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A long-lived guild, filled with memories of a time long-gone. RIP NUR. 

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PostPosted: Tue Oct 07, 2014 1:52 am
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xxxxxxxxxxVisions of Despondency
[ Guardians from Beyond ]


xxxxxHISTORY
U/C


xxxxxDESCRIPTION

All Visions, as they are called, share a similar attire normally. They have no clothing beyond the restraining cloak that shrouds their body, and underneath that they have seals on black bandages that cover them. Their arms are bound in chains with their torso, and an eye rests in the center. Their hands and legs are also bound in a similar manner. This keeps them from moving well, and while they aren't stationary targets, they're easier to hit when they can't just "poof" away like some of the faster shinobi. Each have neon colored eyes, but the color can be anything. A bell hangs around their neck, which rings whenever they use a jutsu of any type. All of these things can be taken off, except for the chains around their wrists and ankles, but that removes their ability to fight. Luckily for them, taking these locks off are very, very difficult.



xxxxxRULES
• You can't take off your restraining cloak on your own. Somebody else can do it for you by fiddling with the lock on your back, but why would you let them do that?
• You can't travel without your bell since that's how you get most of your jutsus to activate.
• Taijutsu is very difficult to use, and can only involve your legs. Don't misunderstand, however, you can grapple just fine. Your chains actually make grappling viable.



xxxxxWEAKNESSES
• Your arms are chained by the wrists, and also by the chains around your chest. You can't move them unless somebody takes off your restraining cloak. You can grapple to an extent, however.
• You can't run. Well...you can run, but you can't sprint. If you try to move too quickly, you'll probably trip on the chains binding your ankles together. Your legs aren't chained together, but they are chained with a heavy bind.
• While you can fight, fighting alone is not advised. This bloodline is not very strong on its own, and it's dangerous to use, especially if you're outnumbered, when you're alone.



xxxxxSTRENGTHS
• You draw strength from battle, and have a near inexhaustible supply of stamina. You gain 10 points of chakra per turn if you don't use a jutsu. Other chakra boosting methods cannot be added on to this, however.
• You have excellent mobility and defensive capabilities when you use your jutsus to defend and escape rather than charge in directly. Given time, you can defeat an enemy on your own.
• You can't move your hands well, so you can cast jutsus without handsigns. All you need is your bell for anything since the tolling of it releases your chakra.



xxxxxPASSIVE ABILITIES
In My Hands: The only effective way a Vision can use their hands is with the restraining cloak tied around their bodies. While, yes, it's meant to control them, Visions can use them as a weapon naturally. It comes in two shapes, either one very long spike for a quick stab from anywhere on the cape, or a massive clawed hand for grasping things. The spike is four feet in length since any further would present problems, while the hand can grasp things up to four feet away. The restraining cloak, being made of cloth, will keep moving long after the user is down, so death is the only way to stop it. Because of the cloak's nature as a living thing, if it is removed from the user, simply coming in to physical contact with it will cause it to bind them again.
I Can See All: A Vision without their eyes will find it very difficult to cast jutsus, so a precaution was tied in to their restraining cloak. The cursed eye binding the chains around their chest functions as a third eye, so if the user were to have their eyes fail, the cursed eye would still be able to see. Further, it can cast jutsus concerning the eyes as long as it has direct sight of the enemy, meaning it can't attack to the sides or the back since it can't see in that direction. It cannot see what the user wouldn't have normally been able to see, so it really only serves as a back-up in case of blindness.



xxxxxTECHNIQUES


Initial Gate: Acubens Rank E
A simple technique that helps Visions get around the battlefield quickly. A white glyph appears in front of the user, and from it, a string of white energy shoots out and latches on to anything it hits within twenty-feet. When using Acubens, the user can only draw themselves towards whatever they hit. Because Acubens does no damage, and has a miniscule amount of chakra put towards it, it is entirely invisible. This makes the user seem as if they weigh a ton if they latch on to the ground with Acubens, or if they are as light as air. The reason for this being that Acubens grabs the space between nothing and substitutes it for matter, allowing the user to grapple air if they can't hit anything else.

Novice Gate: Saiph Rank D
A skill that turns the user's gates in to a weapon. That same whip-like expansion of energy is released, but it is used as a far-reaching whip that can cut steel if proper force is applied. It doesn't cut through steel, however, and will only scratch the surface with effort and applied strikes to the same place. While Saiph may not destroy metal, it will easily tear through a human body when it hits. Saiph lasts for three posts before vanishing. The glyph in front of the user does not vanish, but the user can still open other gates while using Saiph.

Novice Gate: Eltanin Rank D
This jutsu allows the user to throw things instead of simply latching on to them and going towards them. Eltanin actives the exact same way as Acubens, but it is slightly transparent, meaning while it can be ignored in the right conditions, focusing on it will reveal it. When Eltanin latches on to something, it bites down and doesn't let go until used or broken. Eltanin can pull things towards the user that weigh up to four-hundred pounds if they are trying to approach for a jutsu, but can't get close enough. The only damage done by Eltanin is the damage from the bite and pull, and further, the damage from sliding along the ground if the enemy isn't thrown in to the air by the force of the pull. Like Acubens, Eltanin has a range of twenty-feet.

Novice Gate: El Nasl Rank D
A glyph opens up in front of the user, but unlike Acubens, the stream of energy fired from this El Nasl flies directly in to the ground in front of the user. It is a very slow-tracking move, moving at a speed of five, and never going further than ten feet from the user. El Nasl, however, will activate automatically upon an opponent touching the ground next to the user if the enemy is tracked by the moving stream. It shoots out of the ground at twice its original speed, becoming a sharpened spike which can either incapacitate, kill, or do minimal damage based on where it hits. El Nasl's surprise factor is its strongest attribute, so forcing the enemy to look away while El Nasl is activated is key.

Arc Gate: Muphrid Rank C
The user concentrates chakra in to their right eye and shoots it out at whatever their looking at. Muphrid can be used to break through doors and weak barriers, and can be used in quick succession, but the user's eye begins to bleed. Muphrid is a two-post cooldown, and three if the user tries it multiple times at once. Muphrid can be fired up to four times in quick succession, but unlike only using it once or twice, the user will close their right eye if they use Muphrid three or four times at once.

Arc Gate: Aludra Rank C
Visions, being mainly users of genjutsu, have to defend themselves when they are approached and can't get off a good genjutsu. Aludra is a snap move, and activates quickly. The user radiates a pulse of white energy from their body and blocks all physical skills up to C-rank when Aludra is active. It takes the form of a pillar that keeps radiating energy, and only costs once while it can be held indefinitely. The problem is that the user can't move when using Aludra. They can attack, but they cannot run or turn around without dropping Aludra's safety shield.

Arc Gate: Shaula Rank C
The user opens a glyph at their back allowing them to attack at their back instead of in front of them. A pair of wings made of their chakra forms, six on each side of the back, and each can be shot out at the speed of a bullet should the user be inclined to shoot without aiming. The wings can't be used for flight, but they can also be aimed forward and fired to enemies in the front. They explode upon contact, leaving a nasty wound, but only once they've left the glyph. Otherwise, they can be used to block attacks from behind, requiring an attack of at least B-rank to break them.

Arc Gate: Auva Rank C
The user rings their bell, causing everyone to hear a horrible screeching that prevents the casting of any jutsu. Weapon skills and taijutsu can be used, but the white noise in the head of all the enemies the user faces will prevent massive and destructive jutsus. Jutsus up to C-Rank can still be used, but anything above requires too much concentration to shoot off. It's not strictly a genjutsu, but it operates on a similar principle by preventing concentration. Auva costs chakra for as long as it's active.

Tiamat Gate: Fomalhaut Rank B
A technique meant to swallow everything it comes in contact with. Fomalhaut is the weaker form of Akashic Record, but functions in a similar way. A glyph opens in front of the user, but covers the entire front portion of their body. It consumes any jutsu up to its rank that's directed at the user, holds it for three posts, for up to three posts, and fires it back. Hitting Fomalhaut with a skill that's stronger than it will cause it to overload with chakra and explode with A-rank damage to anybody standing near it, namely the user. Fomalhaut also only holds one captured skill at a time, meaning hitting it again will negate its effects and cancel Fomalhaut out.

Tiamat Gate: Asmidiske Rank B
A skill that practically doubles the amount of skills a partner can use when assisted by a Vision. As long as the Vision is in direct contact with another person, using this skill will transfer the cost of all jutsus to the Vision, including costs such as pain or exhaustion. It doesn't matter how exactly the user is touching their target, as Asmidiske would activate regardless of how its done. If the user passes out, but the target still has the Vision in direct contact, Asmidiske will not be active. Asmidiske will also deactivate if the user runs out of chakra by taking on excessive chakra point loss for their target. The only cost that will never be shared is if the cost is death.


Tiamat Gate: Lesuth Rank B
It's not a direct attack, but it sets up the field for one. The user opens up one glyph wherever they're standing when they use this skill, and given time, they can populate the entire field with glyphs if they aren't destroyed. It takes B-ranked chakra to eliminate one gate, and from each gate, the user can use every skill up to D-rank and Aludra, allowing the user to attack from a distance. They also have another use, but this use can only be activated once the user has at least four glyphs on the field.


Taimat Gate: Sargas Rank B
When Sargas is activated, the glyphs can no longer be destroyed. They aim for a specific point, which is the enemy the user is targeting. The user fires a concentrated chakra stream that does A-rank damage, but it doesn't just target the enemy. It will bounce from glyph to glyph and continually speed up for three posts until it explodes for the same amount of damage. Sargas easily vaporizes metal, of all things, so hitting an enemy with it would leave a burning hole in their body very easily. While the damage is high, destroying it means hitting it with a B-rank jutsu. If Sargas is activated without the proper amount of glyphs, or without glyphs at all, the user fires a straight beam that does B-rank damage.


Berial Gate: Aetheric Disturbance Rank A
Using Aetheric Disturbance is extremely conditional, as the user needs to have wasted 200 chakra points across one battle. The residual chakra wasted will be visibly concentrated in front of the opponent, and they will find that running from this skill is impossible as a glyph beneath their feet allows the user to target them without even looking. Aetheric Disturbance, after gathering all of the energy the user lost, will send itself towards the opponent and impact them with the force of a pillow. The ball of energy explodes and scatters the energy for a second time, getting rid of it completely. When hit with Aetheric Disturbance, the target will find they cannot cast jutsus without using S-rank chakra to clear their system. This pause only lasts for three posts without being cleared and functions as an excellent breather and opening to stronger attacks.


Leviathan Gate: Akasha Arts Rank S
The chains binding Visions aren't physical chains, but ethereal ones. When pushed to the brink, the user can shatter these chains that decorate their body, giving the user a boost in strength and speed by two. Akasha Arts means the user can move freely, but it causes an energy leak in their body. They lose their ability to passively regenerate chakra so long as Akasha Arts is active. When deactivated, the chains will bind their arms and legs again, and they will not be able to use it again in the same fight due to how stressful it is on their body without their chains binding them. They lose their ability to use their bell as well, and need to form handsigns while they're using Akasha Arts, and also lose their cursed eye.


Grand Gate: Akashic Record: Rank SS
The user opens a massive glyph behind them and aims it at whatever they consider hitting. They can't move while the glyph is open, but they can turn around. It fires a concentrated burst of chakra at whatever is target, but it doesn't destroy it. Instead, the stream reverses and drags whatever is in its traction in to the glyph. The glyph takes whatever was hit and completely absorbs it in its entirety, but it takes three posts of preparation to use. When used against something massive like a demon, it can only absorb parts of the demon, so aiming it at the head would be sufficient. If used against a person, they will find themselves trapped in a never ending maze with no possible way to escape...unless the user let's them out. The user can release people if people get absorbed in to the Grand Gate, but if one person is set free, all people are set free.


xxxxxADDITIONAL COMMENTS
LET ME REMIND YOU THAT NOBODY SHOULD TOUCH YOUR BELL!

xxxxxRESTRICTIONS
• No physical classes. Ever. No Taijutsu, or Weapon Master, Or Samurai, or even Medical!
• No clans with impressive physical skills are available, you can be an expert fighter, but never use a clan that's described as extremely physically powerful, such as ones that increase strength
• Can wield a weapon, but not very well at all, so it's mostly avoided.



xxxxxMEMBERS
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PostPosted: Tue Oct 07, 2014 1:54 am
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PostPosted: Fri Oct 31, 2014 7:45 pm
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xxxxxxxxxxTHE PALE DEMONS
[ The children of catastrophe, invitation in hand. ]


xxxxxHISTORY
Sorana; the Northern Lands, known today by the "civilized world" as Yu no Kuni. There were many tribes of old that inhabited these lands back in the days of yore, tribes that still exist today, that have come to dominate the politics of the territory through the awakening and establishment of their ability. Among these tribes, the most significant were the Heilands, the Lydians, the Vladians, and the Guenire. Their abilities were great. The Heilands could manipulate kinetic force using merely the breadth of their minds. The greatest of them could manipulate matter by controlling the fabric of it, all at the behest of a great demon. The Lydians could master Dragons, the most powerful of all the world's creatures, amassing great power from their draconian allies. This, too, was all at the behest of a demon. The Vladians, at the behest of their own demon, could manipulate blood and empower themselves ad infinitude. All of the powerful tribes of the North have a blood, and a binding contract. This contract connects them to the ancient days, the time where civilization emerged and all was lost to the chaos.

At this point in time, a family of two brothers and two sisters had come to the apex of their greatness. As their father and mother died of illness and the balance of their nation began to wane, they all sought methods in which to usurp the soon-vacant throne. They looked for anything they could; the heart of the people, the pockets of the wealthiest men, the ear of the ministers, the power to kill. Through their passion, they alerted a demon of their convictions, and this entity, known as Kamshatra, began to infest their minds. He promised them power, revealing his own. He offered them binding contracts; strength in exchange for permission, to let him in to their mind and their heart. He infested their blood, and would then seep into their next generations and sustain his immortality by the life and death of the Northmen. It is for this reason that those in the North are known for their instability, their brutality, their cunning. A demon lives within many of them, and keeps a mindful eye over their life as it goes on. Remnants of Kamshatra, Falsalazar, Eyjkalfar, and others.

The Guenire, the Pale Demons, bonded with Kamshatra . . . they were known for their ability over ice, and time, and were perhaps the most feared of all the tribes for their pervasive evil.



xxxxxDESCRIPTION
Like other Northmen, the Guenire have the ability to manipulate time and space, but only to a limit. Most of the other tribes possessed -- at their extent -- reality warping, the ability to alter reality somehow. Heilands could make changes to an entity within a certain space, Lydians could create an entity within a certain space, Vladians could unrealistically manipulate an entity within a certain space . . . with the Guenire, their powers are focused only on specific objects. There is no "space"; the "space" is whatever the Guenire is focusing on. In a way, you could say that this makes their reality manipulation (though in their case it's more like time) the most potent. However, in truth their manipulation is the least potent, as it can only control an object in one singular fashion: propulsion. It can increase or decrease the speed of an object, generally done by manipulating the timeframe of that object as opposed to the time frame of the rest of the world. Essentially, they can separate a person from the regular flow of time, making them either much faster or much slower.

Furthermore, they have the ability to create and utilize large amounts of ice techniques, though much more distinctive than Hyoton abilities; this is not the manipulation of water and wind, but instead the formation of chakra into massive, solid masses.



xxxxxRULES
• You can only propel or debilitate one living person at a time. However, with inanimate objects, you can do this in infinite number. This does not work on techniques that are one ranked lower than you or higher. Also, this can't slow weapons/techniques being literally held by another person. You also can't speed up weapons/techniques being literally held by another person.
• You cannot freeze time around any one thing, only slow it.
• Ice-Time counts as one of your elemental slots.



xxxxxWEAKNESSES
• Restrictions, listed in the rules.
• Their niche is speed hacking; highly perceptive foes can easily play around them.



xxxxxSTRENGTHS

• Passive Speed Augmentation
• With chakra, the ability to slow enemies greatly



xxxxxPASSIVE ABILITIES
Incarna Demona
The ability to manipulate the time specifically around the user's body, severing their connection to the time of the current world. This can be used to heavily increase the user's speed, or heavily reduce the opponent's speed if used with chakra. Objects are also effected by this. This increases in power as the user ranks up: +1 at Chuunin, +2 at Jounin. To use this on the opponent, you must sacrifice the cost of the rank being used on them; ie, A rank chakra for a -2 slow. You can also use this on allies for positive effect, but as stated in the rules, this ability can only be used on one person at a time. This is considered a base buff or debuff.



xxxxxTECHNIQUES
Demonic Innervation B-A
Using chakra, the Pale Demon may apply a slow to the enemy based on the rank of the technique. -1 at B, -2 at A. This sticks to them for as long as the battle remains, unless the Pale Demon shifts the speed alteration to a different target (such as themselves). This counts as a base speed reduction.

Pale Innervate C-SS
Using your chakra as a base, you may create, craft, mold any amount of ice (within reason) and manipulate it to your specific needs. This technique is the go-to for bad situations where the rest of the skillset can't cut it, and you need to create your own defense/offense mechanism.

Seigi C-SS
An extremely powerful ability at higher ranks. This ability creates an X number of ice spears (depending on the rank; hundreds from C-A, thousands from S-SS) that will launch after the target rapidly (can be speed augmented) and will seek to impale them. The greatest thing about this ability is that the spears can not only be slowly redirected by their user, but they ricochet off of surfaces that are not the designated target(s), and thus their augmented speed can enable an endless battle royale where they constantly pursue the opponent, being shoved in from many directions. The user can also set up a "roof" as to where the spears will ricochet if they begin to aimlessly fly upwards, making them capable of continuous bouncing.

Spear of the Sacred C-S
The Pale Demon will descend into the air, a large icy spear in hand. After aiming at the target, they will loose the spear from their hands and . . . almost instantly, the spear will hit the mark. The propulsion of the icy spear in this technique is so incredibly hyper-driven that it will almost seem as if teleporting. It's wise if you see the initial wind-up of the technique to form a defense, or to begin erratically moving. The spear may be manipulated once thrown.

The Angel's Aegis C-SS
The Angel's Aegis is a shield that is known to expand and retract; it can expand to the point of appearing as if a towering wall of energy, or retract to the size of a very small arm-guard. Generally, this would take some time, but with propulsion, it can expand and retract nearly instantly. This technique can be created as a clutch defense against enemy attacks, and is diverse enough to be used for a wide array of things.

Distant Time A
Hyper-charging their time manipulation for a few moments, the Pale Demon can propel themselves at extreme speeds, similar to the Spear of the Sacred. They will fade into a blur, and appear somewhere else momentarily afterwards. This is generally done as a desperate dodge, but can also hypothetically be done offensively. This technique can be noticed, as their body will be covered in a thick blue aura right before they make their movement. This technique's chakra can also actually propel them without the use of their legs by forcing them to a location, meaning even if they lose their legs they can still use this technique as an escape. However, the distance traveled is not absurdly far, and so it is unreliable as a fully-fledged escape in a desperate situation.

Grave of the Icebergs A-SS
This is a wide-scale, highly destructive attack. With what appears to be portals appearing, around half a dozen castle-sized icebergs will begin to descend from the sky in a terrifying fashion. They will begin slow but can be augmented to descend more quickly, and they cover such a massive area that very few people can actually dodge them; defense is much more probable. With the six of them combined, they can nearly eclipse an entire Hidden Village.


xxxxxADDITIONAL COMMENTS
They tend to be dark haired, with light skin. Due to their manipulation (and propulsion) of their own timeline, they will often die a few years younger on average than others.

xxxxxRESTRICTIONS
• Listed in the rules


xxxxxMEMBERS
Head:






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xxxxxxxxxxThe Magicians
[ Here, There, Everywhere ]


xxxxxHISTORY
Long before present day, there existed a prominently powerful Oni, named Nova. The humans of that time would tell tales of his mystical ability to disappear, to make objects seem to fade away and reappear before their very eyes...almost like magic. While indeed, it was true that Nova's abilities were excellent for pleasing a crowd, even more could be said about his abilities in battle. This ability to lightly edit not only himself, but the rest of the battlefield proved invaluable, and even left him one of the longest survivors behind Han himself. After having lived so long, his...interactions with human females eventually led to a bloodline. Officially, they are called the Tsukai clan, but everyone knows them for what they really are; Magicians.


xxxxxDESCRIPTION

Members of this bloodline find their power in the form of summoning, displacing, and banishing objects, much like a magician's show. This high level of tactical combat prevents most members from ever engaging in large battles. In order to do so, a mastery of this bloodline is a must.



xxxxxRULES
• Typically, Magicians are tall [6'0" usual minimum for males, 5'5" for females], and possess a decently lean, muscular physique. Akin to the few other blood descendants of the Oni, Magicians are known for being near the pinnacle of human beauty.
• If using custom abilities dealing with decks of cards, Magicians may only carry a maximum of five decks of cards on them. This amount increases by five every rank. They may freely manipulate these cards.



xxxxxWEAKNESSES
• Large-scale Combat: Until the shinobi in question is truly a master of this bloodline's skills, they will find it difficult to engage in large scale combat, as a majority of the bloodline's skills deal in smaller, tactical moves in order to overwhelm an opponent over time.
• Light Release attacks reveal all the Magician's magic tricks, hitting them at their weakest point. As such, any Light-based Ninjutsu deals an additional two ranks of damage to the Magicians. Fire and Lightning-based attacks--as they are also affiliated with the Light release--also deal an increased one rank of damage to the Magician.



xxxxxSTRENGTHS

• +5 Chakra regen per post.



xxxxxPASSIVE ABILITIES

• Can I Borrow an Assistant from the Crowd?:
Along with their ability to sense chakra, the natural energy connection allows the Magicians to have a personalized companion, typically an animal. This animal must be applied for within the pet applications--or right away with the bloodline application--and is subject to review from the regular summon/pet approver. If the Magician is willing to part with their ability to summon other hierarchies on the traditional summoning list, they may choose to have one much more powerful familiar, complete with a sage mode of its own. The sage mode--however--must at least mirror the current standard of sage modes in the guild, no stronger. Whereas the single summoned familiar may be more powerful than a boss summon, as it is the only summonable companion they get. if their outside chakra source is destroyed, so is their connection to this companion. Like the chakra source, this disconnection is only temporary, and can be repaired outside of battle.




xxxxxTECHNIQUES


It's a Bird! It's a Plane! C Rank Every 3 Posts
A magic trick that has defied the eyes of many for decades, the idea of free-flight is one that has evaded Shinobi for quite some time. However, by some stretch of the mind--be it by their intense connection to natural energy, or their seemingly magical abilities--the Magicians are capable of free-flight once this technique is learned. Consider it a parting gift from one of the most promiscuous Oni to exist.

For My Next Trick...Disappear! E - SS
The Bread-and-butter skill of the bloodline. Using a Magician's ability to influence natural energy around them, this ability is evolved to the point of mild reality warping. The concept of making objects disappear and reappear is one that many audiences have wrestled with for decades. When this skill is used, the Magician will cause a fluctuation of chakra in a designated area, making anything they target within the technique's radius...disappear. In order to make a technique disappear, the rank of this skill must be at least equal with the rank of the technique they wish to affect. This ability does not effect RPCs. This ability starts with a five meter diameter, doubling that value with each rank increase. When the objects 'reappear', the user is free to place them in any part of the original technique's radius for no additional cost. The user of this technique may freely use the vanishing and reappearing properties on their own techniques.

A Sawing Act C - SS
A generic summoning skill. After chakra is applied, the Magician will summon forth a varying amount of whirring sawblades. These sawblades are capable of shredding through flesh and bone alike, and are extremely dangerous. Starts out with five of them summoned, increases by ten per rank chakra spent. Sawblades can be summoned up to six feet wide in radius. Once summoned, they remain on the battlefield for five posts before diminishing, and must be destroyed with a technique of equal ranking otherwise.

The Dove's Feathers C - SS
After donning their cape, the Magician will flap their cape in front of their person, letting loose a hail of gigantic, razor-sharp dove feathers. each feather is ten pounds on its own, and larger than a human arm. They cannot slice through steel at ranks below A, but from A to S...steel is little more than butter. With rank, size increases by three feet square every time.

A Vanishing Act A
At the 'swoosh' of a cape, the user will seem to vanish from thin air. Truth be told, this is a teleportation skill. Once chakra is spent, the user may quickly switch their location on the battlefield, up to fifty feet away from their original point. With the same cape theatrics, the user will appear again within that fifty foot radius. This skill can be used up to a maximum of three times per battle, and more than that and the cape will simply appear to slap the magician in the face.

The Limitless Ribbons A
Lo, and behold! From the Magician's sleeves, a vicious onslaught of razor-sharp ribbons will erupt. Each ribbon--up to five manipulable ribbons of 30 feet in length are summoned from each sleeve--are capable of slicing through steel, or hardening to the density of steel, but not both at the same time. The Ribbons can last for up to two posts before chakra must be reapplied to retain them. Techniques of the same rank will auto-destroy them, or a fire technique of B-rank.

The Other Assistant S
The Sarutobi had to steal the skill from somewhere, right? After splitting their own chakra in half, the user of this jutsu will temporarily become invisible, allowing for the two now-identical bodies to split up a bit before being detected by the enemy. The invisibility lasts for three seconds before both original and duplicate will be revealed to the enemy. Due to the nature of the technique, each copy possesses one half of the original body's chakra, and may use all techniques within the Original's arsenal. If one half is destroyed during battle, 25% of the original's chakra is permanently forfeit. Both halves keep the original stats, and inversely--should a death be inevitable--the original can force the other half back into his body for A-ranked chakra. The forced combining will take a toll on the original body, giving them a -1/-1 to their stats for the next post as well, meaning that the opponent gains a chakra and stat advantage for a truly golden period should they overwhelm the magician.

Gloves of the Director SS
The closest thing to a sage mode that the Magicians can achieve on their own. Consider this...the power to level an entire village, concentrated into one body. A pair of ethereal white gloves will form on the user's hands.

Then...the offensive side. On top of these bonuses, the Magician also gains an infallible offensive tool; the studio lights. Almost a mockery of their weakness to light jutsu, a set of six studio lights will form around the Magician's arms, in a Dr. Octopus-esque fashion. From these attachments, beams of light may be fired at relentless rates, nearly guaranteeing the destruction of anything in their wake. Taking a speed of at least 10 to consistently dodge, a constant onslaught of these beams can tear through even the most powerful of defenses, meaning that constant movement is necessary for dueling the Magician in this state.

This form lasts for up to five posts, and may only be used once per month earth time. If the Magician tries to use this skill before the cooldown period expires, their outer chakra source will turn upon them, sucking all the chakra from their body and killing them.


xxxxxADDITIONAL COMMENTS
COMMENTS/CLARIFICATIONS HERE

xxxxxRESTRICTIONS
• If the opponent destroys your external chakra source, you have five posts to run away or fall unconscious. In other words; if they destroy the outside source, victory is essentially theirs. GTFO.
• Members of this bloodline are restricted to one main element; Magic is their sub-element, though more sub elements can be added via Bloodlines/Clans
• Being that the Oni were made to combat the agents of Xhu, foreign elements such as Curse Marks and Demons are completely forbidden.
• Even though the ancestor Oni was...promiscuous, only so many of his descendants actually awaken the bloodline. Max of three at any given time.



xxxxxMEMBERS
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PostPosted: Mon Jan 12, 2015 10:36 am
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xxxxxxxxxxCRIMSON SCARAB
[A velvet garb surrounds me...]


xxxxxHISTORY

Members of the Crimson Scarab bloodline have lived for thousands of years, passing their bloodline on to their children and continuing the lineage which dated back to the early primitive ages. A man was said to have been able to turn his muscle, skin, and blood tissue into a living weapon, strong enough to defend against metal weaponry. This bloodline is not the first bloodline ever to be made, but it is considered to be high ranking bloodline that only a select few may have. At the early stages of birth, children are given the blood of both parents, taking and ingesting a droplet through the mouth. If the blood rejects the child, then the child becomes nothing but bone as the rest of the body erodes to a puddle. If the blood accepts the child, then they walk upon the earth as a carrier. The Crimson Scarab members believe not of true love at first sight or saving lives, they aim to become the best and take things as possessions and nothing more.


xxxxxDESCRIPTION

Members of the Crimson Scarab have attack and defense abilities, their skin, muscle, and blood tissue can be converted into a crimson red form of matter that is stronger than steel and can defend against most attacks. Though they convert their body into a living weapon, their skeletal structure lays out in the open and can be considered a weakness.



xxxxxRULES

• You may only have two sub-elements, the crimson scarab believe that the little parlor tricks you have, the better.
• Your eyes can change from their usual color from black and golden when using your bloodline, this gives the use of your bloodline away if you use it more than once against the same enemy.
• Over use of the bloodline can result in adverse side effects like loss of balance and dizziness during battle, I mean, you ARE tearing apart your body to fight.



xxxxxWEAKNESSES

• Your skeletal structure is exposed, one good hit can kill you if your not careful.
• The crimson red material may be stronger than steel, but it isn't the best defense in the world, pretty damn close but not the best. A rank higher attack power can crush the defense.
• Your eyes give away the use of your bloodline.
• You have a very greedy nature about you and simply giving things away can be considered a real task, this may not seem like much, but it can lead to a lot of trouble in the future.
• Fire techniques are a rank higher.



xxxxxSTRENGTHS

• The crimson red material you use is stronger than steel, no matter the rank and can be considered deadly if used correctly.
• The crimson red material is easy to manipulate, even at lower ranks. Every last drop of it can be manipulated as well as every last body part. The crimson red material can be liquefied and solidified almost instantly.
• At Sannin rank, you can draw this crimson material from the world around you, all materials (except for the opponent himself and things he/she puts chakra into) can be converted into the crimson material for your use (though you must use physical contact). In the meantime, at ranks lower than Jounin, the crimson material is highly regenerative once destroyed, but remember the overuse.
• Even without any skin, muscle, or blood, you can still live. You are incapable of simply bleeding out. Watch out for the skeletal structure though.
• Controlling and converting this material takes excellent chakra control (+15% Chakra)



xxxxxPASSIVE ABILITIES

Conversion
The user is able to convert and use the area around them, shifting it into the crimson red material. Depending upon the rank, a certain amount of the material can be converted and manipulated outside of the body before it can also be considered overuse. Genin have 50 gallons, Chuunin have 115 gallons, Jounin have 215, Sannin have 305 gallons, and Kage have 400 gallons. It is up to the individual to regulate themselves and when you've overused, you've overused. They are able to recover 10 gallons of the material every post that an action (movement and evading does not count) is not done.

Regeneration
At ranks lower than Jounin, the cells of this crimson material are highly regenerative, allowing for quick attacks and quicker defenses to be made. This ability ceases at Jounin rank and the regeneration ability will return back to quick speed.



xxxxxTECHNIQUES


The Mummy's Alive Free (No Gallons)
Lobbed off limbs can be manipulated at will, the limb can be converted into crimson red material and used during battle. The limbs can be liquefied, solidified and altered in shape and form. If the limb is destroyed, then its destroyed. The limb can be reformed in three posts if no action (excluding movement and evasion) is performed in the three posts, heads don't count, you still die from that.

Pharaoh Genin (5 Gallons)
The user forms blades from their arms which can be manipulated in shape, size, and length at will. The blades can be liquefied and the form altered near instantaneously. Once the blades are broken, it has a 2 post cooldown before it can be used again.

Ankh Genin (10 Gallons)
The user medium-sized shield around themselves using the material on their arms. This shield can be turned into a projectile by throwing it as a projectile or releasing spikes from the surface upon physical contact with the opponent.

Harot Genin (20 Gallons)
The user creates a long and rather thick tail from their back which can be manipulated in shape, form, and length at will. This tail can be used to increase mobility, attack, defend, capture, and lunge. Once the tail is destroyed, it takes 3 posts of cooldown before it can be used again.

Anubis Chuunin (35 Gallons)
The user forms two more arms out of the material from their entire arm. These arms can form handseals (for chuunin-ranked techniques and below), attack, and defend. Once destroyed, it has a 3 post cool down before it can be used again.

Mordecai Chuunin (45 Gallons)
The user creates two thin long whips from their hips that can be manipulated in shape, form, and length. These whips do not require full body motions or any gyration of the hips, only a clear and able mind. These whips last for 2 posts before the material return to the body, then it requires 2 more posts to cool down.

Malachi Jounin (80 Gallons)
The user takes the blood from their lower half and forms a jagged-circular saw blade around their hips. This saw blade can be detached and thrown or used for opponents that attack from up close. If the blade connects with the opponent, it will proceed to tear through the body like scissors through paper.

Anubis II Jounin (135 Gallons)
The user can create replicas of themselves out of the material, a total of two of them at a time. These replicas can use any of the lower-leveled Crimson Scarab abilities and have a default pool of 60 Gallons to work with. Once the 60 gallons is gone, they will dissolve. Once dissolved, this technique has a 3 post cooldown before it can be used again and it can only be used twice during any battle situation.

Cleopatra Jounin (190 Gallons)
The user forms four medium-sized wings from the back. These wings can allow for the user to glide, defend, and move faster on the ground. These wings also serve a second purpose, their "feathers" can be used as a projectile and pierce even the toughest of defenses. There is also a secondary technique that can be used with this one, though the wings cannot glide, defend, or attack while the second technique is in use. If the wings are destroyed, then it has a 4 posts cooldown before it can be used again.

Ra/Medusa Sannin (+50 Gallons added to Cleopatra)
The user's wings will reveal four large eyes, one upon each wing that will release a bright light. Now, only one of two effects can be done. Ra will release a bright light that will blind the enemy for 2 posts. Medusa will petrify the enemy for 2 posts and leave them unable to strike as long as they keep eye contact with the wings. This technique can only be used twice during any battle situation and cannot be used consecutively.

Libra Sannin (250 Gallons)
The user can create large skulls, a total of four, and have them attack the opponent. These skulls move at the same speed as the user and when the bite down on something, they will almost never let go. These skulls will follow the opponent, hunting them down like a beast.

Mezzo Kage (300 Gallons)
The user uses every last ounce of material from their body to create cloth that extends for the opponent. The cloth will reach out and aim to encase the opponent in the crimson red wrappings. Once completely wrapped up, the opponent will be strangled to death by the cloth and their body will be converted into the material, adding a permanent +50 gallons for the user.

Tomb Kage (350 Gallons)
The user encases themselves within a strong, immovable ball of the red material. While inside, the user's wounds are healed and he rests within the ball. This red orb will then release all of that material onto the battle field and catch all opponents that are within range (25 feet). Once caught, the crimson material will draw back in and proceed to mangle and crush the bodies, converting them into a permanent +50 gallons for the user. Now, the user can also manipulate any of the material on the battlefield while its in the released state instead of drawing it all back in if they want to.



xxxxxADDITIONAL COMMENTS


xxxxxRESTRICTIONS
• No demons or curse marks
• No elements, only two sub elements
• Only five members can exist at a time



xxxxxMEMBERS
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PostPosted: Thu Feb 05, 2015 7:40 pm
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xxxxxxxxxxMIDNIGHT AFFAIR
[ Get wrecked, scrub. ]


xxxxxHISTORY
An ancient order of a**-kickers and name-takers. The members of the Midnight Affair Crew come from a singular bloodline with an ancestor dating back to the days of the Sassai'i. During this turbulent era, one man from Kusagakure asked his Shogun, simply: if ninjutsu does not work on the Sassai'i, why not beat their a**?

And thus an era of nen-amplified taijutsu began; this particular kekkei genkai was placed into the spotlight and developed upon further.



xxxxxDESCRIPTION
Physical fighters with a multitude of mechanisms with which to dominate their foes. A nin-hunting bloodline that totally dominates the meta of high chakra and wide-scale ninjutsu attacks. A very diverse fighting bloodline that uses Nen as an internal energy source, and Poison as an external killing mechanism.


xxxxxRULES
• Taijutsu Class
• No chakra. You have Nen. But, flat energy boosts can be applied to Nen.
• Sworn Enemies can be changed twice per fight. The first declaration does not count as a 'change'.
• "Sworn Enemies" must be clearly stated in your post.
• All BL techniques are taijutsu.



xxxxxWEAKNESSES
• Bloodline Crusher. Even though with Nen Sense you can generally avoid looking at people you're fighting, you're gonna have to make contact eventually in order to kill someone...
• You have little destructive capability; all of your power is based around the ability to focus on and dispatch one target very relentlessly. Against multiple opponents, you suffer.



xxxxxSTRENGTHS
• While battling your Sworn Foe (attacking, defending, dodging, etc) you have a +1/+1 base to both stats. You may declare anyone a sworn foe, though there are limits on changing your sworn foe. You can change you sworn foe twice, however upon reaching S-rank you can change three times.
• +1 rank to damage reduction (improving on their Taijutsu Class passive) up to Kage rank, upon which they do not improve this bonus. (This means that at Sannin rank you'd be immune to Jounin techniques, but at Kage you don't increase the +1's rank so you're still only immune to Jounin.)
• All weapon styles may now be used with your fists.
• They get a +1/+1 to both stats.



xxxxxPASSIVE ABILITIES
NEN
Nen is a form of natural energy, or Senjutsu. It scales with rank, just like chakra. Essentially, it is chakra that is amplified by the surrounding area.
Gennin - 100 Nen
Chuunin - 150 Nen
Jounin - 200 Nen
Sannin - 250 Nen
Kage - 350 Nen

Nen appears as white-gold energy. It is visible when using Nen-based techniques.

ENHANCED REACTIONS Having spent most of their time in close quarters combat, the Midnight Affair are able to react slightly more quickly to attacks than their opposition, making them just slightly harder to deal with in battle. Sometimes, this edge can make all the difference.



xxxxxTECHNIQUES
Caltrops Passive, but Activated
Caltrops are objects that can be created by a Midnight Brawler at will. This is one aspect that makes it clear that these techniques come from a hereditary line, or a bloodline. Caltrops can be weaved in the palms of the Midnight Brawler. These objects are generally left all around the field throughout the battle, and do not hurt or impair the Midnight Brawler, but can easily hurt and impair enemies. The caltrops are always poisoned and can easily penetrate even thick boots to stab into someone's feet. The poison can weaken the legs of the target, slowing them by 2 speed and also inflicting pain and infection; these issues will not kill you in battle, but will render you weaker and nauseous. Throughout the battle, more and more will cover the field, thus walking becomes nearly impossible without being constantly wounded. The strings are also laid around the field, connecting from tree to tree; etc. These strings can cut or bind people. Dashing quickly between trees or walls, these strings could easily rip your throat open.

Come to Papa D-SS
This ability unleashes a large net from the Midnight Brawler's fist, the net propelling forward and immediately paralyzing anything that so much as faintly grazes it. The net is extremely sticky to foreign objects and so will most definitely attach to them, as well.

At higher ranks, the net grows to be massive. At S and SS rank, the net will be nearly impossible to dodge due to its massive size. It may also have multiple levels, though it will sacrifice in width if that's the case. The net can be thrown, grabbed, dragged along, etc. At A rank and beyond, the net is seeped with lethal poison; the net becomes sharp and barbed, with the poison leaking into prey. The poison kills in 4 posts at A, 2 at S, and nearly instantly at SS.

You [always] pull the target in once you've netted them. The paralysis will last for a few seconds longer after you've managed to pull them in.

The net increases in speed at higher ranks. At the max rank it will be about as large as throwing out a large house-sized net; at lower ranks, it will be as large as a blanket.

Nen Strike D-SS
This ability is generally defensive. It augments your fists with a thick energy that will dismantle techniques of equal or lower rank for the duration of a post. This energy is also strong enough to inflict lethal wounds, but the general usage is defense. This technique will also slow down enemy techniques within a fifteen foot radius while it is active; this prevents them from being able to avoid the punch.
This can only work on two techniques in its post, and will go on cooldown for one post longer if it destroys two.

Nen Vacuum D-SS
This ability has the same premise of Nen Strike, but instead of working as fists to dismantle techniques, it vacuums in an entire selected technique and dismantles it. This is meant to be used against techniques that are split into thousands of different projectiles.

Super Armor D
This is active for three posts. While it is active, a golden aura appears around the Midnight Brawler. This does not actually weaken techniques, but makes the Midnight Brawler immune to recoil, pain, flinching, or generally being moved by techniques. They'll still take the hit, but will pretty much be able to ignore its effects for the time being.

Nen Grapple B-SS
This ability is fast and lethal. All the enemy will see is a swirl around the user in a twenty foot diameter. If the enemy manages to touch this swirl - even through a suit of armor or a defensive technique - they will be grabbed by a Nen clone that will raise them high into the skies before sending them plummeting against the ground, a massive shockwave likely breaking all of their bones if not killing them. This can also be used to grab hostile techniques and dismantle them. While grabbed, the enemy is paralyzed; the attack will go through.

Nen Innervate B-SS
This allows you to shape and manipulate Nen to create shields, blasts, beams, images, so on and so forth; anything in the realm of reality may be done. Higher ranks equals larger and more mechanically adaptive techniques.

Phantom Pummel B-SS
This ability will send a Nen Clone forward, extremely quickly; it moves at the speed of a blur and will bash through techniques of equal or lower rank on lieu of its destination. It will continue to run at its target until it is caught or until two posts end. Regardless, once it catches its target, it will jump them, throw them against the ground, and then proceed to smash its fists against their face (or any other part of their body) for nearly a minute until the clone's grows exhausted. Defenseless enemies will certainly die from this technique.
Phantom Pummel can only bash through one equal ranked technique on its path to the opponent. On impact with the opponent, it will act as usual; if they have a defensive technique or release an offensive technique, Phantom Pummel and that technique will destroy each other assuming they're equal ranked.

Final Toss B-SS
This technique is diverse. You can grab virtually anything with it (a person, a technique, an object) and will then proceed to throw it across a vast expanse with Nen-enhanced strength. The rank will determine the distance. At A rank, the target will be thrown a kilometer . . . at SS, nearly two miles. Once the target reaches that distance, it will collide with an energy wall and face all the damage that could come with being catapulted across a country. This can also be targeted to face specific people. For example, if you grab someone's technique, you may throw it back at them (targeting them) at extreme speeds and then detonate the effect once it nears them. Or, it could collide with them and most likely kill them.

This technique is as simple to activate as making contact with someone or something. Once that happens, they are helpless but to be thrown to the exact distance and face their collision. This cannot work on techniques of a higher rank. To throw a technique you have to match the chakra used.
The opponent can use chakra while flying, but it will hit its final destination.

Soul Chaser A
This ability ports you to a space exactly twenty feet away from your Sworn Foe. Within the next three posts, if you decide to, you can teleport back to where you were.

Nen Clone - XX SS
This technique will summon twenty Nen Clones that will chase the target at the user's speed, then proceed to explode into a burst of blue flames and highly volatile energy. SS rank defenses will protect against the blast, but will proceed to crack and dissipate shortly afterwards. Luckily, the clones tend to explode all at once and thus you can generally protect against this technique. Nen Clones may be thrown for free by Final Toss.

Nen Dragon S
The Nen Dragon is a transformation for the Midnight Brawler. It will appear as a field of white-blue energy around them, and it will offer them several abilities. It will allow them to fly, it will allow them the ability to perceive chakra as energy (decipher elements and uncover weaknesses), it will allow them to apply kinetic energy through their punches and kicks (massively increasing damage) and will also allow them to more deeply connect to Senjutsu, sensing hostile energy as well as the location of far-off people (detect escaping and concealing enemies, see through genjutsu meaning you know you're in one; doesn't mean you can Kai out). This lasts for seven posts and can be re-applied five posts after it's finished.

Born to Die S
Once per fight, the Midnight Brawler may coat themselves in thick blue energy. This is a sign to the enemy, but a sign to what?
This makes the user completely immune to all damage for the duration of a post. This is an indefinite save from death once per fight.



xxxxxADDITIONAL NOTES


xxxxxRESTRICTIONS
• Listed in the weaknesses/rules


xxxxxMEMBERS
Head: Kuhaku - Ningishzida






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PostPosted: Wed Feb 11, 2015 11:52 am
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xxxxxxxxxxNIKU NO SHOHISHA [肉の消費者]
[ Consumers of flesh. ]


xxxxxHISTORY

                          Not much is known about the Niku no Shohisha. The wielders of the Genjūmin don't usually care enough to look into the origins of there sword. Once bestowed with the weapon, they use it to meet their goals. Usually the Genjūmin appears in a place of horrific events: mass slaughter, terrible murder, public executions. Places like this is where the sword finds it's partner. Someone amongst the crowd who thinks differently, a willing participant. Once touched the user sees visions of discourse and violence. Gut wrenching apparitions that, for some reason, won't bother them. Tales of the tides of war being swiftly changed because of the Genjūmin are frequently passed along the bonfire. Just tales. One thing is for sure, everyone knows this, you eat people.



xxxxxDESCRIPTION

                          People usually hide their faces of antipathy, burying whatever facet society deems as grotesque and taboo. To describe the Niku no Shohisha in this fashion would maybe be downplaying what they truly are. They are indeed monsters, and they embrace the fact. Actually, they revel in it. They devour the flesh of humans to empower themselves, amongst other things. The Niku no Shohisha are rather adaptable, and most of them are unique, each member possessing a sword that does their bidding. The sword hungers.


xxxxxRULES

• Must be Samurai Sage Class
• Must create custom Genjūmin [Sword]
• Instead of Chakra, you use ガッツ [Gattsu]
100 Gen 150 Chuu 200 Jou 250 Sannin 350 Kage
• When you receive a Genjūmin, your last name changes to Gūru.



xxxxxWEAKNESSES

• No Element/Sub-elements.
• No Demon
• No Other Bloodline
• No Clan
• Can't use other weapons
• If your opponent revolves around quick fights. Long fights are your strength, if you manage to wear down your opponent, you've already bested them.



xxxxxSTRENGTHS

• Speed Boost + 2
• Strength Boost + 2
• Genjūmin is unbreakable
• You can use [2] Weapon Styles at all times, needless of chakra. You may obtain boosts from both.
• Infinite Blood
• Isn't affected by the Chakra deficit.


xxxxxPASSIVE ABILITIES

• [Passively Honored] Samurai untapped power is passive
• [CQC Master] Close combat is your everything, you are a master within these specifications. Pour Gattsu into your passive, enhancing it. [A-Rank]
• [Muscle Reaction Expert] Your perception rivals the Sharingan, without the neat tricks.
• [Poisonous to the Bone] Immune to poison.
• [Deadly Touch] Adaptable Poison runs through the blade of your sword.
• [Occupied Hands] Your bloodline techniques don't require handseals.



xxxxxxxxxxGENJŪMIN [原住民]

                          Your sword is your first class ticket to the top. It's what makes you live with yourself after eating your own kind! It's what urges your hunger, what travels to the deep abyss that is your mind, and plants that seed of evil. Your Genjūmin is alive, just as you are, and it seeks power in the form of blood. Every bone in your body moves in order to obtain more strength. Certain things must be accomplished in order for that to happen, like feasting on the flesh of others. This may sound absurd, but the Genjūmin beckons you to do so. Once you touch it, you'll lust for the essence of your fellow man. It's a deal of sorts. You will become powerful with the help of your sword, but you must feed it.



xxxxxTECHNIQUES

Watashi o temaneki [あなたは私を手招き] A
You are naturally drawn to your sword, practically one being. With this in mind you possess the ability to teleport to your Genjūmin.

Uchi ni oide [うちにおいで ] D
Your sword is naturally drawn to you, it has chosen you. This ability wills it to your hand at insane speeds.

Poison Switch: Don't Move A Muscle. C
Your Genjūmin courses with striking poison, deadly to the touch. In the instance, cuts induce a evolving state of paralysis. It isn't instant. The first cut slows your vitals and speed. Your breathing becomes heavy, and you'll feel sluggish; weighed down by the Genjūmin's venom. The second cut slows down your rapid eye movement and limbs. The third cut paralyzes you, leaving you as a meal that won't struggle. Deeper cuts skip a step. [Until End of Fight]

Poison Switch: Insanity C
Your Genjūmin sees things. Images of desolation and horrific atrocities fester within it. When this poison is active in your sword each cut inflicted further draws your victim from the comfort of sanity. The first cut will make them hear voices, the screams of the dead drowning out their hearing. The Second cut will make them see things that aren't there. Monsters, creatures. Maggots coming out of their skin. They will see double, and lose the ability to tell tell difference between reality and what's not there. The third cut will make them blind in one eye, and extremely terrified of all the things they see, most likely attacking them. The fourth cut will make them start to scream in pain at all times, unable to stop. The fifth cut will make them go insane. Their body goes still, unaware to everything happening to them. [Until End of Fight]

Poison Switch: See No Evil, Hear No Evil, Speak No Evil D
This poison is mostly useless in the first does, but makes up for it in deadliness later. Whilst this poison courses through the metal veins of your blade each cut permits devastating results. The first cut makes you lose your ability to feel. You won't even notice the wind whip at you. The second cut makes you go deaf and mute. The third makes you lose the ability to see. [2 Posts Each.]

Ethereal Extension: Armor D - SS
Your sword strives to help you succeed. Not because it likes you or anything, but to better it's chances of feasting. Your health is key, which is why you're granted an immunity to poison, among other reasons. The Genjūmin allows some of it's lifeforce to seep, its sheer essence. In this instance armor pieces hover over your body.

Ethereal Extension: Sword D - SS
The Genjūmin allows some of its essence to seep out, encasing your sword with an invisible aura. It extends your swords by quite a bit, acting as a supplement, with just as much cutting power, if not more. [Lasts Two Posts]

D - Extends several inches; Cuts just as the sword usually does.
C - Doubles in length; Cuts through D Rank Jutsu
B - Doubles in length; Cuts through other metals easily; cuts through C Rank/Lower
A - Triples in length; Cuts through almost all metals easily; Cuts through B - Rank and lower
S - Quadruples in lenght; Cuts through practically anything; Cuts through A - rank and lower
SS - Quintuples in length; Cuts through almost anything; Cuts through S rank and lower with extreme ease

Ethereal Extension: Shield D - S
A shield materializes, created by the Genjūmin. It seems to resemble your swords in subtle ways, the color, texture.
D - Bounce back D Rank Tech, two E
C - Bounce back C, two D, three E
B - Bounce back B, two C, three D, four E
A - Bounce back A, two B, three C, four D, five E
S - Bounce back S, two A, three B, four C, five D, six E
SS - Bounce back SS, two S, three A, four B, five C, six D, seven E

Cannibalize S [0 Gattsu]
Your jaw unhinges, and you're teeth can now puncture anything. Your gaping maw acts like a blackhole [60 mph], sucking in all people directly in front of you [5 feet], erasing them from this reality. The ground itself ceases to exist within the void in you're mouth. Jutsu cast extremely close to you is null [near and around your mouth]. When you cancel a jutsu with Cannibalize, the opponent is refunded 50% of their chakra.

Phantom Slash C - SS
First quickly rotating your blade in your hands, and then pointing it at the foe, you channel energy into your arms for a series of extremely fast slashes. There are three in total (increasing by 1 each rank above B) that come from a triangular myriad of directions and all break through near instantly in succession. The arm doesn't even seem to move, these slashes easily ripping someone in half without their explicit notice. This attack can combat and cleave through techniques, though rank-based rules apply.

Gattsu Accelerate B
The Shohisha will focus on a target in a previous post, also beginning to channel chakra to their legs. On the next post, they will dash to that specified target (whether a location or a person) at near-instant speeds, a method of attack easily capable of catching people off guard and killing them. This also works well as a clutch dodge against attacks, as long as you prepared the post before this one.

Genjūmin: Mirror Image S - D - E - E - E
For a short while [five posts] renditions of your Genjūmin appear [25], and spiral around you. You can will them to do whatever, making them fly through the air, slicing down your opponents, or perhaps use it for defensive purposes. At first [1st post] S rank chakra is required, then D, The continues as E.

Genjūmin: Predator Pounce A
Your Genjūmin glows a thick red aura, then, on command, the user dashes forward at incredible speeds, everything in their trajectory getting cut by an enhanced Genjūmin.

Genjūmin: Empowered Sheath. C
You draw your sword at nigh instant speeds. If the enemy is close enough, this can be used for a surprise attack, or an incredibly fast counter.

Gattsu Innervate D - SS
This is, essentially, the manipulation of blood with added Gattsu. It allows you to freely bend your blood into the shape and form of your pleasing, with larger radius and quicker speed at higher ranks. This ability has such diverse usage that it can be used to: burrow underground, force traction, block attacks, change their trajectory, be used as a weapon, be used for blunt or slashing damage, etc. Anything the mind can imagine.


xxxxxADDITIONAL COMMENTS

Each time you manage to consume someone fully, you receive a power increase, in this order:

• Kami: + 1 Speed/ +1 Strength.
• Certified Cannibal: Cannibalize loses its CD, and increases in range to 10 feet.
• Poison flows through Gattsu Innervate
• Create A Second Custom Genjumin
• Create 1 Custom SS Rank Jutsu



xxxxxMEMBERS

Only 3 Members at all times, with one Head

Head: Atlas Gūru

• Oda Ryuu - Gūru
• Oga Same - Gūru



[ Created by: Extreme Extravagance ]
 
PostPosted: Sat Feb 14, 2015 12:17 am

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The Samara | Incubus

The Samara are a group of men that seduce and bewitch others, partially through their appearance and wit and partially through illusions. They are a band of travelers that desperately seek pleasure wherever they can find it, while also one of the most diligent military regimes in the world. They are a warband as their second element, bringing with them the tradition of genjutsu and learning from the best masters in each region of the world. They are - assuredly - the most powerful illusionists in the known world, so great in their mastery of illusion that they are entirely unknown: all who see them forget, they vanish into the thin air and with troves of gold and pleasurable stories to tell.

Background Info
At the dawn of every season, they arrive. They come to a town or a village, a large band of attractive and charming young men: the Samara. They sleep with anyone they can find, finding most people quite receptive. They constantly migrate because people begin to realize what they're doing . . . taking their money, and eventually, their children.

Upon every ninth month after every season, they return to the place where they arrived nine months prior: they find the girls they sought out before, looking to see if they bore a son. Using the Qazan, they demanded, all those months ago: carry this child to term, and hand it to me when I ask for it. The daughters are left with their mothers, while the boys go off with their fathers and join the Samaran tribe.

Why is this the case? Well - the genome for the kekkei genkai is a selective one, and it only appears in boys and men. Considering the ability to control others is essential for their debauched lifestyle, they only bring with them their sons. They travel the world scamming and manipulating people to do what they want: give them alcohol, prostitutes, gold, livestock, whatever.


Rules
• All genjutsu are considered bloodline techniques.
• Genjutsu may be placed into a target's system for spontaneous triggering later. This only works for eye contact and touch genjutsu.
All Samara are male; all are rather attractive, emit pheromones, and unlock their abilities after losing their chastity.
• The Samara are known to remain youthful for most of their lives. They show signs of aging much later; some have been known to appear in their twenties and early thirties until nearly sixty years of age.
• Samaran genes are extremely dominant. Nearly all Samaran males will have this bloodline, and nearly all will look very similar to their fathers. On the opposite side, nearly all females born to a Samaran male will look overwhelmingly like their mother, and will most likely have her bloodline if she has one.
• Can be of any class, but genjutsu class is most logical. The reason for this is that all bloodline techniques - including from other bloodlines - will receive the genjutsu rank bonus.


Special Rules
• You may choose to start with your bloodline abilities available to you (chastity lost), but you must detail in your background lore who you lost it to, why and the outcome of the experience. You must start at an age of 18 or older in order to start with your bloodline abilities available.
• In order to unlock the Sage Mode for this bloodline, you must bed an [actual RPC], as well as have a tribal heirloom (custom genjutsu weapon) in your possession.
No Japanese names. Virtually all Samarans live with their tribe. They have names based on the Steppe Region, the Caucasus and Russia. Balkans (Serbian, Bosnian, Bulgarian, Romanian, etc) names are also acceptable.
• It doesn't matter what sex or sexuality you fall to. The Incubus can seduce you. He's making you attracted to him, not playing on what might have already been attractive according to you.
• In order to demonstrate that you just cast a latent genjutsu on someone (as per the Samaran passive), you must add ( . . . ) to the end of your post, generally in your OOC section or something of the like. This is kind of troll, but it at least lets them know you've got baggage on them. Which is even more troll.


Strengths
• If you're genjutsu class, people can't Kai out of your genjutsu, and getting out of them requires double the expected physical trauma as usual. High rank [SS] genjutsu can require them to amputate both legs, for example.
• +25 Chakra
• You have a tribal artifact. This is a custom weapon that adds a new trigger not involving the five senses.

Weaknesses
• One less element than usual.
• No taijutsu unless you choose a physical class.
• No implants.
• Individuals with chakra sensing can tell they are under a genjutsu.


Dojutsu
The Qazan is a dojutsu possessed only by the Samara. This eye is the basis of their entire bloodline; it is what makes them so desirable and what empowers their genjutsu to the point of near reality-warping. The Qazan has many passive abilities that go into it, as well as a "second stage" unlocked at Jounin rank.

Stage One Qazan
    1. The Qazan allows the Samara to read desire and emotion and see it in the air in the form of visible color.
    - Red: Lust, Pink: Want, Purple: Infatuation, Black: Extreme Lust, White: Love, Green: Fear, Brown: Anger, Blue: Sadness, Gold: Happiness. This is done by quickly measuring the heart rate of an opponent and transmitting a return signal through the brain, thus allowing the Samara to visibly see the heart rate. This ability is honed to the point where heart rate can precisely tell someone's mood.
    2. The dojutsu is always active. It does not cost chakra to activate, it does not exhaust you; it's natural.
    3. If a target makes eye contact with the Samara, their eyes will send an instant alert to their brain so that they may choose to lock them in a genjutsu.
    4. With the Qazan, you can see people's pressure points, nerve bundles, and their general anatomy. This also means you can see irregular changes in their anatomy such as wounds or objects.
    5. The Qazan - directly linked to the brain - assists you in becoming the ultimate conversational prodigy. You can talk your way into and out of virtually any situation. You can read body language and expression better than anyone, and your pheromones also help you persuade people much more easily than anyone else.
    6. Genjutsu - amplified by the Qazan - will disorient virtually anyone. This provides a lasting moment (never more than one post) in which targets literally cannot dispel an illusion. This means that if, for example, the Samara uses Flower Petal Escape, for the duration of that technique you will perceive it as reality beyond all stretch of a doubt (considering it's a brief genjutsu).


Stage Two Qazan
    The stage two Qazan - unlocked at Jounin - adds an entirely new premise to the bloodline. By casting successful jutsu, or making physical or eye contact, you will apply stacks of "Desire" onto someone.
    The Qazan, at this point, has evolved - its effects are within your pheromones, and flow through your blood stream. This means that touch now applies the effect of the Qazan - you can feel heartrate, etc. This also enables "touch" as a method of applying desire.

    All genjutsu the target falls prey to will affect them somehow, even if they're auto-cast genjutsu (such as the Transformation Technique). Auto-cast techniques, ones that do not require triggers, will amplify the stacks applied by "triggered" techniques to a certain degree. Depending on the rank of the auto-cast technique, a flat X(Y) value will be applied.

    Levels [ranks LVL 3 = C, 4 = B, 5 A, 6 S, 7 SS] determine the multiplier. If a target is under prey to a level seven auto-cast genjutsu, their Desire score will be multiplied by seven upon touch and eye contact. This multiplier lasts for as long as they are under the guise of the respective technique. You may not multiply by 8 or higher, even if the genjutsu is ranked higher than S++.

    Touch - 5 Points. Only triggered once in one post, even if you full-on massage them
    Eye Contact - 4 Points. Only triggered once in one post
    Genjutsu - Level + 1
    Sex: First Base, 8, Second, 12, Third, 16, Fourth, 20 Points

    Desire points don't disappear over time. They accumulate. They only disappear via using "Never Say No". However, the actual state of being in love/longing/desiring will fade away over time and must be rekindled.

    With this logic, touching someone while an active auto-triggered genjutsu of level five is active will add twenty-five desire points to their score. Desire points will do several things:
    1. Decrease their genjutsu resistance and detection abilities.
    2. Make them feel literal lust and attraction for the genjutsu user; a reluctance to attack, a compulsion to trust. 10 Points = They're horny for you, 25 = They deeply desire you, 50 = They overbearingly trust you, 75+ = Fabricated Love
    3. Decreases their cohesion; their ability to think and act properly. They enter a state of cognitive dissonance
    4. Upon reaching 75 Desire Points, you may cast a particular technique on the unfortunate target.

    NEVER SAY NO S+
    You may never get out of this technique until you fulfill your task.
    This technique consumes fifty Desire Points for each command you issue. If you have 100 or more, you may order multiple commands on one cast of this technique. These commands are absolute. If the command is unreasonably unfair, the crew may intervene and ask the Samara to tone it down. If the target half-asses the command, the crew may compel them to reasonably play their circumstances.

    This ability calms a person completely, the Incubus then speaking in soft words what they desire: due to their love for the Incubus, they will completely follow these orders to their full girth. This person will not be willing to kill themselves under these commands, but they will be willing to attack other people regardless of their affiliation. They will not attack targets much more powerful than them. They will relentlessly assault targets to the best of their ability until they fulfill their duty.

    After the duty is completed, they will return to the Incubus and inform them: duty completed. In this state, they will not be angry at the Incubus whatsoever; rather, they will be proud to have done them a service. However, since they are no longer literally controlled, you cannot simply exploit them for Desire Points and re-use this ability again.


Tribal Heritage
If you forsook a summon, you may have a tribal heritage. This is a powerful set of abilities that will greatly enhance your potential as an Incubus.

Most of these abilities are shared, but each chosen family will have one or two prestigious techniques that set the tone of the bloodline.

The families are - Krivejii, Aveev, Thakur, and Ivanov. You are placed into these four families based on which season you were born in. Krivejii is the Winter; field warpers, Aveev the Spring; evasive/utility-based, Thakur the Summer; offensive, Ivanov the Fall; hybrid.

Tribal Abilities


Crystalline - B
Auto-Cast. This ability leaves behind a green afterimage, then teleports (within thirty feet) and leaves behind a crystallized energy. The afterimage will remain where it is for the duration of the fight, and can be ported back to at any time. You are not literally teleporting, this is still an illusion. But, you are moving faster than normal while moving between after-images. You can create many of them through successive uses of this technique, disorienting the s**t out of the opponent.

I Will Survive - B
Triggered By Vision of Samaran during casting; creates thick black aura.

This turns the Samaran invisible to inflicted targets for five posts. Whatever the heck they do with that privilege is up to them. This is often a last second escape.

This ability also has a second usage. If you leave invisibility early, the target will feel as if they can't hit you for the remainder of the technique. They'll keep missing their strikes.


Aveev Only

Antinous - B
This lasts for five posts. It is an auto-cast. It makes the enemy envision the Incubus to be the most attractive male they've ever seen, perhaps even beyond human in beauty. It makes them feel drawn to them, trusting of them, and like they're innocent and should be coveted. This is an extreme version of the Qazani manipulation.

Helios - C
Triggers Upon Sight
Fools the enemy into believing that either an intense wash of sun or moonlight is completely covering the battlefield, heavily reducing their vision and straining their eyes for a period of four posts. At this point, the best you would be able to see of the Samara is a brief blur every now and then.


Starvation Overload - C
Auto-Cast
Once the target makes it to a Desire level of thirty or higher, this technique may be used. This immediately adds 20 to their pool and can only be used once a fight.


Ninjutsu

My One Resort - D-S+
If in case you have literally no method of escaping/blocking against a skill or a series of attacks, this technique can be pulled out. This ability is a scaling energy bubble that will block attacks. It will destroy attacks of lower rank and hold fast against attacks of equal rank; however, it must pop a post after encountering an attack of equal rank. That equal ranked attack will then after be destroyed as well. You can move with the bubble active. Can only be used three times per battle.

Genjutsu

Samara's Trail - Passive
No one is able to pinpoint what or who you are without you telling them. For some reason, you are simply an enigma; background information cannot be found, your class and bloodline cannot be identified, even by dojutsu . . . this gives you a clean slate in every situation.

Forget What They Said About Me - D
This can be used at any point to make someone within your thread completely lose memory of anything someone [else] told them pertaining to the Samara or a specific Samaran, whether a specific secret or the entire history of their conversation. This means that - no - you won't "be warned" of the Samara and thus will have to logically conclude that they're a genjutsuist or get screwed. Also lovely for clearing up adultery accusations! This is an auto-cast technique, but has no actual duration; it makes the target forget, and that is it.

The Spirit is Willing - C
This ability is also an auto-cast, meant to arouse a target. The chakra targets the latent desires in their brain and brings them to life, to an extent; they see fading visions of their deep desires, and envision the Incubus as the one who may fulfill these desires. This genjutsu lasts on surrounding entities for three posts, and will leave targets enticed even afterwards.

The Flesh is Weak - C
This ability fools the enemy into thinking that the Samaran has or is currently engaged in a sexual act with them. This is usually meant to fool them into allowing actual eye/physical contact with the Incubus. This has no trigger, but is somewhat faded and hazy, thus sketchy. It lasts three posts.

If engaged in literal combat with multiple people (not just them and the Incubus) they will simply think that they [once] had sexual relations with the Incubus, and stopped unwillingly.


Lovesong - C
This is triggered by soundwaves. The Samara will let out a roaring warcry that will boom throughout the field. If you are to hear this warcry, you will imagine a massive warband of Samara approaching from your flank and your front. They will be wielding chakra-enhanced weapons and firing arrows on your location. Some of them will be cavalry units.

This illusion lasts for three posts, reinforcements continuously coming during this period of time. If the units manage to damage the genjutsu-affected shinobi, they will feel extreme pain and their cohesion will be reduced dramatically. Ironically, this genjutsu still applies desire points.


Off to the Races - C
The Samaran may use this without a trigger. It makes them disappear into a burst of black butterflies and appear somewhere else, within sixty feet. Considering this disorients foes initially - like all Samara genjutsu - this can effectively be used to totally screw up the trajectory of techniques and dodge them.

Focus, Zeal, Focus, Zeal - B
Upon eye contact, the Samara may trigger a technique that will make the target focus deeply on a specific object for four posts. In fact, they'll be so deeply focused on this object that they will barely notice anything else going on around them. They'll barely be able to hear anything around them, or smell, and everything else will be greatly blurred. They'll be barely able to feel pain, too. A dangerous spell to fall under.

Weirdest Boner Right Now - B
Through eye contact, physical contact or through a wailing screech, the target will enter a disturbed state. They will see all around them as a conspiracy, murderous, monsters, liars, terrible. The faintest whisper will sound as if an angry yell, or a scream. The trees will die and become black. The most innocent, sobbing children will look more like imps and demons. Except, of course, the Incubus - they will appear normal, heroic - and quite dashing. This lasts for five posts.

It Don't Mean s**t - B
Triggered Upon Sight of the Samaran

For the next three posts, the Samaran will appear (even in chakra trace/signature) completely off from where they actually are. Good luck actually hitting them.


The XX - B
Eye-contact.
Powerful ability; disarming to an extent. This is almost, essentially, a lower-level version of "Never Say No". The Samara will speak into your mind, whisper to you, butter you up. Their voice will be more powerful and compelling than anything you've ever heard. This will allow them to make two battle decisions for you. These can only be one of three things: attack X target with Y jutsu (can't be more than 1 rank higher than "The XX") cancel X jutsu (chakra won't be refunded), or do basically nothing for the next post.


The Monster of the Mist - A
Auto-Cast.
The mist rolls in, and from it, roars. Moans. Not moans of pain or humiliation, no. Moans of absolute serendipity. The mist turns pink, or red, whatever you prefer - it becomes enticing. You see visions of scantily cladded men and women, and they invite you in. They blow kisses and strike a pose. You want to enter the mist.

Well, if you do, you're ********. Entering the mist will act as a substitute for the trigger of literally any genjutsu. This means they can cast any genjutsu they want on you if you enter this mist.

The Samaran may enter the mist without penalty. Usually, they do enter it and tend to hide out for the duration. This ability lasts for five posts; the mist is quite large, but moves slowly so it can be avoided.


What Are You Hiding? - A
Triggered Upon Sight
The Samara will carry a heavy chain. A chair will appear beneath you, a light will flicker and zip back and forth across whichever area you're in. You'll feel surrounded by white, stone walls. The interrogation process begins.
If the Samara asks you a question, you feel inclined to answer it. In fact, unless this question is literally the most important secret in your life, your body will compel you to answer. This lasts for four posts. During this time period, you feel restrained, seated, and suppressed. This makes you quite vulnerable.


Complete Compulsory Evacuation - A
This ability is an Auto-Cast. It is an enhanced, more robust escape technique than the previous ones. The Incubus will completely fade out of reality, disappearing entirely for the rest of the post. Then, he may appear anywhere he wants within the thread. This is essentially a super-disorient that acts as a high level dodge. The enemy wills their technique to miss the target, completely assured in their mind that it won't hit the Incubus. Plus, this ability is ironically something of a NinGenjutsu - the Incubus does in fact become much faster while using this technique. Can only be used twice per fight.

I'll Wait For You, Babe - A
Triggered Upon Eye-Contact, or Physical Contact, or Visual Contact with Water, Tears, Blood, Urine, Etc; with water, it must be a decent amount

The ultimate painful nostalgia. The most beloved person of the target is reborn in their mind, crying, pleading for their return. If the target possesses no beloved person or lacks in empathy, the genjutsu will still make them feel the exact same empathy as anyone else. They'll break down, cry for their loved one, who simply says "I'll wait for you."

It's all cry...y, and stupid and s**t, and then most likely after extended periods of blind crying and deaf wailing, they get a blade plunged into their heart. Probably. A death straight out of Shakespeare.


Knives - A
This ability is sight-triggered by seeing one single knife, dagger or kunai. Upon its usage, daggers, knives and kunai (whichever was witnessed) will rain down in abundance for two posts. Best part: they're all explosive, and some are more explosive than others. Many people have used techniques in order to defend themselves from this ability, wasting chakra in the meantime. Any single hit by an explosion or dagger will send the target into a state of fear and pain. Excessive impact will easily lead them into extreme bouts of fear and anguish; hysteria, breakdowns, even heart attacks are possible.

Mutilation - A
Can Be Used on a Wounded Target, or a Target Who Has Witnessed Death and/or Mutilation

This ability tricks the target into thinking they've lost a major limb, up to the discretion of the Samara. This will seriously hinder their combat performance. They can barely walk or run with one leg, and can't even use handseals with no two arms. This lasts until they are hospitalized unless they can somehow Kai out of it; or until the Samara wills it last.


The Mortal Coil - S+
Triggered Upon Vision of the Tribal Artifact (Custom Genjutsu Weapon)
This skill lasts for two posts. You don't have to say that you used it or even hint at it IRP. Instead, you must tell the Captain when you used it in a fight. If you did not tell either, then the skill never happened, and you can face the consequences of that in battle. This skill changes reality; the enemy will continue the fight as if all were regular, when it is not. It is an illusion, a fake world. Everything they do is meaningless. They could cut off your head, destroy you, it wouldn't matter. The energy they use in this dream world is still lost even though the spells were not performed. Anyone who enters this thread is also caught in the dream, including you. However, your illusions do not cost you energy while this is active, meaning that you could easily pressure the opponent into defending themselves and blowing ridiculous amounts of energy without the same drawback. You can only use this once in a fight.


Life Beyond - S+
One of the most powerful genjutsu in the world, rivaled only by the Death God's Judgment.

This ability is triggered by physical or eye contact, or without a trigger on anyone with at least 75 Desire Points. This ability stuns the target and allows the Incubus to straddle them, opening their lips, both of them, in unison; the two will create a string of energy between their throats, and that string will then become a dark and ominous shade. The Incubus will begin to wail as if crying for a lost lover, and the target will then see their life force be sucked out in a frenzy of spiritual, ghost-looking apparitions. They will be helpless, afraid, dying, and knowing of it . . . the trauma from watching themselves die in anguish will, quite literally, kill them in real life.


Reality and Wonder - S
Active; Auto-Cast. Another extremely powerful genjutsu.

Reality altering is something that genjutsu users are renowned for. This technique is - you might as well consider it - the ultimate manifestation of that. While still an illusion, you change the world to - almost - however you desire, sending attacks and imagining enemies at the reality. You can flip the world around, change the field, make yourself appear differently, and during this time, you can also phase in and out of your reality according to the enemy. This lasts for five posts.

Commands in this reality are taken seriously. In fact, they're what shape the world. Say, "no more trees," and they all disappear. Say "your summon has died," and the enemy will think it dead. It won't actually be dead.
A complete ********, to be sure.

You see your reality for the first instant that you change it or whenever you wish to see it; but usually, you see things the way they really are. This technique fools dojutsu.

This technique is not all-encompassing. It does not make an opponent unable to do something. It only effects what they see, feel, touch, smell and hear - even then, it can't completely override these senses, just dramatically change them.


Owners
• Hutar Hakam [Head]





Bloodline by Autokrator/Shane



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PostPosted: Sun Feb 22, 2015 10:48 pm
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THE ARACHNAI
BLACK WIDOWS
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HISTORY
WIP




BIOLOGY
  • All Black Widows look generally similar. They have pale-tinted or grey-ish skin, glowing red or blue eyes, and different appendages. Their arms and legs are black with red, sharp fingers and toes, and their torso automatically grows an armor that covers their... sensitive areas. The armor is as sturdy as steel and can be retracted if necessary. Black widows almost all have red, white or black hair. They're generally very tall. Their legs are proportionally longer than humans, but not enough to look odd.

  • They may not have an element, but the Black Widows have their own element and sub-element.

  • They can see even better in the dark. At night, or in dark places, they can see people as if with thermal vision. They can see each movement they make, and thus are empowered in the dark.

  • Their jumps are like pounces; they can lunge extremely far and we have complete control of our movement. The black widows are the perfect assassins, when they leap for the target, it's almost like they're moving in slow motion. Their leaps are extremely quick and hard to predict, as well. This is actually their main method of ambush.

  • Their arms and legs are as hard as corundum starting at Jounin rank.

  • Black Widows stick to surfaces. They can climb walls completely effortlessly and can snatch objects from people quite easily if they can overpower them. Their balance is also superb. Earth jutsu meant to throw off balance will almost do nothing to them.

XXXXWEAKNESSES
1- They may not have more than one basic shinobi element or any sub-elements, relying on their own techniques
2- Lack of options and mobility in vastly open areas

XXXXSTRENGTHS
1- Because of their unique biology, they can move and jump at extreme agility. (+2 Speed)
2- Their bonuses listed in "biology"



MY SPAWN


These powers revolve around using spiders to infect the enemy, defend you, et cetera.

An infinite army of us: 5 chakra per 3 abilities
In order to use abilities you must use your spiders. Unfortunately, it costs energy to generate them. Creating spiders is simple; they will crawl out of your pours (literally) in a puny size, expanding once they exit your body. The feeling of them leaving your body is actually somewhat relaxing. If you generate spiders but don't use abilities with them, then you can simply use them as projectiles.

I laughed so hard I died: Passive
Bites from your spiderlings will cause enemies to laugh outrageously hard for eight posts, throwing off their focus (obviously) until they drop dead. Medics can cure this. However, your spiderlings are not as venomous as you and in order to fully poison the enemy you have to get them bitten by your spiderlings on two separate occasions. Another way for you to poison them is to stab them with your fingernails, which leak poison when they dig into something.

Save Me: Passive, B-rank each time
In moments of extreme peril, the Black Widow's body has an emergency defense system where it will release thousands of spiders outwards to take blows for them. The release of them is almost instant, but not quite. Whenever a Black Widow is struck by such fear or acknowledgment that they might really die, then this will protect them. The spiders can then proceed to attack the enemy, if they can land on them. This can also protect against ninjutsu, but not entirely. If the jutsu is above chuunin rank, it will only weaken the damage, not neutralize it.

The Arachnai's Wrath: B-rank
The spiderlings will descend upon an opponent, almost teleporting above them, latched onto a spider string. The spiders, along with the web they fall from, will drop onto the opponent, and the web will smother the enemies face and prevent them from breathing or even thinking straight. This can be done without even a notice, so if you're going at an opponent in close-range combat when it can be effective if they're unaware. If the opponent manages to get hit by the web, the spiders will start furiously gnawing at their skin, which can actually tear their head off in a matter of a dozen seconds.

Arachnid Mobility B-rank
Almost like a hound, the Black Widow will ready a vicious stance where it runs on its arms as well. This lasts for three posts. There are no stat boosts, but their flexibility and perception are moderately heightened and each swipe of their claws or bite from them will inject spiderlings into the enemies body which will cause the enemy to grow extremely itchy and dizzy. In this state your jumps are even more deadly than usual, and their range is even more increased. You jump as if you were being launched by a powerful force.

This Body: A-rank
This ability allows you to grow strange appendages instantly from your body. They retract after one strike, but they grow almost constantly, like a barrage. This can last for five posts, and gives you a ridiculous advantage in close-ranged combat. Out of nowhere you'll be growing massive spider-legs from your back that will stab into the enemy, fangs from your fingers to increase the range of your swipes, a carcass to protect your body. Unfortunately, none of these appendages can survive anything stronger than Jounin rank abilities. If they can cut, they will poison.

The Jumping Spider: C-rank
Launching your spiderling from a cobweb string, it will fling itself to the enemy moving very, very fast. Once it gets within a close vicinity of the enemy, or whenever you deem it right, it will explode, releasing the common Black Widow poison into their body if they were within the blasting cloud. The cloud of poison is about ten feet wide and ten feet tall, and will extend quickly outward to a final radius of 20 feet. This poison kills the enemy quicker than the base poison; 5 posts.

I Am Not Afraid: A-rank
This is an incredibly fearsome genjutsu. It can either be auto-cast onto anyone who has been struck with the spider poison, or transferred by either touch or sight (simply looking at anything red within 2 posts of this being initially cast will force it onto the enemy). The enemy will imagine themselves battling a giant spider the widow has summoned. The spider will manage to eat them, and it will be a long struggle to get out. In the real world, their body is completely stunned. Their eyes are turned red.

Together, At Last: A-rank
The Black Widow unleashes a terrifying screech. The screech shifts the wind around it, appearing as a shockwave, though moving only a bit faster than an average technique and blockable by jutsu. If the enemy is hit with the shockwave, they will be paralyzed for about a minute. The Black Widow can almost instantly travel within the area of effect of the shockwave, arriving shortly at the struck foe. At this point, they can do... whatever they want to them.

This Is Evolution: S-rank
For eight posts, an extremely large and powerful pair of spectral spider claws will appear beside your body, striking when you strike. When you jump, spider legs will propel you higher into the air and will also protect your fall. The massive, spectral appendages are each almost as large as the Black Widow, and they are beyond human strength. The blunt damage of a claw hitting a defense is enough to shatter it, and if the claws can pierce you, you will drop dead in a matter of moments. This form cannot be called upon again until the battle is over.

While this form is active, the darkness bonus is granted, because the area around the Black Widow will shift darker.

The Last Laugh: S-rank
After using this, the Black Widow will turn into a massive spider creature for just a little while. While in this form, they're very slow, but their defenses are considered to be S ranked, and this is mostly a defensive move. The shift to this form is almost instant, and the shift back is also very fast. It is advised not to stay in this form for long, because the Black Widows are best in their humanoid bodies. (Skills cost 1 rank extra in this form)

Just A Bite: SS-rank
This ability is extremely fearsome and deadly. It can go off very quickly. All the Black Widow has to do is point their palm and a petrifying ray will turn everything in front of them for a fifteen feet radius to complete stone if they cannot escape the ray within a second or so. At this point, the Black Widow will bite the opponent to "cure" them, turning them into one of their spider thralls. Otherwise, if they're left as stone, they will crumble a few minutes later with literally no method of saving them.



OUR STRENGTH


These techniques are what you'd consider the main element of the Black Widow. They're considered to be the venom element, and are completely neutral to all other elements. Venom, however, does still have scientific properties that can give you an advantage. First of all:

The Black Widow venom conducts like lightning. It travels through water and burns people's skin. Most of the venom element is purely corrosive and will burn people painfully until they're just... melted. Venom has a liquid-like property that kills down fires faster.

Venom can be combined with an allies rain or water to make the acid element. Enemies struck by acid element moves are burned extremely quickly and extremely painfully.

Venom Immunity: Passive
All Black Widow are immune to their own venom.

GENIN

Venom Disc: C-A rank
The venom disc is a sub-solid form of the venom element. Because the Black Widow venom is unlike any liquid or solid, the venom disc acts as both a liquid, a gas and a solid at the same time. It's significantly faster than your average technique of its rank.

Venom Transportation: C-rank
Black Widow can pull themselves towards venom they have on the field by attaching a string to it. The pull is quicker than their regular movement speed.

CHUUNIN

Spider Venom Manipulation: C-rank
By drawing out the venom of your spiderlings on the field, you can create any shape and launch it at the enemy with an almost telekinetic power. The blunt force of this blast is staggering, and the burn is even worse.

Venom Shield: C-rank
The Venom Shield summons a wall of venom springing from your mouth to defend your body. It wraps around you like a cloak, but does not burn you. Chuunin techniques and lower than that are completely dissolved before they reach you.

Open wide: C-rank
A simple technique; opening your mouth, you spit out a cloud of venom that burns enemies in front of you. Looking at the venom even if out of the cloud can get venom particles in your eyes that will make it very painful to keep them open without blinking almost constantly. This will last for 3 posts.

I call for a feast! C-rank
Okay, so it's a peculiar technique, but it's one worth mentioning. The Black Widow will summon a large spider made entirely of a solid black venom. The spider will chase the enemy for two posts and try to eat them, lunge at them, et cetera. The spider moves about two-thirds as quickly as its creator, and getting eaten by it... well, you won't be alive much longer.

JOUNIN

It's time to slay: A-rank, 6 per each post continued
A massive fog of venom will begin to flow out of the Black Widow's body. The fog will expand outward, more and more. From inside of the fog, the Black Widow is safe. The fog blocks electrical conductivity and slows most other moves invading, even ones of higher rank. Anyway, from inside of here, every few seconds you can make a screech outward that does not push away the fog, and does not give away the location it's coming from. If the screech can manage to hit the opponent, it will draw them into the fog. They won't be able to move. They'll be paralyzed until they're completely brought back to the one who screamed, by then burned to a crisp.

The red eyed devil: C-rank (but takes jounin training to learn)
This allows the Black Widow to redirect any venom attack of theirs that has recently missed its mark. It cannot redirect SS-ranked venom jutsu back again. This is done simply by focusing your eyes on the target you wish for the venom to be moved to.

If only you knew me: A-rank
A giant disc of venom moving beyond your speed launches at the enemy. If it hits them, it slices through them and then spreads a burning venom through their body. The trick to this technique is that you can switch it with yourself instantly. Throw a disc to a location you want to arrive at but can't so easily get to, and you can take yourself there.

I don't want to die: A-rank
All venom in the field (if none is present it will generate beside the user) draws back to the user as a vicious cloud. Not only does this completely annihilate anyone not quick enough to respond, but it also acts as a powerful venom armor to defend an incoming attack. It's an incredible technique if used correctly.

I strike: A-rank
A quick venom strike.

Version 1: A massive claw of venom appears in front of the user and grapples onto the enemy, slamming them against the ground, crushing them.

Version 2: A small shield-sized venom spike launches to the foe at untrackable speeds and stabs through them, impaling them and invading their body with burning venom.

SANNIN

A Better Place: S-rank
A massive army of spiderlings spawns from the body of the Black Widow. Each spiderling leaves behind a venomous, burning cloud. They spread outwards, covering everything. Everything they touch is filled with death. The march is almost unending (3 posts) and will have claimed hundreds if not thousands of feet all around in a complete toxic hell. Important to be mentioned, the spiders also move just as fast as the Black Widow does.

My Body for the Spider King: S-rank
Allows the Spider King to inhabit you for 5 posts, making your body constantly pump out clouds of venom. The difference? These clouds of venom don't burn. But they're almost completely invisible (only distinguished by a certain misplaced texture that appears every so often). When the venom touches an enemy, it paralyzes them for just a few seconds. Just a few seconds, but long enough to kill.

KAGE

The world I've built for you: SS-rank
Another of the ultimate Black Widow powers. The Black Widow will taint the clouds with venom. The clouds will radiate the venom all around, covering the land. Everything underneath them will slowly be caught and burned. This works on a molecular level, and so the best thing to do is either to cover yourself completely in a powerful chakra shroud (of equal rank) or flee. There is only about fifteen seconds after the tainting before the area is littered in venom.




SILK STRANDS


This is silk/cobweb, the sub-element of the Black Widow. It focuses on defense and mobility, but also making openings. It literally cannot kill on its own, but it is a great supplement.

Silk Generation: Passive
Generating silk is as simple as opening your mouth and letting it out. Silk launches at wherever you want it to and even for no chakra, silk shots can be used to slow the enemy, set up your techniques or even immobilize foes if you hit the right spot.

GENIN

I'm not there anymore: D-rank
This technique will first grab the Black Widow with a silk string, and once they rise about twenty feet from the ground (the ascension is very quick; it scales with their speed), they'll disappear, going invisible for a few seconds. They will then re-appear again, falling down on you from above. This move can only be used to travel to an enemy and it can be used from up to one-hundred feet away. It can only be used once every three posts.

Zoom! D-rank
The Black Widow will launch silk from its mouth, and fling itself towards wherever the silk hits, as if swinging on a vine. The thread can be jumped off of for extra speed and force in the pounce. This is easily the most useful move for the Black Widow's mobility.

Trapped in my web: D-rank
The Black Widow will launch a net from its mouth, and if this net hits an enemy, it will bind them for a few seconds. It's rather easy to tear off, but it leaves a big fat opening. Not to mention the enemy can't really see most likely, depending on where they were hit.

CHUUNIN

It's worse than tripwire: C-rank
An invisible string of silk will latch between two obstacles. The only indication of this technique is a slight opening of the mouth. It can be done while talking. If an enemy trips over it, not only will they fall down, but their legs will be glued to it until they can rip it off. Which doesn't take long, but it's certainly more sturdy than your average material. You can't just auto-hit, though. When you use this technique you have to mention some indication, even if it's hidden. You also have to mention the two surfaces the web is tied between, even if their mention is hidden as well.

It doesn't end there: C-rank
This is a continuous spray of silk. You will shoot a gatling gun of silk from your mouth that doesn't damage the enemy, but even after only a few seconds of it touching them, will be able to cover their entire body in a binding silk. The silk isn't strong, but if you can't get it before it binds your arms, you're... prey.

I beg to differ: C-rank
Simply by opening your mouth you shoot a massive wall of silk that defends you from an incoming attack or binds the enemy if they're directly in front of you (pretty much point-blank range).

JOUNIN

A web for someone of my size: A-rank
This will summon a massive spider web spanning a large portion of the field. The Black Widow can jump even further if jumping from the web, and enemies caught in the web are pretty much screwed. Touching it paralyzes you. It's not invisible, but it's mostly transparent. The web is indestructible and lasts for ten posts. Spiderlings constantly spawn from the web and they try to shoot nearby enemies with silk that will draw them into the structure. When not in battle, the web is fully invisible as are the spiderlings attached to it; it also does not have a time limit. This makes invading a Black Widow lair almost completely impossible.

Closer to me: A-rank
An almost brutal lacing of cobweb will overcome you if you are hit by this large, explosive silk bomb. If it gets a decent amount of silk onto your body, the Black Widow can literally control your movements with its mind. This is generally done to bring you onto its web, which is... well, a death sentence.

SANNIN

Born again: S-rank
Regeneration. By overloading your wounds with silk, they may begin to be born anew. The lost limbs and grevious wounds will be returned and cured so that you're normal once again. The issue being that this technique will cost S ranked chakra regardless of how small the wound is. You could've lost one finger (a little difficult at Jounin+ XD) and will still have to pay 30 chakra for it to return, if you think it's really essential.

KAGE

I didn't want to: SS-rank
The Black Widow vomits an unholy amount of silk throughout the area. It doesn't sicken the Widow, but it does make them a little dizzy. The silk will take forms and shapes. But? Obviously this isn't a Kage ranked technique for no reason. The silk in the area, of which there is now enough to fill a small lake, will follow you. All of it. In whatever form it takes. And it will smother you. And continue to launch itself towards you until you're completely wrapped in bodies of silk and cobwebs, unable to breathe another word, left rotting. Oh, and if they don't feel like doing that, they can always go for the straight-up route and just vomit it in your face as an initiation.


YOU'LL NEVER BE THE SAME


Enemies killed by the Black Widow can be turned into spider thralls. They take their original stats but none of their abilities; they can only use the silk sub-element and genin techniques of the other three categories. They cannot use the SS-ranked silk sub-element technique. You may have up to three thralls at once. Their appearance is described in the rules. They do have emotions, as they are now a Black Widow. However, their soul is bound to you. If you die, they die. They have literally no free will, so people cannot play their dead RPC even if it's in thrall form.


THE NUMBERS YOU SEE TODAY WILL BE LIKE FRAGMENTS TO TOMORROW'S HORDE


THE SPIDER QUEEN: Katherine Strehkovsky

THE BLACK WIDOW:
THE BLACK WIDOW:
THE BLACK WIDOW:

 
PostPosted: Thu Mar 12, 2015 6:45 pm
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xxxxxxxxxxAutomatons
[ Tick Tock, Your Time is Up ]


xxxxxHISTORY
Engage Speech Function...; Speech Function Initialized...; Begin Historical Protocol...; In the beginning, we were nothing, and then the creators filled us with life. We do not know the origin of our creation. We simply know that we exist. We do not posses knowledge of the creators, we were deprived of this knowledge. -click- What we do know is that this world is full of dangers. Our purpose in this world is unclear however. The creators left us to divine our own purpose among the humans. The reactions that our biological counter parts have shown us have been mixed and varied. We are seen as toys and trinkets by some, tools of war by others, and sentient creations by even fewer. It is up to us to forge our own path in this world and earn our place beside humans; End Historical Protocol; Engage Maintenance Protocol; End of Transmission;


xxxxxDESCRIPTION

You are a sentient, mechanical being known as an Automaton. Your limits are defined by the quality of your construction and modifications to your body. You do not tire, you do not fear, and you do not know pain. Your emotions are predefined algorithms and programs. You are the perfect machine, capable of imitating humans.



xxxxxRULES
• You do not have real emotions, simply programmed responses
• You are not indestructible, you can be shattered, melted, crushed, etc.
• All Automatons carry a toolset. This is the basis for some of their jutsu and is also required for maintenance. This can be a basic toolkit or can be a custom weapon (applied for in the customs subforum)
• Your base body must also be approved in the Automaton Customs.
• You do not use Chakra, but instead Energy. Energy per rank is 75 - Gennin, 125 - Chuunin, 175 - Jounin, 225 - Sannin, 325 - Kage



xxxxxWEAKNESSES
• If your plates are ripped off, your internal mechanisms are exposed
• You are limited by the technology on your body
• Boosts such as Taijutsu Styles do not work for you



xxxxxSTRENGTHS
• You have no brain, Genjutsu has no effect on you.
• Weakness of the Flesh does not concern you. Immune to Poison as well.
• All Automatons are unique, no two are ever alike
• You can create body parts for almost any situation
• Your stats are defined by your body. Base stats for all Automatons are 5/5 at Gennin. Unlike all other classes, your stats do not increase each rank, but you unlock more complex upgrades.
• Bodies hardness scales with rank.
Gennin: Steel
Chuunin: Carbon Steel
Jounin: Corundum
Sannin: Tungsten Carbide
Kage: Diamond-Hardness Metal Alloy



xxxxxPASSIVE ABILITIES
Lightning Rod
Contrary to popular belief, Automatons do not take extra damage from Raiton, but instead, become supercharged by it, and you gain a temporary +1/+1 buff for 3 posts. Note, your ally can hit you with Raiton, this is your form of 'healing'. Any excess energy gathered can be discharged into the ground or redirected into applicable body parts if there is a mechanism in place to do so. Any Raiton technique that has a blunt or heat element however will still deal physical damage to your body.
Pimp my Automaton
Every time you rank up, you can install more upgrades and parts onto your body. These parts must be approved in the Custom Automaton Thread. Each rank also has a base stat it cannot pass (Techniques can still increase stats however, but the parts cannot do it passively beyond the total stated below). Every rank you also unlock 3 Custom Techniques that can also be applied for in the same thread.
Gennin - 2 Custom Body Parts [Upgrade parts cannot exceed 7/7]
Chuunin - 3 Custom Body Parts [Cannot exceed 8/8]
Jounin - 5 Custom Body Parts [Cannot exceed 10/10]
Sannin - 7 Custom Body Parts [Cannot exceed 12/12]
Kage - 10 Custom Body Parts [Cannot exceed 15/15]



xxxxxTECHNIQUES


Maintenance D to S
All moving things require regular maintenance, and you are no exception to the rule. When you sustain damage, you can immediately enter your Maintenance Protocol and began to repair any damaged section of your body immediately. The Energy required is dependent on the damage sustained. [Requires Toolkit]
D - Cuts, Dents, Minor Damage
C - Puncture wounds, Small holes
B - Fist-Sized holes, broken fingers/hands
A - Damaged armor plates, Weapon modifications
S - Crushed/Damaged appendages

Alert Phase Passive
At any time, the Automaton can boost one of its sensor nodes (Eye Module, Hearing Module, Tremor Module) to Alert Phase. This basically super-charges the selected sensor and allows the Automaton to greatly heighten its own perception for the given opponent.
Eye Module: Sharingan-like perception, enchanced optical zoom, night vision, thermal vision, etc
Hearing Module: Can sense subtle variations in the human heartbeat, can hear sounds up to 1km away
Tremor Module: Can sense the subtle variations in air currents caused by movement, can sense footsteps up to 1km away, etc

Expel Passive to A Rank
Negative build up often occurs in mechanical units as advanced as an automaton. But just because its a negative build up doesn't mean it can't have a positive use. Every 3 posts you can expel super heated gases from your joints, as well as damaged spare parts. The effect is simple, a quick, close range steam cloud with mechanical fragments hidden in it. This technique can also be enhanced by electrifying the steam cloud and fragments that fire out from it.

Electrify C Rank per Post
One of the most basic defenses that any automaton possess, Electrify allows you to coat your outer metal shell in a layer of electricity that delivers 100,000 volts to anyone who touches you. While not enough to kill or stun, it does cause extreme pain when they strike you, and it adds an electrical element to your melee attacks.

Last Resort Protocol SS Rank
Last Resort Protocol simply put is your ace in the hole. While humans have things like Demons and the 8 Gates, you have this final mode. By reducing the pre-programmed limitations on your body and programming, you can boost your physical stats by +2/+2. This mode lasts for 3 posts at a time, but due to the intense structural damage, it has a 2 post CD and cannot be used more than twice a battle without permanent system damage.


xxxxxADDITIONAL COMMENTS
COMMENTS/CLARIFICATIONS HERE

xxxxxRESTRICTIONS
• No Demon/Saigon/Summon/Other Bloodline-Clan
• Cannot use anything other than Automaton Techniques
• Custom weapons such as swords do not count against body part total unless they are attached to the body in a semi-permanent to permanent manner.



xxxxxMEMBERS
Head: V4 - 01 (Kashensu)






[ Created by: Aaron ]
 

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200
PostPosted: Sun Mar 15, 2015 11:07 am
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xxxxxxxxxxThe Lazarus
Dead. Messiah. Broken.


xxxxxHISTORY
There is a place between the worlds, but you only find yourself there by fate. The heavens know you will be there eventually, so they won't welcome you to their door once you die. This place is called Lazaras. This is the place the dead go when they will one day live again. It's a taste of hell, reliving your worst fear.. your worst memory... your worst experience over and over again. Inflicting so much pain, even if that dead person is only dead for several minutes. Why were you placed there? Well, since you have no choice in the matter we can call it Destiny. Fate. or pure Coincidence for the unbelievers.


xxxxxDESCRIPTION

This bloodline basically gives the ability to die and come back to life. You cannot access the bloodline jutsu until you have died, and if you have perished there is still time to be injected with the bloodline. Once you submit to this bloodline there is no change, not until you die. You are a demon, that cannot be saved.



xxxxxRULES
•Grants Darkness sub element
• No physical classes, exception: Medical



xxxxxWEAKNESSES
• -1 strength.
• Joukai techniques are +2 against your darkness.
• An abomination, you cannot hide from being sensed. When you arrive, your chakra will be obvious to everyone.
• Bloodline Crusher : Doesn't outright kill you but you cant use shadows and darkness... which is the entire point of this bloodline.



xxxxxSTRENGTHS
• +2 speed
• Access to a pet.
• Since they thrive in the dark, their perception is pretty high.
• No hand seals for the darkness element.



xxxxxPASSIVE ABILITIES


Yukigoshi
This technique cannot be used in battle but is the main travel way of the Lazarus. They open a door of darkness and slip through it, and they can enter any thread or subforum they wish. Similar to teleportation, but can only travel through darkness, shadows. This does not include places they have never been, however after they use this to enter a place they cannot immediately attack someone. There are runes she places, as markers, and each lazarus are granted 3 markers per rank.

The Fading Sun
This passive is something that makes the heavens look down upon this clan. When they enter the thread, they are able to completely block the sun to make the entire area dark. Of course the external sources of lights will not be extinguished. The way they cover the sun is by exerting a blaze of darkness to the sky, the acts as a mirror to the other side of the sky, except it's dark and murky. While the sun is gone, any angelic clans/bloodlines will receive -2 to their strength while fighting a Lazarus.

Complete Darkness
The Lazarus are dark creatures, they aren't human, are dead, came back, and aren't even close to living again. Their bodies have changed because of that. They went against gods orders, and became monsters. Because of this, they can change their bodies into darkness, and depending on the rank of the person using it, they can nullify physical or ninjutsu attacks. If the user is kage rank, they can nullify a kage ranked ( or below) attack by turning into darkness. The cool down for this is three posts, and only 2 times per battle and you spend chakra equal to two ranks lower than the power of the technique.

Familiar Creation/Summon
This knocks out access to regular summons. The pet will literally appear to look like shadows, out of darkness. It can talk to you and fight with you, and it has its own chakra pool. Must be created in customs, but is allowed to have a +2 on its stats when fighting in the dark. Can be summoned at any time. Works like a Personal Summons.



xxxxxTECHNIQUES

Yaminoyoroi E-SS
It's a basic jutsu that covers the user in slick black armor, reducing/nullifying a physical attack inflicted on it.You must pay the amount of chakra to fully block the attack. If the attack is SS, you must pay SS rank to block it. If it is SS, and you simply want to reduce the damage, you can use S rank chakra and still survive. Can only last four posts.

Tenteki C
This jutsu allows the user to breath out dark murkiness, filling the area with a vivid dark fog that is hard- not impossible- to navigate through as long as their is a reliable response. This gas isn't poisonous, simply used as a smokescreen for escape or an upcoming attack. This lasts for 5 posts. The fog covers about a 35 foot radius of the user.


Tenteki: Poison B
This jutsu allows the user to breath out dark murkiness, filling the area with a vivid dark fog that is hard- not impossible- to navigate through as long as their is a reliable response. This gas is poisonous, and anyone who breathes it in will be immobilized for 1 post. The poison eventually disappears after 3 posts. The user is unaffected by this poison. The fog covers about a 25 foot radius of the user.

Sōdobīmu B
The literal shadow clones. These clones can be created with small amounts of chakra, say 15, and are usually used for small tasks like messaging or training. They don't have any physical power seeing as their chakra pool is only 15 CP.

Razaro bakuhatsu S
This is considered the second most important attack in the clan. The Lazarus Explosion. It takes 50 chakra to perform, and the minute it does happen it is almost impossible to evade. There are two posts for this to happen, in the first post the user's fingertips will begin to drain itself with energy, appearing to be blackened. Her/his face will contort to look like a demons, it's a true terrifying mask. The second post, if the opponent has not fled yet, they will be cast into a genjutsu. This will put them through complete hell, they'll believe they are surrounded by millions of beasts that are tearing them apart slowly, it overrides all the senses and eventually just leaves the opponent immediately immobilized for one post.

Handoburasuto S
This jutsu expels from their mouth, and covers 15 feet from where the user is facing. It's a rare jutsu that is sudden, but is like a beam of laser cutting through the air at an impossible speed. If it connects into the opponent, it doesn't do anything at first. It sits still for a post, while it works its magic. The beam shoots a sort of poison into the body, that drifts into the heart and literally tears it apart. This causes the opponent to suffer of a heart attack, if they go into cardiac arrest they die. If they get treatment right away, they can survive.

Yami haishutsu A
Slamming their fist to the ground, the user creates a grand wall that casts a shadow on the area the user is fighting. Out of the shadows, the user creates zombie looking minions that can swarm the opponent. They can only attack physically at the same strength as the user, but the speed is considerably low. Mostly used to swarm and make the opponent panic. Their actual stats are 7/9

Chemical Imbalance B
If the user is within ten feet of its opponent they will be able to perform this jutsu. They puke/spit a constant amount of acid that looks like blood at the enemy. While it isn't impossible to evade, it is still difficult. It causes severe pain and with every spit ball that hits, it causes a -1 to the enemies speed.
Genin: 5
Chuunin: 10
Jounin: 15
Saanin: 20
Kage: 50

Now you see me... SS
When the technique is casted, it can be random and with no obvious indication that its happening (exception to doujutsu). His/her eyes will darken normally, but instead this is the visual trigger that starts the genjutsu. It makes the opponent go blind for several seconds, without the opponent noticing at all. It would appear as if they simply blinked. Within those seconds the user will move from their current position and appear behind the other, so it would look as if they teleported. Can also use to escape.


Binds of Darkness A
Similar to the Nara Clan, this jutsu manipulates the shadow of another person to achieve the clansmen goal. This clan member makes 3 hand seals before slamming their palms to the ground. The target- which could be at any range as long as its in the thread- will be tripped by their own shadow, as if it was wrapping around their feet.


Summon of the Souls SS
This jutsu costs 200 chakra to do this, as well as prep. So it is impossible to do in the middle of a battle. If they are implanted with this bloodline before death, they do not require this. After death, there will need to be a body to perform this. You must draw symbols on the deceased, all over. The forehead, each cheek, two times down the arms, the palm, the stomach, and the ankles. After that is done, there are several chants that will need to be bestowed upon the body (make em up, make em look interesting ) and during this process it drains 75 chakra points. During the final chant, the user will slam their palms to the body and infuse the rest of the chakra (125) into the dead. This will make them live again.

Skull Grenade - C
The user plunges their hand into the ground and rips from it a human skull. Concentrating their chakra into the skull, it becomes much like a grenade. The skull will explode whenever the user wishes, sending dozens of sharp shards of bone flying outward in every direction. The user can detonate the skull within 5 posts before it is not longer capable of such. The blast catches anything within a 15 foot radius of the skull in pure destructive force, but the bone shards reach further at 30 feet in all directions.

Dark Storm S
An single giant dark laser beam fires to the skies from the body of the clansman. Once it hits the sky it fades away and gathers black clouds with the occasional crackle of blue over the entire battlefield. Soon hundreds of concussive darkness laser beams quickly fly down from the clouds. These beams are navigated by the clansmen to strike the opponent directly. If hit by even a few of them large amounts of electric shocks travel through the body making this an extremely lethal technique.

Shadow Dragon A
The clan member forms their shadow into a massive black snake-like dragon that will fly towards their opponents, seeking to rip them apart with its shadowy fangs and claws. The dragon cannot go beyond 75 feet from wherever the user is standing and can be no more than 75 feet long. This dragon can be maintained for up to 10 posts unless the connection to the user is broken beforehand.



xxxxxADDITIONAL COMMENTS
You can also achieve this clan if you've been revived with the Queens Drop.

xxxxxRESTRICTIONS
• Cannot be combined with any angelic clan/bloodlines.
• Can only receive this bloodline if it is implanted by one of its own members. It cannot be implanted by any other.
• Of course, it takes up a Bloodline slot.
• Can only use Summon of Souls 2 times before... You die. Forever. On the second person you die, and you cannot be revived with a queens drop ever. Ever again.



xxxxxMEMBERS
Head:






[ Created by: Jai / Impure ]



Sovngarde Awaits

 
PostPosted: Sun Mar 15, 2015 4:44 pm
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xxxxxxxxxxLYDIANS: THE SHADOW DEMONS
[ Did you not know? That we possess the world? That we tend to the heart of civilization? ]


xxxxxHISTORY
A receding darkness. As consciousness faded for a moment, for the two of them - and then more selectively the Enemy - the entity entered into a dream. First, there was blackness, but it eventually evolved into light. The black became blue, the sounds as if the waves beating against the shore. You could see the coastline, though zoomed out . . . then zoomed in, closer, closer to a village named Valas Molagas. This little town was surrounded by grassland; farmland. It was the most impressive town in the North outside of Sorana, the capital of the Heiland coalition. This town was where the Lydians would begin . . . the Shadow Demons, the family that currently ruled the North.

And within this town - back thousands of years ago - there was a young man named Bjorn. He was tall and masculine in physique, with pale blonde hair that bordered on white. He had blue eyes like most of his companions, and he wielded a sword in one hand and a shield in the other. He was the son of the Chieftain, Ostegos Lydian.

To elaborate more on the town, the sort of housing you'd find was very ancient. There were large tribal "homes" that were more like tents - thick cloth and other material hoisted up, reinforced against the rain and storm. They had somewhat developed chakra back then, and so they were capable of creating little barrier nets to fend off rising water, hurricanes and other aggressive assaults from their environment. The town had a few thousand people living in it, which was quite impressive for its time. Much of it was surrounded by farmland, and they'd grow corn, wheat and barley. They had apple trees and honey fields - they had cows, sheep, pigs, and others.

But of course, they also had another product that they possessed in high quantity and in utterly low regard. They had slaves . . . Vospor in their language, "Ungodly", children of the God Beyond - Amaterasu. These slaves came from the Tribes of back then, where the Huan-Pei lived now. They were different looking, with slightly more tan skin, dark hair and young faces. One thing to note was that they weren't hated or abused, as they were at least considered human, just subjugated humans. They were allowed to continue their religion. They were allowed to exist somewhat as they used to, but with unpaid labor and eyes always watching. They were known for Ninjutsu - witchcraft in the eyes of the Lydians, who only and without exception would use Kanah; Dragon Magic.

Bjorn had become the most proficient of all in this magic. He could breathe fire, freeze people alive . . . he was immune to the cold and could bathe in flames. He was strong, resilient, with blades breaking as they clashed against his adamantine skin. He was the future of the Lydians, all loved him and revered him for his power. He had gone through the mountains of Vanspul and through the lake of Roggthon, meeting the Sages of the United Freyn. He had been blessed, essentially promoted by them as the true King of the Northern Lands.

They were preparing for war with the Heilands of Sorana, a city that they would in fact acquire at a later date . . . a city that currently sits as the capital of the North, instead of Valas Molagas.

The reason for all of this - the war, the changing of capitals, everything - it all falls onto Bjorn, the illustrious son of the Lydian Dynasty. When Bjorn was twenty one years old, he had met the age where he was expected to go on a raid. So - of course, his raid went southward, down to the same tribes where they'd obtained all of their slaves from. Raiding was relatively easy, with Jutsu weak and unreliable at the time. The warriors of the South would run out of chakra very quickly, whereas the Northerners had the inherent genetic ability to breathe fire and crush skulls with their bare fists. They were the power at this time.

Bjorn's raid was ultimately successful. At this time, he launched one of the most prestigious raids in all of northern history, with over a thousand tribals from the South dying . . . Bjorn killing at least a few hundred of them himself. He had risen to extreme prominence. The other tribes of Freyn began to flock to him, the Lydians raising to the utmost. However, he brought someone with him from the south; a young man named Sa'naan, a powerful young shinobi that had begun to develop techniques himself. He was the most formidable of foes that Bjorn had faced, damaging him and nearly killing him before he succumbed to his icy powers. Bjorn had become friends with Sa'naan, and wished to know of his abilities so that he might use them to embellish the North.

Of course, this man had ulterior motives from the very beginning. He had watched his tribe die, when his entire life he'd dedicated himself and his practices to furthering them. Losing to Bjorn stained his pride, and he sought to undo that as well as gain vengeance for the tribe he'd lost. Until the moment struck, however, he enjoyed himself. He truly did like the people of the north . . . their hilarious lewdness, their thoughtful banter, their jingoistic aggression. They were unique and beautifully unique. Bjorn was strong and beautifully strong. Sa'naan and Bjorn were lovers - they were comrades in battle, fighting together to carve out the largest Empire that the North would ever amass. They conquered much of what is the Rock today, and the Sango dynasty - the Sassai'I. They had hit Sorana with both spies and diplomatic influence, turning the Heilands into a mere sphere of influence; a puppet state.

But of course, little did Bjorn know that this entire time, Sa'naan sought to surpass him. He had begun to learn forbidden techniques that cannot even be found today - powerful abilities that could bind the souls of the dead to objects, people, places, things. He had learned a way to meet immortality. He had found a path to the sort of divinity that his people spoke about, and he could swear that he saw Amaterasu in his dreams. What she told him was that he could meet his goal in one way only, and cripple the North forever. If he could find their God - Falsalazar - the Dragon of the Dead Sky . . . if he could kill him, they would lose their inherent abilities. Their Dragon Magic would disappear, their superior physicality would return to human standards, and they would no longer be immune to nearly all damage.

Sa'naan only needed to amass two things . . . the power to finish off a God, and the absolute love and loyalty of Bjorn, the Emperor of the Lydians. These two goals took some time. In fact, he had created forbidden techniques for the purpose of each of these goals. One, he learned to extend his lifespan near infinitely, remaining young and in shape; he passed this on to Bjorn, who reigned with him for a century to come. Two, he had rigged this technique in a narcissistic fashion . . . Bjorn's change to a state of nigh-immortality would slowly condition his mind to absolute obedience to Sa'naan. In the span of lifetimes, the ambitious and the vengeful man eventually found power that would today be considered that of a Legendary Shinobi, with a mind thrall that was just as powerful as he was. Even though in the span of this time the Empire had begun to collapse and the Lydians recede, nothing would stop he and Bjorn from rising to more and more prominence.

Eventually, from what he saw beyond his guise of innocence, Falsalazar's death was something he could finally reach. Sa'naan took Bjorn, who was reduced to a slave, far to the North where he would face this great beast. The dragon was larger than a Tailed Beast - perhaps the Jyuubi of today would compare to it in size. He was powerful, wise, and cunning: he knew what Sa'naan was there for, he knew that Bjorn had lost all of his free will. He knew that he was going to lose . . . and he did. That day, Falsalazar - the Great Dragon God - the last benevolent being from the world's past, fell to Sa'naan and Bjorn. The dragon had survived the apocalyptic events that surrounded the birth of Xhu, dwelling in the north until the humans came and populated it - and then protecting them from the demons that would dwell after the fall of the evil God. He truly was everything that the Northerners wanted him to be . . . and he was the one to supply them with all their power and spirituality.

When he died, so too did the spirit of the north.

Bjorn could feel himself weaken, the great flux of power diminishing . . . he lost his motivation, becoming entirely lifeless. He froze to death in the far North after Falsalazar fell, crawling into the snow that was filled with the blood of his Lord. Sa'naan reveled in the future that followed, tormenting the northerners for dozens of years before one final precipice came to him; Karma, pure and unadulterated. Just as Sa'naan had gotten his vengeance for his tribe, the Northerners would never forget, nor their God.



xxxxxDESCRIPTION
Dragon Riders with an obsession with the right to rule; Empire builders, pragmatic diplomats, and ruthless warriors all the same. The Lydians are - in fact - the rulers of the North, and from on the back of their dragons they wish to rule all the rest.


xxxxxRULES
• You are of the Lydians specialization. You are not a shinobi, meaning you don't have a "class". The Lydians never adopted the ways of the south, thus they operate differently than ninja.
• Your "chakra" is called Henir.
• There is two ways for a Lydian to fight: Dragon Outverse and Dragon Inverse. These will be explained later.
• This is a kekkei tota. No other bloodline or clan.


xxxxxWEAKNESSES
• No elements, only universal. No other bloodline/clan or demon. No class; you are of the Lydian specialization. No summons outside of your dragons. You are only capable of having things within this bloodline and whatever else the specialization allows.
• Bloodline Crusher; anything that counters a tota.
• Very limited, which opens up weaknesses. Genjutsu and other such things may hard-counter Lydians.
• Your dragons can be killed. It's EXTREMELY difficult to kill them, but it can be done - and you will be crippled if they die.
• You are the bane of allies. Most of your techniques have a wide area that don't discriminate between targets. You can easily kill your friends. Hell, you probably will.

This is not a specific or precise bloodline that focuses on killing one target. It's meant to murder large amounts of foes, raining hell on them.



xxxxxSTRENGTHS
• Well-roundedness. They have powerful ninjutsu capabilities, decent sensory, physical prowess, sturdiness and powerful summons as well as Senjutsu.
• The most powerful summon in the world: Your dragon is known as the Korgrun, or the "God-Slayer". They are so large that their shadow covers districts of cities as they roam above. They are fast, strong, and sturdy beyond reason. .
• The most powerful Sage Mode in the world.


xxxxxDRAGONS
• There are two forms for the Lydians while in combat: Dragon Inverse and Dragon Outverse.

DRAGON OUTVERSE
Lydians will usually be in Dragon Outverse, which is the state of having your dragon released. During this period of time, they will usually have their dragon ride above and siege opponents. On that note, it is important to mention that the Lydians [do not] actually possess a truly living dragon. The dragon has sentience to an extent, but not a dynamic personality. These dragons are the manifestation of their natural energy; their connection to the environment. A good Lydian may have a bird-like dragon that may seek custom jutsu for healing allies and defending. They might be smaller, if that Lydian has the personality of being unseen and casual.

A bad Lydian . . . also depends. One with an arrogant personality and the thoughtline that they're "gigantic" may have hulking, undead beasts at their disposal. If Lydians were previously privy to a summon, that will also effect the appearance and size of their dragons.

The dragon's stats depend on the rank of the Lydian.
C - 6/8, 50 Henir, 20 to Summon
B - 8/10, 80 Henir, 40 to Summon
A - 10/12, 110 Henir, 50 to Summon
S - 11/14, 200 Henir, 60 to Summon
SS - 13/16, 250 Henir, 75 to Summon

Rules for Dragons:
1. Dragons will use only the techniques of the bloodline. They can use only Lydian Outverse techniques. However, they may have customs made for them.

2. If your Dragons die, they will respawn next fight. They are very difficult to kill however.
A dragon's sturdiness is this: they are immune to fire and its variants, and it takes an S ranked attack to damage them when they are at max rank. They will not die after 1 SS rank unless it is absolutely abysmally powerful, far beyond the norm.

Damage invulnerability scales with rank, then subtracts one. Only S can damage an SS ranked Lydian's dragon, but D can damage a C ranked Lydian's dragon.

3. If you use Henir to summon the Dragon, it will remain for the entire fight, whether Inverse or Outverse. You may send them away temporarily, but won't have to spend Henir to bring them back.

4. The Dragon doesn't talk. It is completely controlled by your mind. They may roar however, and in fact they will usually do so if they are in "pain". They are . . . sentient, just not truly living.

5. Dragons will not be present in your Dragon Inverse state. Also, they are not "always" present. Lydians have tribal dragon-shaped tattoos all over their torso, and may channel chakra into them to release the summoned manifestations.

      DRAGON INVERSE
      This is the "sage mode" for Lydians. For a maximum total of ten posts (at SS rank) every fight, they may draw their dragons into their body while still "active", empowering them and unlocking the full strength of Falsalazar. In this state, they are almost a humanoid Saigon, with extremely powerful natural abilities and a body that is superior to other human beings. They may switch this on and off, but it cannot be active for as long as they want it to be.

      Your dragons can appear in phantasmal form for the duration of this ability. They will be able to physically attack and swipe at people. They can use jutsu. They will generally appear and disappear in a swarm of purple, neon shards.

      You become more invulnerable in this form. You become as sturdy as your dragon.

      Misc Rule:

      1. You may use Dragon Outverse techniques while in Inverse.

      Duration:
      C Rank - 3 Posts
      B - 5
      A - 7
      S - 8
      SS - 10

      During this "transformation", you are different than usual. Your shoulders may release jet black flames, your eyes will radiate energy and your body will enter a state of total vigor. At higher ranks, the flames may begin to burn more intensely and all over your body, destroying your attire and searing anyone that draws near you. You will become invulnerable to the concept of pain. You may breathe out massive streams of white flame, large enough to melt an estate; your flames will spread fast and you will release a horrifying screech whenever you use your fire breath.

      You will also wield a black flame blade and a searing white shield. These two weapons are both invulnerable and may innervate (or add energy to) abilities such as Henir-made aegises, blade sweeps, so on and so forth. You can passively fly, and will move at +2 speed while flying. Period. You also gain access to all Dragon Inverse abilities.

      Your NE pool in this form is 150.



xxxxxPASSIVE ABILITIES
HENIR
Henir is a more natural form of energy than chakra, directly connected to the draconian Wellsprings of the North. This is the energy that is possessed by the Dragons summoned by this bloodline as well as Falsalazar. In fact, this energy is the closest human-used form of energy to the Saigon's natural energy.

Chakra techniques can be used with Henir. There is a 1:1 ratio.

Genin: 125 Henir
Chuunin: 175 Henir
Jounin: 225 Henir
Densetsu: 275 Henir
Kage: 375 Henir

Henir has a special property; after it has been expelled and made into a technique, when the technique is destroyed, it will disperse and begin to latch onto things: objects, people, even other globs of energy. The more Henir you've used in a fight, the more perceptive you become, as the Henir and whatever it is touching is something you are aware of. The color of Henir varies on the season, from a orange-ish red in the summer to a yellow-ish orange in the fall, a teal blue in the winter, and a bluish red in the spring.

SHADOW SENSE
The Lydians are connected to natural energy and thus have similar sensory as Uzumaki. Consider this a slightly more attuned Dragon's Blood (from the Heilands and Pale Demons).

      LYDIANS
      Many Northerners have adapted to Southern ways of fighting, becoming "shinobi". The Guenire and Heilands are most guilty of this. The Lydians and Vladians, on the other hand, oppose this vehemently. They preserve their own styles of fighting. As such, they do not use handseals to use techniques, they do not wield weapons such as "kunai, tonfa, katana," etc. They do not wear flak jackets or anything of the like. Instead, they generally wear relaxing clothing and use techniques from arm movements, signals, even breathing.

      The Lydians are allowed to learn a total of five styles of any type, five genjutsu, all universal ninjutsu. They cannot have elements or a sub-element.

      Lydians have different bodies than Southerners. They are taller, they have pale hair and skin. Your average male is around 6'4", with a muscular body type. Your average female is nearly 5'11", with an athletic body type. They like to wield heavy objects and generally enter battle with little more than leather or chain gear. They do not wear excessive amounts of clothes, because to them, winter is the same weather as summer.

      Similarly to dragons (their "relatives"), Lydians are difficult to penetrate. They are immune to all attacks three ranks below them, merely bouncing off.

      Lydians are nearly immune to fire, only fire of equal rank to them dealing damage. Fire and heat in general doesn't really effect them. The strongest of Lydians could walk through a pool of natural lava with minor burns. Shakuton heat doesn't even really dehydrate them very much. Boil won't melt their skin, except for quite slowly.

      Lydians can naturally breathe and create black fire from anywhere on their body. This is where they got the name "Shadow Demons".

      Buff/debuff caps are always (+2/-2)

      Your stats are:
      SPD/STR
      C - 4/4
      B - 5/5
      A - 6/6
      S - 7/7
      SS - 9/7


xxxxxTECHNIQUES

XXXXDRAGON OUTVERSE ABILITIES
- The summoner may use all of these abilities.

Breathe In To Me Passive
The summoner and the dragons may both use elemental breaths. The options are Molten Flame, Paralysis Shock, Poison Dust, Razor Wind and Cryogenic Ice. These breaths all take elemental properties, meaning they gain a +1 to their counter element and a -1 to the element that counters them. The breath will persist for the entire post and will be very quick, regardless of which breath chosen. The effects of the breaths are what is implied.

The breath is passive, but chakra can be applied to make it a certain rank. It cannot be SSS rank. The size is parallel to what you'd expect from the fiery breath of your average Western dragon.

The summoner's dragon has two different types of breath that they can alternate through.

Incarna Dracona S
Incarna Dracona is an ability with a range of around 10 meters, and acts as a large AoE blast. This ability will set anyone or anything hit by it (within its 10 meter blast field) into a complete stasis for the next post. They will not be able to do anything, at all, period. Nothing. No exceptions.

They are also invulnerable to all damage; they could get hit by a SSSSSSSSSSSSSSSSSSSSSSS ranked attack and it won't touch them. Consider them intangible. After the stasis ends, they can move as normal.

Sorana's Song SS
The dragon, or the Lydian, will wail. This is a more powerful version of Incarna Dracona that will only work on the Lydian and their dragon. It will also work on one selected ally. It will work on every last one of them no matter their distance, and will create a field of energy (barrier) around them during the stasis and briefly afterwards. This barrier is impenetrable, but will end only a few seconds after the stasis ends.

Wing Innervate C-SS
The dragon will raise their wings, or flap them once. This will create a static field around them or spawn one near their enemies. The Lydian and the dragon are immune to the effects of this field, and thus may use it almost as a circular barrier. If an enemy is caught inside of it however, or touches its outer edges, they will be electrified until they are incapacitated or dead.

Winds of Change C-SS
The dragon or Lydian will gather wind energy around their body for a brief moment, then in an insane burst of speed, they will arrive at an area and blast everything around them with a burst of wind. The higher the rank, the faster they move. At high ranks, it will almost be like teleportation, and the burst of wind could easily crush people.
The burst radius is as follows:
C = 10 feet
B = 20
A = 35
S = 50
SS = 75

The Flail of God S
Lightning will strike someone or something (a technique) from the sky, but will not hurt them. Instead, it will nullify one effect of a single technique or passive for the next post. After this ends, that effect will return. This can be a negative effect that you are removing. Does not effect things that are in stasis.
This can also permanently expunge someone's bodies of poisons or diseases.

Salt and Smoke SS
This will be deducted by the dragon's Henir field. This technique will send the dragon high into the sky where they will circle around for a period of time. After a brief moment, the dragon will be covered in flames before catapulting to a specific area. The impact will be catastrophic, destroying a massive area around it (750 meters). The dragon will return from the fiery explosion unscathed, with the summoner immune to the damage.

Standing Stones C-SS
This will require either a swipe with a dragon or a leg stomp for the Lydian. As a result, they will essentially be able to innervate the ground and force it to attack X target(s). This is a diverse ability that can manifest in many ways.

XXXXDRAGON INVERSE ABILITIES
- Only useable by the Lydian, and only in the Inverse "Sage Mode".

Wasteland S
A signature ability of the Lydians. This ability will set up a field (100m) that they can quickly move. This field is extremely radioactive - it is filled with so much radiation that exposure to it for even a brief moment could destroy major organs. The field is created by waving the arms around in an almost shamanistic manner for a few seconds, the field around the Lydian very obviously being filled with radiation as it extends outwards from them. This field will ironically heal the Lydian, though it is incapable of restoring completely destroyed organs or limbs.

This field will destroy techniques of a lower rank, the corrosive chakra melting them. A technique of equal rank will match against it, and destroy both. Once that technique is destroyed, it's chakra destroys the radiation field as well.

This field lasts until the Sage Mode ends; it is advisable to use it very early.

The radiation from the field may remain after the technique ends, but will always be an obvious bright green and will no longer have chakra in it, meaning it can be dispersed. The dragon and the Lydian will be able to move through this radiation without being bothered.

Terraforming S
This ability will set up the field to how the Lydian likes, creating a distinctive area: a marsh, a forest, a molten wasteland, a tundra, a coastline, etc. This technique will essentially have an epicenter from which it spreads out, eventually consuming over a mile around the Lydian. After this technique is used, it will take a long time for the land to return to normal.

While this technique is moving outwards, it will essentially be an "attack", forcing others out of the terraform field.

Firecracker C-S
The Lydian will catapult to a location, gaining energy-armor around them while they move to their location. Upon reaching it, they will destroy the ground near them and release a massive torrent of black flames outward.

Karma Field C-S
This ability creates a field of gradient energy beneath the Lydian or one of their allies that will shield them from harm and debilitates any enemy that touches the field. Simple as that.

Ashoka C-S
This will target a specific foe using natural energy. In the next two posts, whether day or night, a continuous light beam will descend from the sky (sun or moon) and will attempt to fry the target. It will follow them regardless of where they go for that two posts. If you were to teleport out of the fight after being targeted by this, your complacency after having exited the fight may end in your instant disintegration after arriving at your next location. If a barrier is put up, it will withstand the blast if equal rank until it ends, when both skills are destroyed.

Ashoka's size increases with rank - at B (since all ranks are increased by one), it will be akin to a small, basic PSL hoe Kamehameha. Keep going up and eventually you have a giant Vaatu laser beam from heaven, and that's pretty much the S and SS version of this technique.

Henir Innervate C-S
This ability allows you to apply chakra to any of the flames you create from your body, making it into a versatile technique. It may also be used on your breath or anything else your body does; running, punching, flying, etc, to greatly empower it.


xxxxxADDITIONAL NOTES
Like Bjorn, Lydians may have nearly infinite lifespans if they truly attune with natural energy. Even pure evil Lydians may obtain this; it is a holy practice, similar to finding Nirvana. This becomes possible at SS rank, and you can feel free to decide whether your Lydian has undergone this practice.

xxxxxRESTRICTIONS
• Listed in the weaknesses/rules
ONLY THREE LYDIANS MAY EXIST



xxxxxMEMBERS
Head of Southern Lydians: Kleine Lydiansk
Head of Northern Lydians: Katerina Strekovsky
• Nikola Raskoph


xxxxx[ Created by Shane ]
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PostPosted: Sun Jul 26, 2015 8:06 pm
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████████████████████████████████ .xxx. KRAFT .xxx.

          ● The history was never officially recorded. Kraft clansmen have always fallen to the worse storms. Their origin is said to come from the West.


description

          ● K r a f t [ cr ah ph t ] doesn't measure up to the other doujutsu clans, because it doesn't completely surround its eyes. The Kraft eyes are always activated, mirroring whatever they feel like. They are in a class of their own, they are the earth and the skies.


rules

          ➟ There are paths, you can only choose one. Only one clan member may use the path at a time.
          ➟ There may only be three in existence at a time.

abilities

          ➭ The Kraft Clansmen are truly unique, because they have various paths they can take in order to gain power.

          ➟ Kraft Path One : The Five Elements. Air, Water, Earth, Fire, and Lightning. You will be able to use all of them, but combining them will result into a catastrophic events that will end your life

          ➟ Kraft Path Two : The Five Variations : Bubbles, Crystal, Magma, Metal, and Acid. You will be able to use all of them, but using the raw elements that create them by themselves will result in death.

          ➟ Kraft Path Three: The Lone Sage : Spirit. You will use this single element, not able to connect to any other element. Attempting to do so will result in a chemical imbalance that will cost the user their life.


strength

          ⇝ Complete divinity over the elements given.
          ⇝ +25 Chakra
          ⇝ Perception is higher then normal, but still nothing compared to the Sharingan
          ⇝ Two styles of any kind are available, but only up to the fourth stage.

weakness

          ➣ No genjutsu.
          ➣ No +1 to any element, they all remain the same
          ➣ Bloodline Crusher can kill you instantly. It will take away your ability to even use elemental jutsu outside of the clan.
          ➣ Limited




Sovngarde Awaits

 
PostPosted: Sat Aug 01, 2015 7:36 pm
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xxxxxxxxxxKiseki no Sedai
[ Generation, Of, Miracles ]


xxxxxHISTORY
The Kiseki no Sedai are a little-known clan of shinobi based in the rocky peaks of the cloud country. From their ranks, countless successful and internationally recognized shinobi have risen, but the lack of an actual clan name leaves the succeeding parties with no one to credit but themselves. This self-assured nature of the descendants often times turns into their downfall; reliance on only their own power and no one else's, believing that they alone are the absolute.

Those born with the ability to tap into the Kekkei Tota are reportedly even worse. With natural talent to pull them through any situation, and--potentially--an inflated ego large enough to function as a hot-air balloon, true members of the Kiseki no Sedai are some of the rare few shinobi in the world with the power to truly rival their boasting. This does come with a price, the likes of which will be shown later.



xxxxxDESCRIPTION

This kekkei tota gives its wielder a broad spectrum of abilities to choose from, while still enabling them to be an expert in one area. Defeat weighs upon them heavily, and sometimes its to the level where they are no longer able to cope with it.



xxxxxRULES
• This is a kekkei tota, and is thusly your only asset.
• Multiple members of the Kiseki no Sedai can exist in the same village, but they find it extremely difficult to team up.
• One KnS character per roleplayer. No exceptions.



xxxxxWEAKNESSES

• Outside of the Kekkei Tota's skills, the Kiseki no Sedai member may only learn half of their regular allowed physical styles.
• Techniques outside of this bloodline's skills cost an additional 15% chakra. This does not apply to the base cost of maintaining a style.
• At jounin rank, the I Fight Alone weakness is replaced with the following:
- I Cannot Know Defeat: At this rank, the bloodline member's skill has grown to a level where they have--more likely than not--never suffered the searing, agonizing feeling of defeat. As such, it becomes something they fear moreso than anything else in the world. Upon defeat--be it in a spar, full-on battle, or any combat scenario--the Kiseki no Sedai will suffer a permanent -2/-2 to their stats, a 50 point decrease to their chakra, and a 20% increase to ALL technique costs until one of two things happen; they win again, or they rank up. This penalty stacks. However, their power is quite formidable in exchange, so defeating a member of this bloodline will prove quite a mighty task. This weakness is lost at Kage-rank.



xxxxxSTRENGTHS
• Physically Dominant: +1/1 physical tota, so two free styles active, and can use any physical styles.
• You are considered a 'sage', but you must take a physical class, be it samurai, taijutsu, assassin, or weapon. You lose the 30 chakra decrease given by physical classes.
• You may choose one technique from the bloodline list. That technique is your 'Ace Skill', and is slightly faster and stronger than usual. Many would also consider it your signature move. Ace Skills may be created in customs, but it MUST be clearly stated that the technique is your Ace Skill, and it will be judged accordingly.



xxxxxPASSIVE ABILITIES
• Copy Cat:
Over time, fighting an opponent will give you much more insight into their moves and their particular style. This--in turn--makes you more and more effective when fighting against them as the battle progresses. While many bloodlines favor a quick and easy kill, the Kiseki no Sedai cash in on long, drawn-out battles, and can quickly overwhelm an opponent that has battled them for too long. Essentially, this translates into stat boosts and perception boosts against an opponent they've been facing for extended periods of time, as modeled below(all stat boosts are past the cap):

3 posts: Improved Perception (One Tomoe Sharingan level)
5 posts: +1/+1

• Emperor Eye:
Members of the Kiseki no Sedai have an odd sort of...dojutsu. Vibrantly glowing rings will form around their iris in an enhanced color relative to their original eye color. The Emperor Eye has a particularly strong ability that it gives to the user; the ability to view the flow of an opponent's energy, how it reacts with their muscles and their brain, effectively giving them a fourth-second view into the future of an opponent's moves. This clarity gives them an incredible advantage in single combat, and is one of the reasons that they're so difficult to defeat in battle. This reading of energy flow is one of the main contributors to their success with the copy cat passive, as it allows them to quickly recognize changes in the flow of an opponent's energy and identify patterns and biases using those changes.

• Unprecedented Skill:
After years of practice--and an insane amount of natural talent fueling you--your moves have become so fluid, so refined that opponents somehow find it difficult to keep track of you. This ability also seems to make it exponentially more difficult for opponents with dojutsu to trace you, as your movements seem to flow into multiple different directions, the practice of your muscles enabling you to burst into an entirely different movement seemingly upon a whim. With so many different outcomes from one single movement, dojutsu users naturally find you exceedingly difficult to deal with.



xxxxxTECHNIQUES


Himuro 10 Chakra
Himuro capitalizes on your smooth movements, and creates what appears to be an illusion-based double out of your chakra. It splinters off from you in the most perfect way, continuing a movement that you would have made--were you not invisible for one brief second, doing something else entirely. Somewhat similar to the Elegance, but works only for that single second to confuse the opponent on one move.

Murasakibara 20 Chakra - ???
A variable chakra skill. After focusing their specified amount of chakra, a whirling, tearing, and slashing chakra veil will form around the user in their color. Inside of this veil, they will spin upwards into the air, with expenditures of 30 or more chakra pulling debris and other loose materials up with them like a hurricane. They will them use the force of this chakra shroud to smash into the ground, releasing all of the debris and chakra in a slicing, smashing torrential shockwave around them. The base expenditure of chakra is enough to break bones, but anything above 30 can kill. With the more chakra used, so too does the danger potential.

Midorima [Passive] - ??? Chakra
A variable chakra skill. At base, the shinobi's throwing accuracy and range are dramatically increased, able to throw projectiles and hit targets from nearly an entire thread's distance with pin-point precision. Chakra expenditure allows this skill to be applied to projectiles, be it kunai, shuriken, or even other techniques, to transform them into extremely fast, forceful versions of their original selves. For example, the Stone Pebble technique could be made into an extremely deadly, skull-piercing projectile with around 20 points of chakra expended. This is a very creatively used ability, and it comes down to the user's imagination to best put it to use.

Kiyoshi [Passive]
A peculiar skill that allows the user to near-instantaneously change their plan of action and begin an entirely new motion before the first was completed. A perfect skill for catching opponents off guard, as most shinobi are forced to complete something like the swing of a sword before switching to a new action. This skill allows for some very marvelous turnarounds. For example, a lightning-fast charge could be near-instantaneously turned into a backflip to dodge the opponent's countering sword slash. The trick is in the user's muscle and chakra control, allowing them to instantly tighten and loosen their muscles in order to make a completely different movement in a normally impossible situation. Extremely effective when coupled with weapon and tai styles.

Kise 10 Chakra
With the use of this skill, the shinobi may copy and use one technique the opponent used in their previous post. Does not work on opposing bloodline skills. The technique used is then considered a bloodline technique coming from the user. Costs ten chakra plus whatever chakra the opponent spent creating the skill.

Hayama 15 Chakra
An ability centered around disorienting the opponent. Every step the user takes, every movement they make is accompanied by a tremendous, thundering boom after the use of this skill. More than loud enough to disorient their foes, even rattling their vision. Obviously, a shinobi with graceful enough footwork would be able to turn this into an extreme nuisance by taking a large amount of steps, thundering the opponent's ears into submission. Battling against this technique for three posts will cause deafness for up to ten posts. This technique lasts passively for three posts after chakra is applied, then chakra must be spent again to continue it's use per three posts. The user may selectively channel his chakra so that certain entities on the battlefield don't hear the booms, but others do.

Mibuchi 20 Chakra
A particularly nasty technique, especially when used on an unsuspecting foe. For a brief moment, the ground under the opponent will seem to glitter very faintly. Once the glittering has finished, if the opponent has not moved from that ten square-foot space, their feet have been rooted to the ground for one post, leaving them more vulnerable to their foe. This technique is even more dreadful when coupled with other distraction techniques.

Seiho 10 - ??? Chakra
A variable chakra skill. Very simple in nature, the user of this skill creates a shield of energy around them that is capable of blocking techniques of its rank and lower, though it cancels out with an equally ranked tech as usual. This technique usually takes the form of a spherical shield, but can be adapted to fit most any situation. The shield starts at a five-foot radius--enough to shield around three people comfortably--and its size scales upward with chakra expenditure.

Aomine 15 Chakra
Many have said that the original practitioner of this technique was a wild beast, that his bottomless potential threatened to swallow the entire shinobi world if left unchecked. Once this technique has been used, the shinobi will seem to 'lock in' on their ideal image of victory. Their muscles will feel enhanced, and their body itself will feel reflexive, reactive...as though charged by lightning. Their perceptive ability will increase dramatically, which will be built upon later. While in this state, their body seems to react more on instinct than on conscious thought, a sort of 'wild skill'. This makes their reaction time dramatically better than those around them, their body moving almost before an opponent has in response to their attack. When combined with Kiyoshi, this can cause them to change their own course of action multiple times before moving even once, giving them the absolute best angle of attack every time. This skill lasts for three posts before chakra must be spent again.

Kagami 20 - ??? Chakra
A variable chakra skill. After focusing energy into the palm of their hand, the user will create a volatile ball of intense, explosive chakra. The sphere may either be launched in spherical form, or as a frontal laser-like attack. Either way, the results are...extremely destructive. The energy has some sort of explosive property to it, going off with the force of multiple explosive tags upon impact in the spherical form. In the laser form, this energy converts while traveling, but the final point of contact shares the same effect as the original. Anything that comes into contact with the laser during travel will be immediately coated in flames, causing a very swift, painful end for the unsuspecting foe. The size and concentration of the attack scale with chakra expenditure, with the higher levels able to devastate entire villages should you be willing to spend the energy for it.

Kuroko 30 Chakra
Potentially the most dangerous skill in the Kekkei Tota's Arsenal. A particular skill using the art of Misdirection, the user of this technique may use it in one of two ways. They may either use it to block a single technique from the opponent's vision for a brief period, or themselves, either way using the other as a medium. For example, shinobi bob fires a Great Fireball technique, then uses chakra to make himself dramatically more apparent to his opponent, temporarily removing the incoming technique from their field of awareness, and more assuredly hitting them with it. Likewise, he could focus their attention on the technique itself, allowing him to move more easily. This technique has a three post cooldown between uses.

Emperor Akashi 30 Chakra
A technique employed by the emperor with unyielding subjects. After chakra is spent, an area of fifteen feet around the user is enveloped with a strange energy. Opponents caught within this area will find their muscles locked into place, making them easy targets for their descending opponent. Chakra defenses of similar rank will--obviously--negate the skill so long as they stand between you and the user of this technique. It's generally recommended not to get within the area of this technique for the three posts that it's active, though. Five post cooldown between uses.

ZONE 50 Chakra
The ultimate awakening form for any single-person play. The user's mind descends into a state of ultimate concentration. There are no movements that they don't witness, no subtle plays that they cannot defeat. Time seems to move in slow motion all around them, allowing them to easily react to incoming threats with little to no difficulty at all. Gives a +1/+1 to stats, and a +1 reactionary bonus. Essentially a +2 to speed, with two of it being the speed you can react at instead of moving at. While in ZONE, the user also has an area around them that seems to be disgustingly thick with their chakra. This is what's called an 'area of defense'. Spanning up to thirty feet around them, this area is where the player themselves are especially superior. This area even further muddles the sensory abilities of dojutsu against the user, making them almost useless. But furthermore, this is an area where the user's situational awareness is as close to perfection as it gets. Nothing moves in this zone without their knowledge, and it is almost guaranteed that they'll be able to react to you within this area without difficulty. It's advised to stay as far out of this area as is humanly possible. ZONE lasts for five posts, and may only be used once per battle.

True Akashi 100 Chakra, Kage rank required
True Akashi is the final--and perhaps most significant--skill in the kekkei tota. It can only be learned once the shinobi reaches Kage rank. The user's chakra will spread outward to all of his/her allies, empowering them with the same unrelenting fighting spirit as the user. Gives every ally around them--up to a maximum of four others--the +1/+1 from ZONE, Movement around them is slowed, but nowhere near to the point of being considered slow motion. At this point, anyone connected by True Akashi is able to relay all planning and coordinate their movements merely with an instant of eye contact; it is the epitome of team play, and although it only lasts for a brief three posts, any opponent facing empowered foes like this should beware. May only be used once per battle. In order to use this skill, ZONE must be active.


xxxxxADDITIONAL COMMENTS
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xxxxxRESTRICTIONS
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• Only one Kiseki no Sedai per roleplayer
• Up to two Kiseki no Sedai may exist at a time.



xxxxxMEMBERS
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PostPosted: Wed Aug 05, 2015 7:11 pm
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████████████████████████████████ .xxx. STAX .xxx. ONI

          ● Stax Oni are one of the most renown kekkai totas that belong to the third nation which is called Ceslaus. Cunning, Strategy, Quick-thinking, Adaptability, Cleverness, Wisdom. All of these things are traits of them and their country.



description

          ⇨ Stax Oni aren't humans. They are beings far beyond that, and they are considered to be the masters of weaponry.

rules

          ➟ They have transformations instead of jutsu, and each transformation gives them different stats depending on the amount of chakra paid.
          ➟ The Stax are a bloodline, but cannot be combined with elemental bloodlines/clans.
          ➟ They have a class of their own and only they may access the extent it entails.
          ➟ Taijutsu / Weapon styles may not go passed the hard cap. (18 for stax oni)

strength

          ⇝ They can have endless custom weapons. And they can instantly summon any of the custom weapons.
          ⇝ They can learn endless weapon styles.
          ⇝ They can learn up to 6 taijutsu styles.
          ⇝ +75 Chakra

weakness

          ➣ When they are formless, their stats are 2 speed and 1 strength.
          ➣ They have no element, and can only learn 10 universal jutsu techniques.
          ➣ Forms cannot be autobought. They must be learned manually.

FORMS


          The Libra - C
          This form grants the user the base stats of 5/5. Stays on for 5 posts, cool down of 3 posts.

          The Cancer - C
          This form grants the user with the base stats of 8/2. Stays on for 5 posts, cool down of 3 posts.

          The Gemini - B
          This form grants the user with the base stats of 11/0. Stays on for 5 posts, cool down of 3 posts.

          The Taurus - B
          This form grants the user with the base stats of 5/7. Stays on for 5 posts, cool down of 3 posts.

          The Virgo - A
          This form grants the user with the base stats of 5/9. Stays on for 4 posts, cool down of 4 posts.

          The Scorpio - A
          This grants the user with base stats of 9/5. Stays on for 4 posts, cool down of 4 posts.

          The Leo - S
          This grants the user with base stats of 10/10. Stays on for 3 posts, cool down of 5 posts.

          The Sagittarius - SS
          This grants the user with base stats of 13/14 .Stays on for 3 posts, cool down of 5 posts.

          The Capricorn - S
          This grants the user with base stats of 15/5. Stays on for 3 posts, cool down of 5 posts.

          The Pisces - A
          This grants the user with base stats of 10/4. Stays on for 4 posts, cool down of 4 posts.

          The Aquarius - SS
          This grants the user with base stats of 18/9. Stays on for 3 posts, cool down of 5 posts.

jutsu


          ✱ Landing Grace - Passive
          It's impossible for them to die from falling, or from heights. They are used to being up high, they have certain techniques that make them fly high, so falling to their death would be... They can focus all their stats into their feet, and even if its not a lot stat, they can still not get damaged.

          ✱ Medical Rejection - D
          The Stax are not fully human, meaning they can reject certain medical procedures as a price. This mostly applies to poison or acid, it doesn't affect them as long as they coat themselves with a layer of chakra.

          ✱ Tenju Jump - D
          Focusing all the strength into their feet, the Stax are able to jump up to 60 feet in the air depending on how much strength they put into it. They can do this at any time they please with a certain amount of chakra.

          ✱ Charge - C
          A taijutsu technique that has improved in effectiveness from it's deprived version. Through a hasteful sprint, the shinobi will charge towards the opponent, and fracture all possible balance with a mighty shoulder charge. With a tactical arrangement the technique will prove quite powerful, and hurl them approximately eight to ten feet away from the user. With devastating physical strength enforced through this technique. The opponent will experience an immense lost of breath, causing issues with recovery their breathing after two post counts.

          ✱ Pound - A
          A technique consisting of five consecutive strikes that are targeted towards an opponents four limbs as well as their stomach. The first strike can hit either the elbow of either arm, or the knew of either leg. The strike will lock that limb in place by constantly forcing it to enter a state of immobilization brought on by chakra. The joints hit become marked with a kanji that is surrounded by a yellow orb. With each paralyzed limb, striking the opponent in the others becomes easier. Succeeding with the freezing of all four limbs. The final strike is dealt with both fore arms into the enemies abdomen. Using the paralyzed joints as expanding points to send a shock wave of pain throughout the entire body.

          ✱ Knife Dance - C
          First the user will throw as many knifes/daggers into the air as they wish and or can. Then they connect all of the knifes by using a ring of chakra to connect them at their ends with each knife pointing towards the center of the circle. The knifes will look like they are floating and the user may expand this circle of chakra at will making the ring smaller or larger. Requires daggers/knives.

          ✱ Kick - C
          The user unleashes a devastatingly strong combo. He or she starts with one roundhouse kick to the opponent's lower body. On completion, they immediately move onto another aiming towards the opponent's midsection. A third roundhouse kick is then aimed for the opponent's head thereafter. The user then uses the spin of the last kick to throw a powerful jab toward the opponent's face. Soon after, they end the combination with a left straight. The last straight will almost always knock the enemy back.

          ✱ Ring - A
          The user stores Chakra into both of their fist holding them vertical on top of each other after storing Chakra into their hands they continue storing Chakra overflowing in that one designated point until it explodes in a powerful air wave made of pure Chakra that looks as if air is passing through them now with more attack radius after it passes through the intended target it can smash through anything else that is behind the intended target. This technique causes the foe to have a massive migraine as well things being blurry to them for one minute [ One Post ] after the assault.


          ✱ Burning Kick - S
          This attack seems to be an enhanced version of Diaburu Janbu. Running at his target at incredible speeds (can be done underwater ) the user will spin around slightly and deliver a strong back kick to the center of his target. The heat will burn a significant amount of the target around the kicked area and leave a criss-crossed grill shaped burn. Usually, elements wouldn't be in a Stax Oni technique, but the fire is acquired other ways other then chakra. The pure passion of the attack, and the chakra required, combined with the speed makes the leg get consumed in fire, where it makes the attack even more deadlier.

          ✱ Fly - S
          As long as they are in a form that gives them stats higher then 10 in strength, the Stax may push off the ground and fly for 3 posts because of its strength. It isn't really flying, more like hovering but the effect is still the same. It's a simple jutsu.










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+
XXXXXXXXXXXXXXXX BLA-CKSMITH CLASS

These are master creators, and hold the secrets to the forge. Here is the information retaining chakra, and the untapped power the Stax Oni possess. They can also sell weapons or create them for others as much as themselves.

XXXCHAKRA
- The Stax Oni get +75 to their chakra. This is already shown in the stats below, so no need to add it onto that.
Genin - 100 chakra
Chuunin - 190 chakra
Jounin - 250
S- 310
SS - 425


STATS MAY GET UP TO 18; THIS IS THEIR HARD CAP.

XXXUNTAPPED POWER
Once per battle they can consume their weapon, destroying it forever and gaining +50 chakra back because of it. By consuming it, the weapon glows and breaks apart slowly, falling into the users body.


 
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