters of the Jyuugo bloodline, Tyk Found it hidden within a shrine within a tree in the jyuugo forest Users Class: Taijutsu The Range of the weapon: 0ft - 50ft Description: Archenemy takes the form of a traditional nodachi, a Japanese longsword. Its hilt is wrapped in a dark wrapping, outlining a series of rhombs on it, ends in a light pommel and has a similarly light, mildly prominent fuchi, a metal disk separating the hilt from the handguard. The handguard itself takes the form of a tsuba, a flat plate perpendicular to the hilt, which has its two faces covered in intricate decorations, and possesses a mildly rounded, elongated shape with four points curving inwards, generating soft nooks, which make the tsuba itself vaguely reminiscent of a stylized four-leaf clover. The weapon comes with a matching saya, a lacquered scabbard, which is dark in color, ending in a light chape, and has a decorative rope tied around its middle part in a ribbon, with two edges left hanging. Due to the intricate seals woven into the blade, the blade also draws in natural chakra passively. After gathering a certain level of natural energy, the user can apply a little of their own chakra to infused the blade's edge with a combination of the user's chakra and the gathered chakra. When the blade is swung, this edged can be choosen to be 'fired' from the blade in the direction the blade was swung, resulting in a flying blade of natural chakra. Due to the nature of natural chakra, only those who can utilize it can sense it, or in the case of doujutsu, see it. The natural chakra is incredibly destruction, easily being capable of slicing through techniques and defenses of equal rank of the chakra put in the blade by the user. When the blade isn't fired off, the natural chakra gathered extends the blades edge by an 5 inchs, giving them more reach and cutting power than with a normal blade. The Scabbard is also unique in that if struck by it, it will absorb all natural chakra within the target. The amount of natural chakra stolen is based on the amount of posts they spent gathering it. This chakra is then put into the blade, not the user. A side effect of the blade is that flowers and other fauna will grow on locations the natural chakra hits.
Weakness: The blade takes a number of posts based on the rank the chakra the user wishes to use with the blade. The chakra must also be slightly higher than the normal rank amount, in order to help keep the natural energy under control. (1.5 times normal chakra for rank.) 1 posts = D rank - 7 points 2 posts = C rank - 15 points 3 posts = B rank - 22 points 4 posts = A rank - 30 points 5 posts = S rank - 45 points 7 posts = SS rank - 75 points The blade can hold a maximum of 10 posts worth of natural chakra. The scabbard can only absorb up to a maximum of their own ranks worth of natural chakra, as shown above.
XXXXXXXStyle: (if you have a certain style of fighting, write it down here) XXXXXXXXXXXX↬ List XXXXXXXXXXXX↬ It XXXXXXXXXXXX↬ Here
xxxxxDESCRIPTION The Hakemoto Clan are a Group of Monks who Practice the ancient and power art of inner control, also known as the 6 States of Mind.
xxxxxRULES • A requirement of this Clan is being in the Monk class. • Each Monk is only able to be in 1 state at a time. They can only use 3 States per battle. • The Order of monks Believe that tricking the mind is dishonorable, and as such, do not allow the use of Genjutsu among its ranks. • Each monk of the Hakemoto Believe that killing is wrong, as such they will always refrain from do so in Combat, even if their life is in peril as it goes against some of their core beliefs.
xxxxxWEAKNESSES • No Genjutsu, Medical, Sealing. • While each state provides a powerful boost, it also has a considerable Draw back, which a smart opponent could exploit.
xxxxxSTRENGTHS • Powerful states granting versatility in combat • Powerful Anti-Host abilities • Good Stats
xxxxxPASSIVE ABILITIES • One of Mind, One of soul The Hakemoto Spend years honing their minds in order to activate the States. As such, while they do not use genjutsu, they have incredible defenses against such tactics. This grants them resistance to Genjutsu from those of the same rank or lower.
• Fists of Fury A Hakemoto's preferred fighting style is with their fists. As such, they can perform any ninjutsu or taijutsu technique that requires Physical contact for 1 rank less chakra, as doing so is more comfortable for them and thus easier.
xxxxxTECHNIQUES
• State of Normality This State is the Default state that a monk assumes, and grants no bonuses.
• State of Control This State is the one a Hakemoto takes when they wish to excel at Ninjutsu above all else. It boosts the strength of Ninjutsu by 1 rank, and reduces the cost of Techniques to 25% of its original Chakra Cost. It can only be used for 10 posts maximum, after which all Jutsu cost is doubled for half the time spent in the state, rounded up.
• State of Healing This State is the one a Hakemoto takes when they wish to either Excel at healing others, or to heal their own wounds. It allows the User to Either heal all non fatal wounds, however, the larger the wound, the longer it takes to heal, ranging from a single post for a small cut, to up to 5 posts for a missing limb. However, the user may instead choose to apply the regeneration effect to another, at the cost of it applying to themselves. One must choose Either of the effects upon entering the state, and cannot change this without re entering the state. This State lasts for 7 posts if used on self, and 10 posts if used to heal others.
• State of Power This State is the one a Hakemoto takes when they wish to either excel at Physical Combat. It Boosts the users Base stats by +2/+2, and allows them to use all Taijutsu Styles without cost, and Taijutsu techniques at 50% of their cost. This state lasts for 10 posts, after which the user gains a reduction of -2/-2 to both stats, and doubles the cost of all taijutsu styles and techniques for half the time spent in this State.
• State of Defense This State is the one a Hakemoto takes when they wish to either Excel defending themselves or others. It allows the user to project a wall of Chakra to block any technique launched at them at the cost of chakra equal to the technique. While this normally cannot block SS rank techniques, in can do so if they user instead pays 100cp. This State lasts for 5 posts, after which all Jutsu deal double damage to the Hakemoto, for time Equal to the time spent in this state.
• State of the Host This State is the both the Most powerful state available to the Hakemoto, but also the most dangerous. It allows the user to Restrict the use of Angelic or Demonic Forms while it is active. At the same time, the user gains a number of Chakra tails/wings from the host equal to 1/3 of the number of Tails/Wings the Host beast/angel possesses. This Effect is reduced to 1/10th against the Jyuubi or Jyuuha host.This state lasts for 10 posts against the one, two, thee, and four tails/wings. 5 posts against the five, six, seven, and eight Tail/wings. And 3 posts against the nine, Ten tails/Wings. Afterwards, the user's chakra supply is reduced to 25% of its current value.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
Monk Class
Monk Class
XXXXXXXXXXXXXXXX Monk Class
The Monks of the Hakemoto Follow their own style of Combat that combines Ninjutsu and Taijutsu.
XXXSTRENGTHS VERSATILE - The members of the Monk class have access to the good mix of Ninjutsu and Taijutsu, giving them a good combination between ranged techniques and Close combat as well.
XXXWEAKNESSES High Risk - While powerful, the Hakemoto Monks states have a large risk to the user with the deliberating after effects of the states.
XXXBONUSES Good Stats Can learn 4 Taijutsu styles, and up to Two elements Moderately resistant to Genjutsu. The Hakemoto Monks are not limited by 'Class Requirements' needed to learn specific Taijutsu styles.
XXXLIMITATIONS
- No Genjutsu
- Members of the Monk Class do not use puppets or puppetry jutsu.
- -10% Chakra Supply
XXXUNTAPPED POWER The Untapped Power of the Monk class takes the form of a Seal Placed on the Belly of Each monk. The Monk can choose to Release this seal, Causing chakra to Flood through the Monks body, restoring 30 (+ additional 15 for each rank up) Chakra. It also grants them a temporary +1/+1 boost to their states, that last for 5 posts. While the seal is in it's released state, the Hakemoto can use 1 Additional State in battle. Can only be used once per every three battles.
XXXSTATS
G = 4/4 C = 5/5 J = 6/6 S = 7/7 K = 8/8
xxxxxRESTRICTIONS • Must be of the Monk Class • No Demon, No Angel, No Cursemark. • RESTRICTION HERE
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Revamped by: ]
xxxxxxxxxxHakemoto [ Balance, Righteous, Monk ]
xxxxxHISTORY
xxxxxDESCRIPTION The Hakemoto Clan are a Group of Monks who Practice the ancient and power art of inner control, also known as the 6 States of Mind.
xxxxxRULES • A requirement of this Clan is being in the Monk class. • Each Monk is only able to be in 1 state at a time. They can only use 3 States per battle. • The Order of monks Believe that tricking the mind is dishonorable, and as such, do not allow the use of Genjutsu among its ranks. • Each monk of the Hakemoto Believe that killing is wrong, as such they will always refrain from do so in Combat, even if their life is in peril as it goes against some of their core beliefs.
xxxxxWEAKNESSES • No Genjutsu, Medical, Sealing. • While each state provides a powerful boost, it also has a considerable Draw back, which a smart opponent could exploit.
xxxxxSTRENGTHS • Powerful states granting versatility in combat • Powerful Anti-Host abilities • Good Stats
xxxxxPASSIVE ABILITIES • One of Mind, One of soul The Hakemoto Spend years honing their minds in order to activate the States. As such, while they do not use genjutsu, they have incredible defenses against such tactics. This grants them resistance to Genjutsu from those of the same rank or lower.
• Fists of Fury A Hakemoto's preferred fighting style is with their fists. As such, they can perform any ninjutsu or taijutsu technique that requires Physical contact for 1 rank less chakra, as doing so is more comfortable for them and thus easier.
xxxxxTECHNIQUES
• State of Normality This State is the Default state that a monk assumes, and grants no bonuses.
• State of Control This State is the one a Hakemoto takes when they wish to excel at Ninjutsu above all else. It boosts the strength of Ninjutsu by 1 rank, and reduces the cost of Techniques to 25% of its original Chakra Cost. It can only be used for 10 posts maximum, after which all Jutsu cost is doubled for half the time spent in the state, rounded up.
• State of Healing This State is the one a Hakemoto takes when they wish to either Excel at healing others, or to heal their own wounds. It allows the User to Either heal all non fatal wounds, however, the larger the wound, the longer it takes to heal, ranging from a single post for a small cut, to up to 5 posts for a missing limb. However, the user may instead choose to apply the regeneration effect to another, at the cost of it applying to themselves. One must choose Either of the effects upon entering the state, and cannot change this without re entering the state. This State lasts for 7 posts if used on self, and 10 posts if used to heal others.
• State of Power This State is the one a Hakemoto takes when they wish to either excel at Physical Combat. It Boosts the users Base stats by +2/+2, and allows them to use all Taijutsu Styles without cost, and Taijutsu techniques at 50% of their cost. This state lasts for 10 posts, after which the user gains a reduction of -2/-2 to both stats, and doubles the cost of all taijutsu styles and techniques for half the time spent in this State.
• State of Defense This State is the one a Hakemoto takes when they wish to either Excel defending themselves or others. It allows the user to project a wall of Chakra to block any technique launched at them at the cost of chakra equal to the technique. While this normally cannot block SS rank techniques, in can do so if they user instead pays 100cp. This State lasts for 5 posts, after which all Jutsu deal double damage to the Hakemoto, for time Equal to the time spent in this state.
• State of the Host This State is the both the Most powerful state available to the Hakemoto, but also the most dangerous. It allows the user to Restrict the use of Angelic or Demonic Forms while it is active. At the same time, the user gains a number of Chakra tails/wings from the host equal to 1/3 of the number of Tails/Wings the Host beast/angel possesses. This Effect is reduced to 1/10th against the Jyuubi or Jyuuha host.This state lasts for 10 posts against the one, two, thee, and four tails/wings. 5 posts against the five, six, seven, and eight Tail/wings. And 3 posts against the nine, Ten tails/Wings. Afterwards, the user's chakra supply is reduced to 25% of its current value.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
Monk Class
Monk Class
XXXXXXXXXXXXXXXX Monk Class
The Monks of the Hakemoto Follow their own style of Combat that combines Ninjutsu and Taijutsu.
XXXSTRENGTHS VERSATILE - The members of the Monk class have access to the good mix of Ninjutsu and Taijutsu, giving them a good combination between ranged techniques and Close combat as well.
XXXWEAKNESSES High Risk - While powerful, the Hakemoto Monks states have a large risk to the user with the deliberating after effects of the states.
XXXBONUSES Good Stats Can learn 4 Taijutsu styles, and up to Two elements Moderately resistant to Genjutsu. The Hakemoto Monks are not limited by 'Class Requirements' needed to learn specific Taijutsu styles.
XXXLIMITATIONS
- No Genjutsu
- Members of the Monk Class do not use puppets or puppetry jutsu.
- -10% Chakra Supply
XXXUNTAPPED POWER The Untapped Power of the Monk class takes the form of a Seal Placed on the Belly of Each monk. The Monk can choose to Release this seal, Causing chakra to Flood through the Monks body, restoring 30 (+ additional 15 for each rank up) Chakra. It also grants them a temporary +1/+1 boost to their states, that last for 5 posts. While the seal is in it's released state, the Hakemoto can use 1 Additional State in battle. Can only be used once per every three battles.
XXXSTATS
G = 4/4 C = 5/5 J = 6/6 S = 7/7 K = 8/8
xxxxxRESTRICTIONS • Must be of the Monk Class • No Demon, No Angel, No Cursemark. • RESTRICTION HERE
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Revamped by: ]
Posted: Mon May 14, 2012 12:00 pm
Still working on some of the Kinks, and the Skill list is only barely started
Life-Weaver
The Ultimate support class, the mere presences of the Life-weaver in a group enhances the team as a whole, creating synergy between others and it's self through its unique passive skills. The People of this Class have two paths they can choose to take, the power of Life, and the power of Death. The Life Weaver makes the choice of which path to take at Expert, and can only learn the Expert skills of their Chosen Path, with exception to the Life and Death skills.
Strengths - 75% of a normal Energy pool, but gains 25% more energy for every ally in battle, up to a cap of 125% bonus energy (Resulting in an Energy pool of 200% the normal when the user has 5 allies around him). - Can manipulate the Life energies of those around them, allowing them to Heal and buff friendlies, regardless of their class. - .When forced on the offensive, the Life-weaver has some incredibly versatile Skills that allow them to drain a target of their Energy and grant it to the Life-Weaver.
Weaknesses - Due to the focus on Supporting, the Life-Weaver has very few direct damage skills, relying on their teammates to do the damage. - No Elements - No Directly Holy or Unholy Bloodlines - No Ranged Weapon Skills.
Class Str./Spd.
Life-Weaver: +1 - +1
[Skills]
The Essence Of Life and Death: Life-Weaver
Name Rank: Passive Description:
We are One Rank: Passive Description: A Rather simple skill, the user creates a stronger bond between himself and a target. This in turn combines their energy pools together, creating a Single energy pool between the User and the Target. The number of people that can share a Single energy pool increases with Rank. This Technique doesn't have a limit in time, but if the user and the target extend too far from one another, the skill will deactivate. When deactivated, the remaining energy is shared equally between all allies joined with this technique, and then requires a 5 post cool-down between uses. (These numbers shown include the user)
Whats yours is Mine Rank: Passive Description: A Life-Weaver Passively connects the spiritual energies of those around him to himself, acting as a conduit between them and creating a Network between himself and all those connected. This Allows for Reduced energy costs on skills for Allies. The energy saved is based on the rank of the Life Weaver. (This Skill can Stack with multiple Life Weavers, but can never exceed a Hard cap of 50%) The Life weaver can choose who is connected to this network, and can break connections as he sees fit to do so. Trainee/Novice:10% Adept:20% Expert:30% Master:40% Sage:50%
Power of Life, Shared Emotions Rank: E Description: By strengthening the bond between allies, the Life-weaver allows all allies linked to be aware of the emotional state of others. This allows them to react faster to others by noting the emotional state of each member of the team. This lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
The Power of Death, Negativity Rank: E Description: By distorting the Life energies around the user and his allies, the Life Weaver creates a field that creates a feeling of doubt in those not connected to the Life Weavers network. This creates hesitation in those effects. Those of 2 ranks higher than the user can shrug this off without any effect, and the technique is half as effective against those of 1 rank higher. This lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
The Power of Life, Life Share Rank: D Description: By Drawing from the life forces of the group, the Life-weaver can heal minor wounds on nearby Allies by increasing their life energy reserves, with the excess life energy generating a Regeneration effect in the target ally. This Regeneration only lasts for 2 posts, and its level of regeneration is based on the rank of the Life-weaver.
The Power of Death, Cold Touch of the Lifeless Rank: D Description: A Contact based skill, the Life Weaver can reverse the flow of life through an object they touch with their hands or fingers. While ineffective on lifeless objects, plant life, with Wither and die, and animals or people will feel a coldness spread across their body while Energy is drained from their body. The energy drain is equal to the users rank divided by 2, and is capped after 5 posts of absorption.
The Power of Life and Death, Life Leach Rank: C Description: One of the first, and Few, of the 'Power of Life and Death' skills available to a Life-weaver, the User first gathers energy in between their hands, this energy taking the form similar to a Pulsating stream of water that weaves around their body the same color of the users Energy, This Energy stream is then directed at the target. If it connects, the techniques costs 50% of its normal cost a post to keep the line connected and creates a link between the Life-weaver and the target, that then drains them of life energy. This will stop any active regeneration in the target, even causing recent wounds to reopen and drains the target of energy equal to 50% of the users rank equivalent for energy. Prolonged connection to this technique (5 posts) will cause the regeneration negation to prolong for an additional post for each post it remains active.
The Power of Death, Wither Rank: C Description: An Offensive Skill, designed for use against foes rather than allies, the user Manipulates life energy around them, creating a visible 'barrier' made of what looks like a river of energy. While originally only a few feet in diameter, this river expands in radius quickly, up to a radius of around 10ft. Those not currently linked to the user who step in inside this barrier will find visible streams of energy raise from the floor to grasp their feet. If contact is made, their energy is drained for energy equal to half the cost of this technique until the technique expires. This Technique lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
Power of Life, Shared Thoughts Rank: C Description: An improvement on the 'Power of Life, Shared Emotions' technique, the user can now focus the life energy in a new way, allowing the user to share the thoughts of all connected to the 'network' of energy. This allows the people in the network to rely instructions without any vocal or visual cues, granting enhanced performance in combat. This Technique lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
The Power of Death, Corruption Rank: B Description: A New style of technique, and one of the staple skills of those that Follow the Path of Death. Creating a pulsating orb of Energy in their palms, the Life Weaver then throws this orb at the target. Upon hitting something, the ball explodes, soaking all it touches with it's corrupted life energy. This corrupt life energy infects all it touches, spreading and corrupting all that's around it. At this level, the corruption only negates regeneration and reverses all healing effects used on those effects, while also temporarily removing a portion of the targets base energy reserve from use (10%). This lasts for 5 posts.
The Power of Life, Enhanced Life Share Rank: B Description: An Enhanced version of the previous skill, By Drawing on Greater amounts of life forces of the group, the Life Weaver can heal Major wounds on nearby Allies by increasing their life energy reserves, with the excess life energy generating not only a Regeneration effect in the target ally, but also a minor energy regeneration (2% of their base per post). This Regeneration only lasts for 5 posts, and its level of regeneration is based on 1 rank Higher than the Life-weaver.
The Power of Death, Enhanced Cold Touch of the Lifeless Rank: A Description: An Enhancement of the Previous skill, the Life Weaver can reverse the flow of life through an object they touch with their hands or fingers at an enhanced rate. With the increased power and precision, the user can reverse previously hidden life energies, making the technique now not only effective on lifeless objects. but also causing plant life to die almost instantly, and animals or people will feel a freezing sansation spread across their body, as if they were in cased in ice. The energy drain is also increased, equaling to 75% of the users rank of Energy, and is capped after 5 posts of absorption.
The Power of Life, Energy Sharing Rank: A Description: A Simple Skill, By making contact with an Ally, the Life Weaver can transfer energy between themselves and the target. This however, is a one way stream, and cannot be used to drain energy. Energy given is energy cost of the technique.
The Ronin Class is considered a Jack of all Trades class, Allowing equal use of the 3 main forms of combat (Ninjutsu, Taijutsu, Genjutsu). However, A Ronin believes in heightening their strength without a head start, and as such does not have either a clan or a starting bloodline.
XXXSTRENGTHS VERSATILE -- A Ronin has access Not only to 3 Elements (third at Jonin), but also have access to all forms of jutsu, and can use these jutsu far easier than others. This grants them a 50% reduction in All jutsu and styles Chakra cost, as wells as 50% reduced Training times on all Jutsu and styles. CHAKRA -- Ronin have slightly larger chakra supplies than others. 10% increase in chakra. JUTSU -- Ronin can concetrate their chakra without increasing the ammount needed for jutsu, this increases the strength of all Jutsu by 1 rank
XXXWEAKNESSES NO STARTING BLOODLINE OR CLAN -- A Ronin cannot by born with a bloodline, or be born into a clan. This limits them to the basic jutsu all shinobi can learn. JACK OF ALL TRADES, MASTER OF NONE -- As a jack of all trades they aren't as focused as others, making them mediocre are everyone rather than Great at some things.
XXXBONUSES 2 Sub Elements 2 Implants (Rinnegan takes up both slots) (You gain your second implant slot at chunin)
XXXLIMITATIONS No Starting Bloodline No Clan No Demon No Angel No Cursemark
XXXUNTAPPED POWER Once every 4 Posts a Ronin may use any jutsu their rank or below for no Cost. For S-rank or higher jutsu it decreases the Cost by 25%
STATS G ~ 4/4 C ~ 5/5 J ~ 6/6 S ~ 7/7 K ~ 8/8
Posted: Sun Aug 19, 2012 12:08 pm
xxxxxxxxxxBlight Born [ Poisen. Acid. Cunning. ]
xxxxxHISTORY During the Time of the Warring clans, One village found it's self as Collateral damage when it come under assault by a Massive poison Strike one clan launched against it, in hopes of killing a few members of a rival clan who were taking refuge there. While in annihilated most of the villages, a select group survived. With so much poison flowing through their bodies, their bodies found a way to not only counter the poisons, but also a means to produce them. This was the birth of the Blight born bloodline, as the surviving members passed on this gift to their children, and them to their children, with the gift evolving with each generation until it finally found equilibrium in the Bloodline known today.
xxxxxDESCRIPTION Due to being exposed to so many poisons, the Blight Born's body has became capable of synthesizing its own powerful poisons.This poison can be secreted from any part of the users body, and said user can control its concentration and effects. The poison tends to become darker when he/she increases its lethality. As a side effect of this, the Blight Born's body contains over 500 different types of poison antibody, and can adapt nearly instantly to new ones, granting them imunity to any poison below S-rank. Poisons of S-rank and higher strength will be weakened in effect. However, Once having been exposed to, and survived, an Particular S-rank poison, the user is immune from further attacks of that particular poison. Some of the higher ranked poisons act more like acid, and in some cases, they are actually composed of acid, allowing those of this bloodline the capability of producing a poison with highly corrosive properties.
xxxxxRULES • You are Immune to Poisons A rank and below. Poisons of S-rank or higher will effect you to a lesser extent the first time you come in contact with them, but if you survive that, you are immune to that poison. • You can Produce poisons from any point of your body at will. • Agile, but weak. (+3 base speed, -2 Base strength)
xxxxxWEAKNESSES • Your Poisons are your weapons. If they are immune to poison, then you are screwed.
xxxxxSTRENGTHS • Powerful Poisons, and at High ranks, Acids. • Incredible Speed • Immunity to all Poison below S-rank, and S-rank or higher poison is severely weakened against you
xxxxxPASSIVE ABILITIES • Poison sweat: Your sweat contains a mild poison on contact with an opponent, making taijutsu attacks dangerous for opponents, both when used by the user, or used against the user. As the rank increases, so does the effect of the poison (Symptoms stack). G - Mild numbness ( Longer to perform handsigns, 1 post duration) C - Loss of breath ( -1 to speed stat, 1 post duration) J - Muscle weakness ( -1 to both stats, 2 posts duration) S - Blurred vision ( -1 to adjacency speed 2 posts duration) K - Exhaustion (1.5 times chakra cost on jutsu 3 Posts duration)
• Acidic Blood: Due to the sheer number of poisons that the Blight Born's body produces, their blood takes acidic properties. This means any blood that hits the opponent not only applies the rank higher than the user above passive for as long as the blood is in contact (Due to blood being more concentrated than the sweat), but also burns through clothing and skin it makes contact with. However, any water applied to the area hit will wash off the acid.
• Poison Form: In this passive, the user can choose what poison their body current generates. While there are a few generic poison forms that all who have this bloodline have access to, most users create their own poisons forms, allow versatility in their fighting style, Below are the Basic Poison forms available to users.
Slowing Form: This poison form is the most basic poison form available to the Blight born. This poison form combines a series of potent poisons, all of which cause the targets body to react slower. As a result, anyone hit by this poison has their stats reduced by -1/-1. This can stack up depending on the users rank. The effects of this poison wear off after a small time. G - 1 time 1 post duration C - 1 time 1 post duration SJ - 2 times 2 posts duration J - 2 times 2 posts duration S - 3 times 3 posts duration K - 3 times 3 posts duration
Blurred Form: This poison form, while slightly more advanced than the first one, is still considered a basic poison form. This poison form creates a concoction of several poisons, all that cause either irritation, or blurring of the eyes. This effect in turn, reduces the opponents ability to see, restricting their combat potential. This can stack up depending on the users rank. The effects of this poison wear off after a small time. G - 1 time 1 post duration C - 1 time 1 post duration SJ - 2 times 2 posts duration J - 2 times 2 posts duration S - 3 times 3 posts duration K - 3 times 3 posts duration
Chakra inhibitor Form: An advanced poison form only available to those of at least Chunin rank, this poison uses its a special combination to inhibit the opponents control of chakra, resulting in their requiring more chakra for their techniques if hit. This effect can stack 3 times, no matter the rank, and applies different increasing effects for each stack. The duration of this poisons effects is 2 posts. 1 stack - 1.5 times chakra usage. 2 stacks - 2 times chakra usage. 3 stacks - 2.5 times chakra usage.
xxxxxOFFENSIVE TECHNIQUES
• Poison Cannon C In this technique, the user gathers a ball of poison around his fist and fires it as his opponent. The strength and effect of the poison is based on what Poison form the user has chosen to take.
• Poison Rifle A An advanced version of the Poison canon. The user instead focuses a small droplet of poison onto their finger tips, which is then fired at an opponent. The base speed of this technique is +1 higher than the user. By increasing the charka cost by a single rank, the user can add spin to the droplets, giving them a further +1 speed stat and allowing the shots to 'drill' into a target, causing more damage.
• Poison Sword B Combining the users poison with clotting agents from their blood, the blight born creates a blade of solidified poison. This bade can apply a single stack of the poison forms poison, albeit it requires skin contact.
• Breath of the Death god S The Breath of the Death god is one of the most powerful poisons available to the user. Its use is generally frowned upon in populated area's by the higher ups of the bloodline, due to the inherent damage caused by it. The poison itself is a chemical made by the user rapidly vaporizing his body's waste products and has a similar composition to volcanic gas. As well as being deadly when inhaled, (taking 5 posts to take kill anyone of the same rank as the user. Those higher will take an additional 2 posts for every rank higher they are, and a single post for every rank lower). The poison is also highly corrosive and even flammable and explosive, exploding with the force of 10 exploding tags if ignited by any means. This poison will also add the max stacks of the current poison form, for the duration this poison is in their system.
xxxxxDEFENSIVE TECHNIQUES
• Poison Coating C A simple defensive technique, the user coats their body with their current poison forms poison, granting a defense against taijutsu.
• Poison Armor A Using the same principle as the Poison Sword, the user creates solidified poison armor around their body. The shape this armor takes is up to the user, and can range from intricately designed samurai armor, to simple plate armor.
• Poison Smokescreen B By first inhaling lung full of air, the use then mix the air with their poison, breathing out a smokescreen with small traces of their poison's form. For every 2 posts an opponent is in this smoke screen a single stack is added. However, if they are already poisoned by the Blight borns, it simply adds another stack for every post they are in the smoke screen.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • RESTRICTION HERE • RESTRICTION HERE • RESTRICTION HERE
xxxxxHISTORY In a time long since past, Several beings of great power emerged. Referred to as the Tengu, they walked among the earth alongside the mortal man, wielding powers that rivaled that of gods. While they themselves disappeared, their descendants lived on, passing on their power, albeit weaker with each generation. However, the Single exception to this were the Descendants of the God Tengu, Izanami. Due to a combination of his own strength, and from the love of the people he guided, his blood, no matter how thinned out it became, always contained a portion of his own soul, letting him forever guard the mortal souls he once loved, and who once loved him. This Portion of the Tengu's soul granted his Descendants powers beyond the mortal body, giving them a form of immortality through never aging, and inhuman chakra regeneration at the cost of Consuming a large portion of the inheritors own base chakra supply, forever reducing it to a level equal to the weakest of shinobi. These Inheritors eventually came to be know as the Prime Knights, due to them never aging past their Prime, combined with their ability to never falter in battle, forever fighting for their cause.
xxxxxDESCRIPTION A Prime Knight is an individual whose blood can be traced back to one of the 13 Tengu of old. While many people have trace amounts the Tengu in their blood, much like the Takahashi bloodline, A Prime knights blood is considered the most Pure, containing anywhere from 50% to 90% Tengu blood, making them a near enough direct descendant. This power manifests itself as not only a Powerful Chakra regeneration at the cost of a small chakra pool, But also in them being born with a Tengu soul, granting them incredible powers of regeneration and combat prowess.
xxxxxRULES • A Prime Knights Chakra supply is made entirely of Natural Chakra, with their bodies able to absorb it passively. As Such, their physical supply is limited, but is regenerated quickly. • Prime Knight's are known for their thirst for battle, and as such are restricted to Close combat classes only. • As part of the powerful chakra regeneration, a Prime knight's body not only reaches its peak physical perfection at a younger age (+1/+1), but also grants them a Minor regeneration effect, allowing them to shrug off Small wounds in seconds, and recover from Larger wounds in minutes, not days (Follows same regeneration scaling as Water element Jyuugo).
xxxxxWEAKNESSES • Due to the limited chakra supply, Prime Knights have difficulty performing high amounts of sustained damage over a long time, and as such require time to recover their chakra between attacks, forcing a burst attack style of combat. • Prime Knights cannot use either genjutsu, medical, Puppetry, or Sealing.
xxxxxSTRENGTHS • Their Higher Chakra Regen allows them the potential to stay in a fight indefinably. • A Prime Knight Excels at Close combat, with their Regeneration allowing them to use riskier tactics, and their Incredible speed and strength allows them to close the gap faster, attacking with a level of precision and clarity that one would expect to see in a veteran of a hundred wars. • Their Impressive Recovery rate, both in terms of chakra and their physical bodies, allows them to continually wear an opponent down without doing them same to themselves. This lets them last almost indefinably in combat.
xxxxxPASSIVE ABILITIES • Vessel of Power A Prime Knights Chakra supply is composed of 100% Natural energy (As opposed to the Jyuugo and sage mode's mixture of inner chakra and natural chakra). This in turn Limits the users chakra supply to 50/75/100/125/150. However, the Prime knight also passively regenerates 20% of his maximum a post, as his natural energy pool is replenished by the worlds own energy. As a Prime knights energy pool is 100% natural energy, it is impossible to track these individuals through chakra alone unless the tracker can use Sage jutsu.
• Natural Bond As a Primes knight chakra pool is entirely made up of powerful natural energy, All jutsu performed by the Prime knight require 1 rank less chakra to perform, as they can use less chakra to perform a greater effect. SS-rank jutsu are exempt from this passive.
• Natural Elements Elemental technique they perform will over power techniques of the same rank as the technique used, due to the stronger energy source used to created the elemental techniques.
xxxxxRESTRICTIONS • Physical Combat classes only.
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by:Wings ]
Posted: Tue Oct 30, 2012 4:30 pm
Clan or Bloodline: Clan
xxxxxxxxxxYotsuki Clan [ Combat is Reborn ]
xxxxxHISTORY The Yotsuki Clan is one of the founding Clans of the Cloud village, renown for their expertise in their own form of combat refereed to as NinTaijutsu, Granting them incredible Power and versatility in Combat.
xxxxxDESCRIPTION the Yotsuki Clan's Main Skill is in Combining Ninjutsu and Taijutsu into one, creating the unique Fighting style of Nintaijutsu. This is achieved by the clan member surrounding themselves in a cloak of chakra of their element, not dissimilar to a tailed beast cloak, and using this Cloak of chakra to enhance their Taijutsu skills.
xxxxxRULES • Pffft. Who needs rules?
xxxxxWEAKNESSES • While the people of this clan aren't unable to perform genjutsu, they don't emphasize it, causing all genjutsu they perform to be weakened by one rank. • The People of this clan focus entirely on using their main elemental in physical combat, as such, they can only fully master 1 element, lose the ability to use a Sub element, and can only learn up to Chunin on their second Element..
xxxxxSTRENGTHS • + 1 to speed. This bonus Extends past the soft cap. • Incredibly Tough Bodies, increasing the effectiveness by the Physical toughness Class passive by 1 ranks. • The people of this Clan are renown for their powerful chakra, granting them a 1 rank higher chakra supply (With a flat bonus of 100cp at Kage rank)
xxxxxPASSIVE ABILITIES • Chakra Shroud: The People of this clan can Coat themselves in a Cloak of their main elements chakra, not dissimilar to a Tailed beast cloak. The effects of this cloak depend on the users main element, but all Cloaks share the ability to reduce the strength of jutsu 1 rank below their own by 1 rank when used against them.
Doton (Earth): The Chakra shroud increases the toughness of the user further, their skin hardening like stone, and reducing the effectiveness of all taijutsu against them by 1 rank while also boasting the effectiveness of their own Taijutsu by 1 rank. While surrounded by this cloak, the user picks up dust as they move, with this dust orbiting around them and clumping together into small rocks, allowing it to be used as source of Earth for jutsu.
Suiton (Water):The Chakra shroud increases the blood flow of the user while also allowing increased control over their movements, acting as a pseudo Adrenaline, granting them increased strength (+1 to strength) and flexibility (+1 to adjacent Speed). While surrounded by this Cloak, the cloak it's self attracts the ambient water hanging in the air or in the ground around them, slowly generating a source of water for use in combat.
Katon (Fire): The Chakra Shroud generates an incredible heat creating a Shield of fire equal to the users rank. This shield of fire's heat intensifies as the user moves, increasing in strength by 1 rank for every 2 posts of constant movement, up to a maximum of 2 ranks higher (This caps at S-rank). This Fire Cloak itself can act as a source for the users jutsu, allowing the user to use a fire jutsu for 1 rank less chakra, but doing so will reduce the rank of the shield by 1, until the shield is reheated.
Fuuton (Wind):The Chakra shroud allows for easier intake of oxygen into the body, allowing the body to push it's self faster than normal while also reducing the Air resistance in the users movements, allowing for incredibly quick movement (+2 to Speed). This shroud Generates a thin Vacuum layer around the user, that when burst by a jutsu or physical hit explodes with a outward force. This can negate a jutsu of the users rank or lower, but takes 3 posts to recharge (Cannot negate jutsu of S-rank or higher).
Raiton (Lightning): The Chakra Shroud wraps the user's body in a layer of lightning chakra that, instead of being used offensively, is used to electrically stimulate the user's nervous system. The technique speeds up neural synapses to react faster, and to push physical prowess to the absolute limit, allowing for tremendous raw speed and power, but lacks any other sort of bonus abilities or to jutsu strength. (+2 to both stats)
xxxxxTECHNIQUES
• I am my own Weapon C-S The user manipulates the chakra that creates their shroud, forming a weapon in their hand made of this chakra the shroud is formed off. the Form of the weapon is up to the user, and can range from a sword or spear, to a hammer or Mace. The Rank of strength of this weapon is based on the level of chakra the user uses to form the weapon.
• Whats Mine is yours A By spending chakra equal to their rank, the user can grant a chakra shroud to an ally in contact. This shroud is equal to 1 rank below your own shrouds rank, and lasts for 5 posts or until it is hit by 3 Jutsu of it's rank or lower, 2 jutsu of 1 rank higher than it, or 1 jutsu of 3 ranks higher than it.
• Over the Limit S The user spends 50 chakra points to super charge their shroud for 5 posts, Allowing it to fully block jutsu instead of reducing the rank of jutsu used against it. This technique requires a 5 post cool down between uses.
xxxxxRESTRICTIONS • Taijutsu Class Only • No Demons or Angels
xxxxxHISTORY The Supaida are believed to have originated in the forest areas around Otogakure. They are believed to have once been a savage people who were tamed and trained by an unknown ninja. The modern Supaida are actually known for their intelligence, especially in the art of crafting traps, and are quite spread out amoungst the shinobi world.
xxxxxDESCRIPTION Each Supaida is born with 4 additional arms, giving them an appearance not dissimilar to a human spider. Further following this Ideology, the Supaida also have both an additional eye on their foreheads, as well as the ability to creature Silk from their mouth, allowing them to form Webs akin to that of a spider. The Final ability lies in a special gland in their throat, that allows them to produce a Special Golden material that can harden upon contact.
xxxxxRULES • Your webs require a Jutsu of 1 rank lower than your own rank to be Broken. • The Web and stick gold is Produced from the mouth, not from the hands or wrists (Your not spiderman) • While your Third eye is active, your Perception equals that of the Sharingan, however, you do not gain the abilities of the sharingan, only a level of perception equal to it.
xxxxxWEAKNESSES • Your webs can be broken.
xxxxxSTRENGTHS • The four additional arms allows you to use them to form hand seals. As such, you can either perform a single jutsu faster, or perform up to 3 jutsu at the same time. • The Additional Arms also Grant you incredible Taijutsu potential, as you can both attack and defend at the same time. • Your Third eye grants you incredible Perceptive abilities that rival the sharingan.
xxxxxPASSIVE ABILITIES • Look at All these Arms: A Supaida has 4 additional Arms, equaling 3 arms on each side. These extra arms function exactly as normal arms, allowing them to be used for hand-seals, Taijutsu, Hold weapons, or defending ones self. The Supaida can also use up to 3 jutsu at the same time, by using each set of hands to perform separate hand-seals. • All Seeing Eye: By Paying Chakra equal to 1 rank below the users rank, the Supaida can choose to 'open' their third eye. This third eye has perceptive abilities rivaling the Sharingan, and allows react to combat scenarios with utmost precision.
xxxxxTECHNIQUES • Nechinechi Supaida Kogane (Sticky Spider Gold)Academy Student This technique allows the user to release a form of golden liquid from his mouth. When this liquid hits the air it can harden to be incredibly strong. The clansmen can use this technique to form deadly spikes, powerful arrows, kunai, or other projectile weapons. The strength of the Gold is dependent on the users rank. Genin: Iron Chuunin: Steel Special Jounin: Titanium Jounin: Emerald Sannin: Corundum Kage: Diamond
• Supaida Amimono Kusabana (Spider Web Flower)Academy Student After gathering his spider thread into his mouth, the user will spit net-like cobwebs of the thread at their target. These nets will fly through the air, and upon hitting an opponent, will stick and bind the ninja to any nearby surface. A Strength +1 higher than the user of this jutsu is required to Break free of the net. Otherwise it takes 2 posts of Struggling to break free.
• Supaida Amimono Henshuu (Spider Web Unrolling)Gennin The user can make a giant ball of web, within their mouth, that will unroll a specific way when spat out, this is usually used to stealthily make giant webs, by putting them up within seconds.
• Yoroi no Nechinechi Kogane (Armor of Sticky Gold)C-SS By excreting Sticky Gold from their pores, The user can quickly create an armor that is capable of blocking at least 1 Jutsu of the same rank, or 3 jutsu of a Lower rank. The Rank and physical strength of the armor is based on the chakra used to create the armor, and the users own rank.
• Supaida Amimono Kenshutsu Gen'ya (Spider Web Detection Field)Chuunin If the user is in enemy territory and needs to rest while still remaining on guard, they can lay spider thread throughout a surrounding area. Most ninja will recognize the thread as common spider web, however; this thread will run all the way back to a finger on the user's hand. Slight movement against a webbing thread will pull it all the way back to the user's finger and alert them to the nearby presence.
xxxxxRESTRICTIONS • RESTRICTION HERE • RESTRICTION HERE • RESTRICTION HERE
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: Wings ]
Posted: Wed Nov 28, 2012 12:52 pm
Clan or Bloodline: Bloodline
xxxxxxxxxxGemini [Twins. Together. Forever ]
xxxxxHISTORY The true beginnings of the the Gemini Bloodline is a mystery, as it has been suspected to existed since long before the time of the ninja's, dating back towards around the time of the Tengu. However, it is known that the bloodline's number began to increase inconceivably in number around the start of the Ninja clans Wars.
xxxxxDESCRIPTION While the Means that causes the Gemini bloodline are disputed among many sources even to this day, the most widely accepted belief is that the Gemini bloodline emerges when a soul has somehow been split in two before it is given a body, instead splitting between two different people. While in most cases the Gemini are blood related there are a few cases where this is not so. Regardless of this, they always seem to meet at a very young age, regardless of the circumstances, as if the soul it's self is trying to pull it's self together to become whole once more. In the majority of the cases the Gemini's personality is balanced between the pair, where one might be reckless, the other would be cautious, if one rarely speaks, the other will be a loud chatterbox.
xxxxxRULES • This Bloodline consists of 2 rpcs with separate chakra pools each that equal 70% of their normal supply. (Monthly bonus's are shared equally between the two bodies) • The Gemini's stats are dependent on the distance they are between one another. If they are in contact they gain a further boost to their abilities. • The Base stats of Both of the RPC's is reduced by 25%
xxxxxWEAKNESSES • Due to the combined soul, if either of the Gemini's die, then the other will also die. • Each of the Geminis gets weaker the further apart they are from each other. This takes form in the Stat reduction increasing by 5% up to a cap of a further 25% for every 10ft from each other they are.
xxxxxSTRENGTHS • While each Geminis chakra pool is smaller, the combined Pool is much larger than other shinobi. • When in physical contact with one another the Gemini get not only an increase to their stats, but also allows them to Share chakra between one another. • Each Twin can pick a separate Class, allowing more versatility in combat.
xxxxxPASSIVE ABILITIES • We are One in Body: When a Gemini pair is in direct physical contact, their physical stats are increased by 50% (This results in total to 25% bonus, due to countering their 25% debuff). This effect immediately activates or stops if the connection is made/broken. As an Added effect of the physical contact, the Gemini share chakra with each other, equaling out their chakra supplies so that both have the same chakra levels while remaining in physical contact. This only lasts for as long as they are in contact, and will stop if contact is broken.
• And also, in Mind: The Gemini are mentally linked, and can communicate telepathically with each other. Due to this Telepathic link, if both of them train together, they can learn techniques and styles in 50% of the time (Applied after all other reductions). They also share knowledge between themselves, allowing either of them to use any technique the other has learned so long as their class allows it. Additionally their minds are immune genjutsu attacks that target either of them separately, as they simply disrupt the others chakra as they opponent places their genjutsu. However, they are still susceptible to Genjutsu that can hit multiple targets.
xxxxxTECHNIQUES
• United We Stand Rank: S Requires Chunin Rank at Minimum A "Last Resort" type of ability, each Gemini pair is capable of fusing their bodies together, which temporarily makes their soul whole again. The resulting being of the fusion will will lose its 25% stat debuff, and gain double their base stats. The fusion is also capable of using all of their shared knowledge, can use Both of the Elements each one could use separately and possesses all their equipment (The class they take in this form is up to the user). Additionally, the fused being will be made up of characteristics and features from both characters. This skill lasts 5 posts, can not be used again for a week in real time, and will cut each of their chakra down to 10% of their maximum once the technique ends.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • -Gemini pairs must not be the same class, and cannot be of the Bounty hunter class, or Freelancer Class. • Only 1 of the pair can have a clan, but cannot have an implant. The inverse applies to the one who does not belong to a clan, allowing them to have an implant instead. • Gemini pair cannot remain apart from each other for long periods of time, and trying to do so will result in headaches, that slowly grow in intensity.
xxxxxHISTORY The History of the God Slayers follows the same path as the History of the sages. However, when over time, a select group of sages reach a height of power far beyond the normal sage. With this power in hand, and an increased versatility what what elements could have a sage, the group expanded into a clan.
xxxxxDESCRIPTION The God Slayers are a Clan of Elemental Sages whose mastery over their element has passed their original limits by such a margin that they are said to be able to slay the gods themselves with their power.
xxxxxRULES • No Sub element • You can Eat sources of your element 1 rank below your own to regenerate chakra equal to 50% of the Elements rank. As a result of this, you are Almost immune to jutsu of your element that are 1 rank below you. • Can choose Any element, including sub elements or combination Element as your Element, instead of being restricted to the five main elements. However, u can Only use the combined element, not it's component elements.
xxxxxWEAKNESSES • Singular Element makes you easy to counter. • Single Element Makes you predictable.
xxxxxSTRENGTHS • Massive boost to Element (Jutsu of their Element are 1 rank stronger) • Massive boost to chakra (1 Rank higher chakra. At Kage, they gain a flat bonus of 50cp) • Slight boost to Stats (+1/+1)
xxxxxPASSIVE ABILITIES • Elemental Mastery: Due to their mastery of their chosen element, they can perform jutsu for that element for less, gaining a 50% decrease in chakra cost for jutsu of their element. • Fuel of the Gods: A God Slayers main strength is through their inherent ability to consume a form of their element that is lesser than their own rank in order to regain chakra and heal Minor wounds. The Chakra they gain from this is equal to 50% of the consumed jutsu's cost. However, this can only be used once every 2 posts. A side effect from this makes them incredibly resistant to jutsu of their element, making all jutsu of their element 2 ranks less effective against them.
• New Generation of Sages: Unlike the old generation of sages that could only use the base elements, the Sages of the God Slayers can use any element as their chosen sage element, including sub elements or combination elements. However, can cannot use the individual elements of the combination, just the combined element ( If Lava, they can use Lava, but not Fire or Earth. etc)
xxxxxTECHNIQUES
• The Howl of a God A Drawing in a large amount of chakra into their lungs, they shoot out a massive blast of their element from their mouths. At this rank, it is simply a Large Ball of the element.
• Fist of a God B By covering their fists in their element, they gain a massive boost to taijutsu power as each blow they perform apply their element in addition to its physical force.
• Judgement of a God S The user releases a massive ball of their element at their opponent from their arm by launching it forward in a punch-like motion. Once their Element reach the target, they increase in size, creating a giant explosion of their element.
xxxxxADDITIONAL COMMENTS No matter what Element they choose, said element will always be Either Black or White in color.
While they only have a few universal techniques, this is because most techniques are unique to the element of the god slayer.
xxxxxRESTRICTIONS • Sage Class only • No Bloodline
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
SAGE CLASS
XXXXXXXXXXXXXXXXSage Class
Sages are Masters of a Single element, with their numbers never going past 2 sages for each element (A master, and a student). Born with a Singular Element, and massively more chakra than others, the members of the Sage class are generally seen as monsters due to the incredible power at their fingertips. Not only do they gain a Single rank increase to the singular element they represent but they are also the Only class that can extend a single rank past the Cap for Jutsu strength (However, this requires the use of their untapped power).
XXXSTRENGTHS CHAKRA --Members of the Sage class are considered Monsters in terms of their chakra reserves, gaining an increase of 30% to their maximum supply. NO HANDSEALS -- Because of the ease of use for elemental jutsu of their element, the do not need hand signs for jutsu of their element.
XXXWEAKNESSES STATS -- Very average stats. Unable to compete at all with the physical classes. Since they rely so heavily on ninjutsu, classes with high amounts of speed can easily counter them by simply dodging their jutsu. ELEMENT RELIANCE -- Enemies with high defense against ninjutsu of their element, such as by using an element the sage is weak too and good chakra conservation can easily wear down this class. Without their ninjutsu, they're pretty easy to fight, so if you can take that out of the game by intelligently defending against it, you have the advantage.
XXXBONUSES As listed above: +30% of your base chakra, No hand-seals for jutsu of your element Not listed above; Sage Classmen gain a +1 in the strength of their Elemental jutsu. Sage classmen have a -3 training reduction on all ninjutsu of their element Sage classmen have no limit to how many ninjutsu of their element they can learn
XXXLIMITATIONS This class cant learn more than 10 genjutsu Two more posts are required to learn taijutsu style stages You only get 1 Element. You can learn 2 styles of any type, weapon or taijutsu
XXXUNTAPPED POWER By Tapping into the souls of the previous Sages, a Sage can enter a state of perfect control of their element. This state lasts for 5 posts. During these 5 posts, Ninjutsu of your element are increased in strength by 1 rank. This can go past the Jutsu strength cap. Also, ninjutsu only cost 20% of their normal cost during this form. This Untapped power can only be used once a week, starting from the moment the battle you used it in ends.