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Somnus Aeternam

Adorable Trendsetter

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PostPosted: Tue Jul 29, 2014 5:52 am
Cisshet Shane
Hiro Totally Has A Soul


Approved

Kashenshu


Talk to Kerron about this one. You two seem to be making an Iron Sand bloodline at the same time. @_@

Great minds think alike >_>  
PostPosted: Tue Jul 29, 2014 10:42 am
Black Fire Lord
Bloodline

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xxxxxxxxxxMolecular Breakdown
[Molecular Twin Combination]


xxxxxHISTORY
Sakon and Ukon possessed this Kekkei Genkai, not much is known about it.


xxxxxDESCRIPTION

Molecular Breakdown gives the user the unique ability to break their bodies down to a molecular level. The two people usually use this ability to share the same body, but can also use it to merge with the bodies of others and destroy the host's cells from the inside. When one person is in need of assistance, the other can bring out some of his body parts to aid them in blocking or attacking. One persons arms and legs can emerge from those of the others to increase the force and quantity to his physical attacks.

If needed, one can separate from the others body so that the two can attack independently. While this can be an effective way of double teaming an opponent, one person is not used to leaving the others body and is much weaker when he does so. While within another's body, however, they are vulnerable to whatever injuries befall upon the host, in theory allowing the host to commit suicide to kill either of the twins. After their separation, should any injury befall either of the twins, they can merge with each other to heal. This way, their healing rate is much faster than that of a normal human's, though it depletes a large amount of chakra. If the main twin is the one to lay dormant for healing, the other will have trouble as he is not used to being the lead body.



xxxxxRULES
• Must have two separate accounts play each person
• Must be twins and usually have different personality's
• Can not have one person leave and go off to some other area
• One person must be usually dormant or inside the others body
• Must have host body



xxxxxWEAKNESSES
• Some techniques used can be used against them.
• If separated, lose the ability to have other persons legs or arms block and attack for you. Plus you lose the +1 strength/speed bonus
• If separated, non host body much weaker due to mostly staying in host body. -1 strength/speed



xxxxxSTRENGTHS
• Able to have other persons limbs come out anywhere
• Able to separate and double team opponent and can use different Jutsu as well as having different chakra.
• +1 strength/speed when twins are together.



xxxxxPASSIVE ABILITIES
• Attack of the Twin Demons:The technique allows the twins to merge their bodies using their kekkei genkai. Typically, one is dormant within the others body, with only their head protruding from the back of the others neck, although they can move freely inside of and protrude any part of their body parts from anywhere on the twins body.
• Molecular Healing:This technique allows the twins if are in the same body and one is injured, to heal much faster then that of a normal human. This will use 10 chakra for every heal. (1 post to heal)


xxxxxTECHNIQUES

Multiple Connected Fists:Chuunin
The dormant twin arms sprout from one of the host twins arms and they punch the opponent, tripling the usual damage. This attack is strong enough to shatter solid rock.

Multiple Connected Feet:Chuunin
The dormant twins legs sprout from one of the host twins arms and they kick the opponent, tripling the usual damage. This attack is strong enough to shatter solid rock.

Multiple Connected Whirlwinds:Jounin
Both twins use their legs to spin with strong force to generate a whirlwind capable of deflecting any incoming attacks. They can use this attack for defense and offense.

Parasite Demon Demolition Technique:Jounin
A parasitic assassination technique that the twins can use. With the power of chakra, they disassemble their body down to a cellular, and even to a proteinic level, and enters the enemy's flesh. This cruel technique gradually corrodes the inner bodily cells of those they merge with, and death ensues. Though any injuries the host body receives are also suffered by the user, leaving them susceptible to any of the host's suicidal attempts. 3 posts before the target dies. Must have equal strength or more to the twins to stab yourself. Or another person may attack you drawling out the twins. Any damage taken will force the twins out and harm both of you.



xxxxxADDITIONAL COMMENTS
You can't have the other person block every attack, strength and speed factor in. The whirlwind technique will block same level or lower techniques.

xxxxxRESTRICTIONS
• Cannot have demon
• Cannot be Animal Tamer, Puppet Master or Medical class



xxxxxMEMBERS
Head: HEAD HERE






[ Created by:Black Fire Lord ]


The clan itself has the potential, but there are a few problems that need to be pointed out.

-> The Bloodline jutsu are actually pretty weak, the hands/feet alone can be combined into one jutsu and made as a passive thing to sprout additional limbs in close quarters combat. Not only would you be saving chakra, you could provide yourself a large range of various attacks to do with just one singular jutsu.

-> The whirlwind jutsu doesn't exactly fit in with the whole theme and feels as a lack luster rotation of the Hyuuga. I'm afraid it would need to be removed.

-> The healing aspect would need to be further clarified on just how effective it truly is. Does this mean you will no longer need a medic? Can you heal fatal wounds? Like, what, clarify, for 10 chakra this can be abused if its not worded thoroughly.

-> Separate accounts? Why? One can easily divide a post between the two. If this were the case, we could need accounts for animals, summons, and the like.

-> • Some techniques used can be used against them. -> What is this weakness?

-> Would advise some jutsu to be added. I mean you have the ability to use molecular levels of biological attacks. Some ideas should be able to come from that.  


-x- Rei -x-


O.G. Vampire



-x- Rei -x-


O.G. Vampire

PostPosted: Tue Jul 29, 2014 10:45 am
ChaosDuo
Clan or Bloodline:Bloodline

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xxxxxxxxxxKokorowougokasu
[ Mind Control Barriers ]


xxxxxHISTORY
It started back in the old shinobi world. The Kokorowougokasu were mere slaves harboring to the wills of wealthy shinobi and officials which kept them shackled and forced them to do tedious and strenuous tasks. Being sent to a village of puppeteers they were forced to repair and build puppets for spoiled kids who treated the puppets as if they were expendable pieces of wood. They even grew to love and cherish their creations as if they were their own. They would be beaten on a daily basis and often starved if they did not perform well for their masters. However through the teaching of a man who stepped out of the shadows they would be taught how to harness their energy into their minds tapping into their neural systems with their chakra. Eventually this enabled them to fight back against their masters even while they were chained. However it wasn't until the first shinobi war when their prowess was truly put to the test.

They were sent in droves to fight against the opposition and developed other jutsu throughout the war. It was said that one man miko santoru was actually able to crack a mountain side with this jutsu. As well he was the first to reach the ultimate level of genius and developed the slaves eternal suffering jutsu. The legend says he took out five leaders of the opposition using this one jutsu. After the war they were praised for their valiant efforts and set free to live amongst the shinobi war. While the clan continued to tinker with puppets they all learned various forms of non elemental jutsu's to supplement their new freedom. However long since most of the teachings have gone by the wayside and their are only a few shinobi who still hold on to the old teaching and want to restore the beauty of the clan.



xxxxxDESCRIPTION

The few Kokorowougokasu that are left are of varying personalities. Some are kind hearted while others are ruthless and aggressive to their core. Either way they all have the goal of returning their clan to prominence and put the clan above everything. They are also very temperamental and will often lash out at anyone who is mistreating their puppets or people who bring in mangled heaps of puppets to them and ask them to fix them. Their eyes are usually purple and vary in degree depending on what level of concentration they have achieved.



xxxxxRULES
•Must have some sort of nerdy habit (Reading, playing shogi, crosswords. Basically anything that causes the brain to think.)
• Will put their clan above all else including protecting their own before their village
• Cannot have a physical class
•Are a non elemental clan only ninjutsu and sage class can learn elemental ninjutsu
•All classes can learn their clan techniques even if they are elemental due to their inheritance.
•All other classes outside of ninjutsu and sage can use the ninjutsu limits in their class to spend amongst sealing, forbidden, and non elemental jutsu.
•Cannot have lightning as an element



xxxxxWEAKNESSES
• Due to the overactive neurons and electrical currents running through their brains lighting jutsu B rank and above will lock their jutsu's for 2 posts.
• Will lose 10 chakra points when they are hit by a lightning jutsu of A rank or better due to the neurons in the brain being scrambled and expelling chakra
• Are not an elemental clan thus elemental ninjutsu gains a -1 in rank.(bloodline techniques are the exception and don't lose a rank for using them.
• Weak against physical styles suffer a -1 in rank.


xxxxxSTRENGTHS

• Gain an additional 25% to base chakra
• non elemental and genjutsu can be used without handsigns
• Genjutsu gains a +1 in rank and a -1 in rank for those using it on members of the clan
•Gain an additional 15 genjutu
•Can activate the eyes special ability allowing them to see a shinobi's neural system allowing them to better react to a shinobi by seeing where the brain is sending the strongest system. Which is usually where a taijutsu or buki user will use to strike their opponent. Gain a +2 in speed while the eye is activated. costs 2 chakra per post to stay active.



xxxxxPASSIVE ABILITIES
• Transmittion: The users body acts as a natural transmitter which can detect enemies as their neural signatures react with those of others. The
range depends on the stage.
• Brain dead- A user can shut off the neurons to their brain to escape genjutsu. Must be of the same rank or below and can only be used once every six posts.



xxxxxTECHNIQUES


Stage one: The mind of moderation(Rank C)
Requirements
C Five posts of the nerdy activity you selected
practicing a technique for at least three posts.
The eye: See the middle of the eye.


Abilities
detect the neural signatures of people within a 20 foot radius
Can create a telekinetic barrier that is 7x7x7.
will repel ninjutsu C rank and below(Cost 5 chakra.)

Stage two: Higher concentration(Rank B)
Requirements
Eight posts of your activity
Five posts practicing a bloodline tech
The Diamond eye the hourglass and diamond now appear together

Abilities
detect the neural signatures of people within a 40 foot radius.
Can create a barrier that is 12x12x12 that will repel ninjutsu of B rank and below. (Cost 10 chakra)
(Can send jutsu back at opponent up to C rank) cost 5 chakra. three post cooldown

Stage three: His concentration extreme (Rank A)
Requirements
15 posts of your activity
10 posts of training techniques
The square eye: The eye is almost complete with the square, diamond, and hourglass now formed

Abilities
detect the neural signatures of people within a 60 foot radius.
can create a barrier that is 15x15x15 can repel jutsu of A rank and below.(15 chakra)
Can send jutsu back at opponent up to B rank 10 chakra. Three post cooldown.

Barriers are cone in shape can last two posts and have a five post cooldown.

Stage four: The Genius
Requirements
20 posts of your activity
15 posts of training techniques
Must be at least jounin

Abilities
Gain an additional +1 in speed to techniques and movement that are within the sight of the user.
Can differentiate the neural signatures of friends and foes in an eighty foot radius
Their barrier can be a full dome in a 15 foot radius. (20 chakra)
The eye of absolution: The eye is now complete with the white iris and the triangle of the telekinetic in it's center.

Special Jutsu

Slaves eternal suffering S
Said to be an ultimate genjutsu and the apitomy of the telekinetic kekkai genkai. The user begins by slamming one palm on the ground and if the opponent notices the jutsu will then begin. Two chains leap up from the ground binding the opponents feet. Meanwhile to large posts shoot up on each side with chains that bind the opponents hands. Behind them a goliath of a man with a twenty foot chain appears laughing hysterically as the one they cherish most sits in front of them pleading with tears in their eyes. The man will begin whipping the person caught in the genjutsu repeatedly. The first post the user will feel immense pain as well as the suffering of their cherished person. The second post pools of blood will begin to develop at their feet and they will feel as if they are losing consciousness. Their cherished persons cries will become screams ripping apart the users mental state. The third post the pools will become a river of blood their back will feel as though all the skin has been ripped off and they will be on the brink of passing out. Their cherished persons cries will sound be broken up by gurgles as if they are choking on the persons blood. The fourth post the user will pass out but not before seeing the person they cherish laying at their feet arms wrapped around them and motionless as if they themselves have deceased.
posts three and four will require hospital treatment for the mental suffering and fatigue. Can effect three shinobi at sannin and five at kage 20 additional chakra for each shinobi.

Telekinetic crush B-SS
The user will pour their telekinetic energy into an enemy technique and crush it with their mind. Must exert the same amount of chakra it took the user to make the technique. Techniques rank B and below will have no side effects. Techniques at rank A fatigue the user causing them to be unable to use any jutsu for at least three posts. An S or SS technique will cause the user to pass out for one post and they will be unable to use jutsu for at least ten posts. (Has a three post cool down for ranks B and below. Can only be used once in battle for anything higher.)

Clan Techniques

Mind which denies the weapon C through A
Concentrating their chakra and telekinetic energy the user can stop an opponents weapon in mid swing. 3 post cool down.
Rank C: Can stop the weapon of a user the same rank or lower. (moderate concentration)
Rank B: Can stop the weapon of a user up to one rank higher. (High concentration)
Rank A: Can disarm a user of their weapon if they are the same rank or lower.Hence a chuunin could stop a jonins weapon from hitting them but could not disarm them. (Extreme concentration.)

Body Warp C
By concentrating their telekinetic energy a user can manipulate an opponents mind to believe the user has bent their body to avoid an opponents attack. Must be able to see the opponent and read their attack. Only works against buki and taijutsu attacks and has a 3 post cool down.


Mind Which numbs the body D-A
Embedding their telekinetic energy into a persons the user will overload an opponents neuro system and cause their body to shut down. Must make physical contact with the user.
Rank D: Will make limb or appendage go numb (can effect 1 part of the body)
Rank C: Will make parts of the body sting (can effect 2 parts of the body) (Moderate concentration)
Rank B: Will make parts of the body feel as though they are on fire (Can effect up to three parts of the body.
Rank A: Will cause dead limbs (Can lead to amputation or intense healing on one body part only. However can target four parts of the body if using other methods of lesser rank.)
Requirements:must specify body part or parts you are attacking in the original post and to what level. Each rank of effect is equal to a post IE: For a dead limb it would take four posts and the opponent would feel all the effects before it in previous posts. Post 1 numb, post 2 stinging and so on.Seal can be broken by expelling excess chakra to disrupt
Chakra cost to break the seal.
Higher rank than user -5
Same level as user -10
Lower level -15

Mind of strength D-A
Through concentrating the chakra in their brain the user can move objects with their mind moving them out of their way or they can use them offensively to throw at other shinobi.
Rank D: Small objects: Basketball size and below.
Thrown objects: With enough force to cause a minor sting. Sharp objects barely peirce skin
Rank C: Medium objects: (5 X 5 X 5) (Moderate concentration)
Thrown objects: With enough force to cause bruises and cuts. Thrown objects will now pierce through skin but only within an inch under the skin.
Rank B: Large Objects: (10 X 10 X 10) (High concentration)
Thrown objects: With enough force to cause eternal bleeding as well as knock out another shinobi. Sharp objects now pierce several inches deep into the skin.
Rank A: Huge objects (15 X 15 X 15) (Exteme concentration)
Thrown objects: With enough force to cause severe internal bleeding, crushed limbs. Sharp objects can now pierce through the body.
Objects must be loose and must be rped as seen on the battle field. No ripping rocks out of mountain faces or beams from structured buildings. (Kage rank is the only exception to the rule and again must be within reason.)
Range: 15,30,45,60 yards as respective to rank


Neural Scramble B
Using their telekinetic jutsu the user can disrupt an opponents neurons in the brain. Their opponent will be unable to use genjutsu for two posts. four post cool down.


Four sword telekinetic prison burial. S
Their are several steps to this jutsu. First the user must spread four swords around the opponent on the battlefield. Once the opponent is inside the swords the user will focus their kenetic energy into the ground forcing the swords to stand up with their hilts in the air. A telekinetic barrier will form between the swords and above the opponents head. Post one the swords will spin causing the swords to sink into the earth as the barrier begins to come down on the opponent. Post two the swords will sink even further continually causing the barrier to sink and crush the opponent. Third post the telekinetic energy of the barrier will overwhelm the shinobi as it covers them and overloads their neurological system creating paralysis. By the fourth post the swords will have completely been buried into the ground and the barrier will crush the opponent pinning them to the ground as the force drags the ground down further into the earth. If they weren't completely dead before they will be by the end of the fourth post as their neurological system will be completely shut down.


xxxxxADDITIONAL COMMENTS
The mind is the ultimate weapon

xxxxxRESTRICTIONS
• See Rules


xxxxxMEMBERS
Head:Masutā papetton (chaosduo)





[ Created by:Chaosduo


Reiko Zena


Okay I made it a bloodline and cut out the puppet techniques which were actually just puppeteer class specific due to their close relationship in building puppets. I believe that most of the other abilities do focus on the bloodline to use it's mind as it's weapon of choice. The only reason I allowed ninjutsu and sage class to retain ninjutsu elements is because it is their specialty.


** Next time just post please. **

I will look this over in a second. Don't edit your post, repost it next time. Otherwise I might have overlooked this when I was going back a few pages.  
PostPosted: Tue Jul 29, 2014 3:51 pm
Bloodline

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xxxxxxxxxxMolecular Breakdown
[Molecular Twin Combination]


xxxxxHISTORY
Sakon and Ukon possessed this Kekkei Genkai, not much is known about it.


xxxxxDESCRIPTION

Molecular Breakdown gives the user the unique ability to break their bodies down to a molecular level. The two people usually use this ability to share the same body, but can also use it to merge with the bodies of others and destroy the host's cells from the inside. When one person is in need of assistance, the other can bring out some of his body parts to aid them in blocking or attacking. One persons arms and legs can emerge from those of the others to increase the force and quantity to his physical attacks.

If needed, one can separate from the others body so that the two can attack independently. While this can be an effective way of double teaming an opponent, one person is not used to leaving the others body and is much weaker when he does so. While within another's body, however, they are vulnerable to whatever injuries befall upon the host, in theory allowing the host to commit suicide to kill either of the twins. After their separation, should any injury befall either of the twins, they can merge with each other to heal. This way, their healing rate is much faster than that of a normal human's, though it depletes a large amount of chakra. If the main twin is the one to lay dormant for healing, the other will have trouble as he is not used to being the lead body.



xxxxxRULES
• Can have two separate accounts play each person
• Must be twins and usually have different personality's
• Can not have one person leave and go off to some other area
• One person must be usually dormant or inside the others body
• Must have host body



xxxxxWEAKNESSES
• If you can trap the twins when they are in one body, you have now taken away their biggest advantage.
• If separated, lose the ability to have other persons legs or arms block and attack for you. Plus you lose the +1 strength/speed bonus
• If separated, non host body much weaker due to mostly staying in host body. -1 strength



xxxxxSTRENGTHS
• Able to have other persons limbs come out anywhere from the other body.
• Able to separate and double team opponent and can use different Jutsu as well as having different chakra.
• +1 strength/speed when twins are together.
• +20% Chakra
• Could virtually learn every element between the two. As well as being able to have different clan or second bloodline. This allows for extreme versatility.




xxxxxPASSIVE ABILITIES
• Attack of the Twin Demons:The technique allows the twins to merge their bodies using their kekkei genkai. Typically, one is dormant within the others body, with only their head protruding from the back of the others neck, although they can move freely inside of and protrude any part of their body parts from anywhere on the twins body. This allows for very good defense and offense.
• Molecular Healing:This technique allows the twins if are in the same body and one is injured, to heal much faster then that of a normal human. This will use 10 chakra for every heal. This allows them to heal from some fatal wounds but only the dormant one may heal fatal wounds. This essentially can remove the need for a medic. Fatal wounds require 20 chakra to heal (1 post to heal)


xxxxxTECHNIQUES

Multiple Connected Fists and Legs:Genin
The dormant twin arms and legs sprout from one of the host twins arms and legs and they punch and kick the opponent, tripling the usual damage. This attack is strong enough to shatter solid rock.

Molecular Hold:Chuunin
The dormant twins arms sprout out from the hosts body and grabs the opponents arms merging them with his own. This holds the enemy right in front of the twins allowing for the host body to get a clean hit or get in a jutsu.

Molecular Bonding:Chuunin
This move allows the user to merge in with any animal taking it over but not destroying it. This is great for spying because there is no way to tell that the person is inside the animal because even at the chakra level the animal looks the same. It also is great for sneak attacks or to go right into the Parasite Demon Demolition Jutsu at a person who touches the animal.

Cell Destruction:Chuunin
This Technique requires the twins to be touching the opponent. Instead of merging fully into the opponent, the twins quickly merge there arm into a body part. They destroy enough cells to make the limb or body part useless for the rest of the fight. The cells will grow back later not permanently killing the limb.

Parasite Demon Demolition Technique:Jounin
A parasitic assassination technique that the twins can use. With the power of chakra, they disassemble their body down to a cellular, and even to a proteinic level, and enters the enemy's flesh. This cruel technique gradually corrodes the inner bodily cells of those they merge with, and death ensues. Though any injuries the host body receives are also suffered by the user, leaving them susceptible to any of the host's suicidal attempts. 3 posts before the target dies. Must have equal strength or more to the twins to stab yourself. Or another person may attack you drawling out the twins. Any damage taken will force the twins out and harm both of you. One twin is allowed to use this if separated. This technique will rank up with the user once they get to Jounin rank.



xxxxxADDITIONAL COMMENTS
You can't have the other person block every attack, strength and speed factor in. The bloodline techniques are non elemental meaning they get no bonuses over elements but no disadvantages either. This can be seen as good or bad.

xxxxxRESTRICTIONS
• Cannot have demon
• Cannot be Animal Tamer, Puppet Master or Medical class



xxxxxMEMBERS
Head: HEAD HERE






[ Created by:Black Fire Lord ]
 

Black Fire Lord

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PostPosted: Wed Jul 30, 2014 12:36 pm
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xxxxxxxxxxJ I T O N/Satetsu
[ THE FORCES OF GALVANISM ]


xxxxxHISTORY
Unknown history.


xxxxxDESCRIPTION

Forged in Suna, originally used to stop the Shukkaku, and powered by their ambitions, the members of this bloodline have a history muddled in both prosperity and poverty. They are ambitious beyond belief, believing their kekkei genkai gives them claim to the very ground they walk on. They use the Powers of Galvanism to their advantage, bending magnetism in a unique way to manipulate iron sand, and potentially even organics.



xxxxxRULES
• Jiton users have tattoos of the kanji "Attraction" and "Repulsion" on their body
• Jiton users typically are hot blooded, hot headed, and quick to anger.
• Jiton users must have Doton and Raiton chakra natures.



xxxxxWEAKNESSES
• Receive increased damage from Fuuton
• Can only have sand or magnetism as a sub element.
• Techniques can be melted by fire of a rank higher than the technique used. SS fire that hits SS ranked iron sand techniques match out.



xxxxxSTRENGTHS
• Learn Doton and Raiton in (-1) post.
• Lightning attacks against Jiton users are weakened by a rank, and never have extra shock effects such as stuns or leaving them convulsed.
• Can perform Jiton and doton with simple gestures.
• +25% Chakra



xxxxxPASSIVE ABILITIES
• Blood of Iron: This allows the user to manipulate iron sand in the area around them that they unearth or create. This is heavier than sand techniques, and can be used to neutralize them with techniques. The amount manipulated varies by rank, and this amount is always with them, be it in a gold, in the ground below, or however. This amount cannot exceed the amount that is allowed to be manipulated at that rank. The speed of the sand is one higher than your speed if using hands to manipulate it, or your speed normally. It is as strong as you are as well.
Genin: about 50 gallons
Chuunin: 100 gallons
Jounin: 200 gallons
Saanin: 400 gallons



xxxxxTECHNIQUES


Iron Sand Conversion Varies
Using chakra, the actual soil below and around a Jiton user can be converted into iron sand. The amount that can be converted is dependant on the rank, and follows the same rules as above. The chakra cost for converting is 1/4th the cost of the amount of sand created. This can extend the amount of iron sand you can manipulated freely at once as well, but only for ten posts before the cost must be paid again.

Magnetize Genin
The user is able to apply their chakra to any source of metal they possess, be it a sword or projectile of sorts. Whenever this item comes into contact with another metal object it magnetizes it. From here on out the user can use that magnetized metal for their techniques.

Iron Sand Style: Iron Fist D rank
The user draws a moderate amount of Iron Sand or some other finally powdered metal (Scrap metal will work, but at great risk to one's own hand) and being to coat a fist and increasingly thick layers. This simulates a metal boxing glove on the user's hand. Normally, this would slow a user's punches due to the weight, but Iron Sand user's are capable of manipulating the trajectory of each punch using Magnetism. However, at this level, the user's speed will not increase with this technique, and for all its merits, it is nothing more then a metal boxing glove. Direct impact from a weapon or a powerful barrier can shatter the glove and return the components to a powdered state.

Iron Sand Style: Iron Shield C Rank
The user creates a dense, circular shield from Iron Sand that with a diameter of 1.5 meters. The shield will stop most jutsu at, or around its rank. The shield's strongest point is the middle with diminishing power as you move closer to the edge.

Iron Sand Style: Iron Pellet Cannon C Rank
The user now has enough control to create a pellet with relative ease and has learned to use magnetic forces to hurl the pellet large distances with incredible speed. This can also be used to propel kunai one at a time.

Iron Sand Style: Basic Weapon Creaton Technique C Rank
The user has learned enough about Iron Sand usage to try their hand at basic weapon creation. These weapons aren't much better then any standard equipment that any other ninja carries into battle, however since they are made of Iron Sand, the weapons can be quickly rearranged and reformed to fit the user's exact needs. With the exception of small projectiles however, created objects must stay close to the user, lest their electromagnetic field fail and they turn into a pile of sand on the ground once more.
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Gathering Assault Chuunin
This technique gathers a great volume of Iron Sand and compresses it into a high-density shape. This greatly increases the hardness, creating a gigantic steel-like weapon in an instant. The weight and size of these shapes are so great, they can easily shatter bedrock and break through most defenses with one hit. It takes a fire technique to destroy, but can be defended against normally by any elements besides the magnetism (since the stronger Jiton chakra would negate it) or sand (since the heavier iron sand tends to overwhelm it) in which case an extra rank of defense is needed.

Because the weapon is made out of Iron Sand, the shape can be whatever the user wants, and can even be changed during the fight. This allows the user to create the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment. Since the Iron Sand generates a strong magnetic field, the opponent cannot use any metal weapons or tools without them being attracted to the large construct. This applies to anything magnetized by techniques with double effectiveness.

Examples:
-The Giant Spear: by forming the Iron Sand into a triangular, spindle-shaped object (much like a pyramid) and tapering it into a sharp point at one end, the user creates a giant spear, which can extend rapidly to pierce an opponent or spin like a giant top.
-The Giant Hammer: by forming the Iron Sand into a large rectangular shape, the area of contact is increased greatly, creating a giant, hard-to-evade hammer.

Iron Combo: A Chuunin
With manipulated iron sand on the field, the user creates various shaped objects, charged with magnetism, shoot towards an opponent and attempt to crash into them, or pierce depending on what is made. Anything even grazed by this is magnetized slightly, and this makes other iron sand attacks more likely to hit.

Iron Wall Chuunin
The iron sand the user has created will collect at the front of the user, and raise into a dense, tough wall. Piercing the wall, or cutting it isn't possible without chakra, making tai and weapon attacks useless.. An opponent must destroy it with fire, or break it down with earth jutsu. It neutralizes raiton techs up to a rank higher entirely, and stops wind jutsu in it's tracks. Water, given enough time, can pierce through however.

Iron Sand Style: Iron Pellet Barrage B Rank
Further building upon a shinobi's ability to create Iron Pellets, this jutsu allows them to create up to 20 at a time, and launch them at a single target. If pellets cannot be made, kunai can be substituted.

Iron Sand Style: Iron Sandstorm B Rank
The user draws out an immense amount of Iron Sand sends it into a flurry, sending Iron Sand in every direction over a massive area. The sand itself is no longer under the Shinobi's control but rather whipping about freely as it returns to the ground. This lasts for 2 posts. Fuuton Jutsu used in conjunction with these technique can shorten or prolong the duration, but it may last no longer then 4 turns total.
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Iron Sand Style: Iron Sand Cocoon B Rank
The user surrounds himself on all sides withe a cocoon made of Iron Sand of varying thickness depending how much is readily available. The shell is will deflect most attacks and can made to form small spikes all along its edges. In this state, the user is completely focused on maintaining the jutsu. They cannot move or cast another jutsu until the current one is released.

Iron Sand Style: Iron Sand Shell A Rank
The user coats their skin in a thin layer of Iron Sand, granting them slightly higher resistance to physical strikes. This shell however can only sustain a limited number of strikes and requires constant chakra to maintain. -1 rank to all Taijutsu/Weapon Styles used against the user while this is active.

Iron Drizzle Jounin
It is a gunshot-like attack which uses Iron Sand hardened into minuscule grains to attack simultaneously across a vast range. The bullets are so fast that they are difficult to see. The moment the user has finished preparing the attack, evading it becomes extremely difficult. Using the repellent force of magnetism, the speed of the bullets is rapidly increased after they are shot. Furthermore, the user can also use an attack pattern where the Iron Sand bullets are shaped into sharp needles, increasing their ability to wound or kill the opponent. This technique is especially threatening to puppet users, since the puppets can be rendered immobile if the sand gets lodged into their joints.

Iron Sand Cannon Jounin
Channeling chakra in their sand, the user can expel forcibly from around them. The stream of sand is strong enough to knock down an enemy if they catch the brunt of it, and if the target in question is unfortunate enough to be pinned in place by it, serious injury can result due to the pressure, and even glancing strikes can have effects similar to a solid punch. (Similar to the sand jutsu)

Iron Sand Dragon Jounin
Creates a dragon from the ironsand sand fired from the surrounding sand, hardened by chakra. The dragon can shoot small blasts of sand from its mouth. It's like a lizard of sorts and it may use the Sand Cannon jutsu as long as it is standing on iron sand. The dragon can be dispelled at any time the user wishes, but will be destroyed by ninjutsu as well.

Iron Sand Coffin Jounin
Similar to the jutsu used by gaara, this technique will surround the limbs of, or entirety of an opponent with iron sand, stopping their movements. From their it hardens and only allows enough slack for the target to breathe, unless their head is buried in sand as well.

Iron Sand Buiral Jounin
Once surrounded by sand, specifically by Iron sand Coffin, but also should an opponent be trapped in sand any other way, they will be immediately crushed as the iron sand collapses on their body, breaking even chuunin level kaguya bone and destroying their internal organs under all the pressure. Can be done on anything stuck in iron sand.

Iron Sphere Jounin
The user slams his hands down on the ground, bringing up a large amount of iron sand around him that will form a thick, powerful sphere , protecting him from all incoming attacks for two posts. Fire jutsu of high enough rank will get through the shield entirely. This sphere will withstand almost any attack. While inside the sand sphere, the user is unable to see outside it.

Living Sand Sphere Jounin
Opening small holes for the user to see through, the sphere will allow the user to manipulate it and attack foes with their own attacks, and will do so automatically even if the user chooses not to open. With this technique, the sphere will be able to move, albeit slowly. It can even change shape using this skill.

Iron Sand Style: Iron Sand Whip A Rank
The user has become very adept at crafting weaponry from iron particles and can now craft one of the clans signature weapons, the Iron Whip. At first glance, the whip looks like any other standard leather whip. However, upon closer inspection, one notices that the whip is infact one thin, flat plane of Iron Sand, honed to a razor's edge. When in the retracted state, the whip takes on the form of a katana, becoming extremely dense.
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Iron Sand Style: Blood Iron S Rank (Forbidden)
In moments of dire need for even the smallest sliver of Iron, users have been known to sacrifice the iron content found within their body (which is naturally higher in Clan members) to create small objects, such as needles, keys, and razor blades to name a few. This however lowers the iron content within the user's hemoglobin, making them prone to profuse bleeding
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Iron Sand Style: Iron Sand Vortex S Rank
The ultimate mid-range Iron Sand defensive technique. The user draws massive amounts of sand towards themselves and then uses it to create a cyclone around the user. It is not a solid wall of sand however, but several arms that shoot up and swirl at high speeds around the user. The leading edge of each arm is razor sharp and can cut most would be attackers and weapons that attempt to enter into shreds. It is affectionately referred to as the Iron Blender. However, while inside this cyclone, the user's own movement is serverely hampered and should they try to exit without cancelling the jutsu, can be cut to shreds. A double edged sword to be sure.
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Iron Sand Style: Iron Sand Explosion S Rank
A complicated technique with a lengthy setup. The user saturates a large area with metal particles over the course of a battle, or before hand if possible. The during the course of the battle, when an enemy ninja crosses over the saturated area, the ninja magnetizes the particles and sends them skyward. How the sand rises is up to user discretion. It is not uncommon for massive iron pillars to shoot or for thousands of tiny, razor sharp spikes to shoot upward.
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Iron Sand Style: Railgun S Rank
The user places a small object between their thumb and forefinger, almost as if they are going to flip a coin. But instead of simply flipping a coin, the user super chargers their arm with incredible amounts of electricity, using the thumb as a focal point to transfer the power to the object. Upon transfer, the object accelerates at massive speeds, damaging anything in its path. It is however, a very small object and easily avoided given prior warning or a high enough speed rating.
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Iron Sand Style: Chō-Denjihō (Rērugan) lit. "Super Electromagnetic Cannon") S Rank
This is the penultimate Iron Sand technique. When utilized properly, very few barrier's can withstand the destructive power and speed of this attack. The user starts by compacting metal's into a super dense object floating in front of them, which can take several turns based on the desired output. (More turns making a 'bullet' more powerful the impact). Once a sufficient bullet has been crafted, the user then concentrate and build a massive amount of energy in either one of their fists. Then in one swift movement, they slam that fist into the projectile, transferring incredible amounts of energy into it, propelling it at near super sonic speeds towards its target. Due to the speed and power of the impact however, once the projectile's path has been set, the user can not alter it. It is an all or nothing straight shot. The power from the shot comes from when the projectile impacts its target and transfer's all of its kinetic energy into whatever it hits. The range of this shot is also quite impressive, with ranges of over 2 miles with no loss of speed. The object does not explode on impact, contrary to what one may believe, but instead transfers all of its energy to the object it hits, before the 2 items fuse together from the sheer force of impact. Soft metals have been known to liquify when hit. Standing anywhere near the flight path of the projectile is also extremely dangerous, as it flies, the projectile encounters immense friction, causing it to superheat and become white how. The projectile also begins to shed metal flecks as it flies, sending shrapnel in every direction at supersonic speeds. Staring to hard at the projectile has also been linked to temporary vision loss, as the white hot projectile emits a bright light upon firing and impacting with its target. User must know Magnetism Jutsu: Magnetic Propulsion, Mastery [Suishin Denji, Taitoku]
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Iron Sand Style: Iron Bastion S Rank
The apex of Iron Sand defensive jutsu. Similar to the Magnetism Jutsu: Aegis of the Heavens [Yobousen no Tenjou], the user creates an incredibly dense field of electromagnetic particles. However, this jutsu takes that one step further. The user summons every piece of metal within range and fuses it with the field to create a super dense, highly charged electromagnetic shield. No metal's can penetrate the electrical field and the super dense Iron does a superb job of blocking anything else. However, once positioned, it is incredibly difficult for the ninja to reorient the shield.

Iron Sand Style: Iron Blood: Reverse Flow SS Rank (Forbidden)
A technique forbidden for its sheer brutality. The user creates an immense electromagnetic force in their palm and slams it into their enemies chest. Upon contact, the iron found naturally in blood begins to flow in reverse for a short period of time. This causes massive internal bleeding and hemorrhaging to the victim and prolonged exposure without immediate medical care can lead to death.The flow can be reversed for long periods if the user maintains contact with the victims body.

World of Sand Sannin
This technique uses Iron Sand to create a gigantic sphere of branching spikes. The user first creates two masses of Iron Sand of opposing magnetic fields and then merges them together. This causes the magnetic forces to instantly increase and the repellent force created by the two opposing magnetic fields scatters the Iron Sand across a vast area.

The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to get a clear overview of what is happening. This also makes evading the spikes nearly impossible. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will have filled the entire surroundings, cutting off any escape routes. With the opponent trapped, the user is free to attack in person.


xxxxxRESTRICTIONS
• Cannot have a Curse Seal
• Cannot be of the Medical Class
• Cannot be of the Puppet Class



xxxxxMEMBERS
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[ Created by: Kay/grammer and Kashenshu ]
 
PostPosted: Wed Jul 30, 2014 5:06 pm
Bahd grammer is reel
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xxxxxxxxxxJ I T O N/Satetsu
[ THE FORCES OF GALVANISM ]


xxxxxHISTORY
Unknown history.


xxxxxDESCRIPTION

Forged in Suna, originally used to stop the Shukkaku, and powered by their ambitions, the members of this bloodline have a history muddled in both prosperity and poverty. They are ambitious beyond belief, believing their kekkei genkai gives them claim to the very ground they walk on. They use the Powers of Galvanism to their advantage, bending magnetism in a unique way to manipulate iron sand, and potentially even organics.



xxxxxRULES
• Jiton users have tattoos of the kanji "Attraction" and "Repulsion" on their body
• Jiton users typically are hot blooded, hot headed, and quick to anger.
• Jiton users must have Doton and Raiton chakra natures.



xxxxxWEAKNESSES
• Receive increased damage from Fuuton
• Can only have sand or magnetism as a sub element.
• Techniques can be melted by fire of a rank higher than the technique used. SS fire that hits SS ranked iron sand techniques match out.



xxxxxSTRENGTHS
• Learn Doton and Raiton in (-1) post.
• Lightning attacks against Jiton users are weakened by a rank, and never have extra shock effects such as stuns or leaving them convulsed.
• Can perform Jiton and doton with simple gestures.
• +25% Chakra



xxxxxPASSIVE ABILITIES
• Blood of Iron: This allows the user to manipulate iron sand in the area around them that they unearth or create. This is heavier than sand techniques, and can be used to neutralize them with techniques. The amount manipulated varies by rank, and this amount is always with them, be it in a gold, in the ground below, or however. This amount cannot exceed the amount that is allowed to be manipulated at that rank. The speed of the sand is one higher than your speed if using hands to manipulate it, or your speed normally. It is as strong as you are as well.
Genin: about 50 gallons
Chuunin: 100 gallons
Jounin: 200 gallons
Saanin: 400 gallons



xxxxxTECHNIQUES


Iron Sand Conversion Varies
Using chakra, the actual soil below and around a Jiton user can be converted into iron sand. The amount that can be converted is dependant on the rank, and follows the same rules as above. The chakra cost for converting is 1/4th the cost of the amount of sand created. This can extend the amount of iron sand you can manipulated freely at once as well, but only for ten posts before the cost must be paid again.

Magnetize Genin
The user is able to apply their chakra to any source of metal they possess, be it a sword or projectile of sorts. Whenever this item comes into contact with another metal object it magnetizes it. From here on out the user can use that magnetized metal for their techniques.

Iron Sand Style: Iron Fist D rank
The user draws a moderate amount of Iron Sand or some other finally powdered metal (Scrap metal will work, but at great risk to one's own hand) and being to coat a fist and increasingly thick layers. This simulates a metal boxing glove on the user's hand. Normally, this would slow a user's punches due to the weight, but Iron Sand user's are capable of manipulating the trajectory of each punch using Magnetism. However, at this level, the user's speed will not increase with this technique, and for all its merits, it is nothing more then a metal boxing glove. Direct impact from a weapon or a powerful barrier can shatter the glove and return the components to a powdered state.

Iron Sand Style: Iron Shield C Rank
The user creates a dense, circular shield from Iron Sand that with a diameter of 1.5 meters. The shield will stop most jutsu at, or around its rank. The shield's strongest point is the middle with diminishing power as you move closer to the edge.

Iron Sand Style: Iron Pellet Cannon C Rank
The user now has enough control to create a pellet with relative ease and has learned to use magnetic forces to hurl the pellet large distances with incredible speed. This can also be used to propel kunai one at a time.

Iron Sand Style: Basic Weapon Creaton Technique C Rank
The user has learned enough about Iron Sand usage to try their hand at basic weapon creation. These weapons aren't much better then any standard equipment that any other ninja carries into battle, however since they are made of Iron Sand, the weapons can be quickly rearranged and reformed to fit the user's exact needs. With the exception of small projectiles however, created objects must stay close to the user, lest their electromagnetic field fail and they turn into a pile of sand on the ground once more.
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Gathering Assault Chuunin
This technique gathers a great volume of Iron Sand and compresses it into a high-density shape. This greatly increases the hardness, creating a gigantic steel-like weapon in an instant. The weight and size of these shapes are so great, they can easily shatter bedrock and break through most defenses with one hit. It takes a fire technique to destroy, but can be defended against normally by any elements besides the magnetism (since the stronger Jiton chakra would negate it) or sand (since the heavier iron sand tends to overwhelm it) in which case an extra rank of defense is needed.

Because the weapon is made out of Iron Sand, the shape can be whatever the user wants, and can even be changed during the fight. This allows the user to create the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment. Since the Iron Sand generates a strong magnetic field, the opponent cannot use any metal weapons or tools without them being attracted to the large construct. This applies to anything magnetized by techniques with double effectiveness.

Examples:
-The Giant Spear: by forming the Iron Sand into a triangular, spindle-shaped object (much like a pyramid) and tapering it into a sharp point at one end, the user creates a giant spear, which can extend rapidly to pierce an opponent or spin like a giant top.
-The Giant Hammer: by forming the Iron Sand into a large rectangular shape, the area of contact is increased greatly, creating a giant, hard-to-evade hammer.

Iron Combo: A Chuunin
With manipulated iron sand on the field, the user creates various shaped objects, charged with magnetism, shoot towards an opponent and attempt to crash into them, or pierce depending on what is made. Anything even grazed by this is magnetized slightly, and this makes other iron sand attacks more likely to hit.

Iron Wall Chuunin
The iron sand the user has created will collect at the front of the user, and raise into a dense, tough wall. Piercing the wall, or cutting it isn't possible without chakra, making tai and weapon attacks useless.. An opponent must destroy it with fire, or break it down with earth jutsu. It neutralizes raiton techs up to a rank higher entirely, and stops wind jutsu in it's tracks. Water, given enough time, can pierce through however.

Iron Sand Style: Iron Pellet Barrage B Rank
Further building upon a shinobi's ability to create Iron Pellets, this jutsu allows them to create up to 20 at a time, and launch them at a single target. If pellets cannot be made, kunai can be substituted.

Iron Sand Style: Iron Sandstorm B Rank
The user draws out an immense amount of Iron Sand sends it into a flurry, sending Iron Sand in every direction over a massive area. The sand itself is no longer under the Shinobi's control but rather whipping about freely as it returns to the ground. This lasts for 2 posts. Fuuton Jutsu used in conjunction with these technique can shorten or prolong the duration, but it may last no longer then 4 turns total.
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Iron Sand Style: Iron Sand Cocoon B Rank
The user surrounds himself on all sides withe a cocoon made of Iron Sand of varying thickness depending how much is readily available. The shell is will deflect most attacks and can made to form small spikes all along its edges. In this state, the user is completely focused on maintaining the jutsu. They cannot move or cast another jutsu until the current one is released.

Iron Sand Style: Iron Sand Shell A Rank
The user coats their skin in a thin layer of Iron Sand, granting them slightly higher resistance to physical strikes. This shell however can only sustain a limited number of strikes and requires constant chakra to maintain. -1 rank to all Taijutsu/Weapon Styles used against the user while this is active.

Iron Drizzle Jounin
It is a gunshot-like attack which uses Iron Sand hardened into minuscule grains to attack simultaneously across a vast range. The bullets are so fast that they are difficult to see. The moment the user has finished preparing the attack, evading it becomes extremely difficult. Using the repellent force of magnetism, the speed of the bullets is rapidly increased after they are shot. Furthermore, the user can also use an attack pattern where the Iron Sand bullets are shaped into sharp needles, increasing their ability to wound or kill the opponent. This technique is especially threatening to puppet users, since the puppets can be rendered immobile if the sand gets lodged into their joints.

Iron Sand Cannon Jounin
Channeling chakra in their sand, the user can expel forcibly from around them. The stream of sand is strong enough to knock down an enemy if they catch the brunt of it, and if the target in question is unfortunate enough to be pinned in place by it, serious injury can result due to the pressure, and even glancing strikes can have effects similar to a solid punch. (Similar to the sand jutsu)

Iron Sand Dragon Jounin
Creates a dragon from the ironsand sand fired from the surrounding sand, hardened by chakra. The dragon can shoot small blasts of sand from its mouth. It's like a lizard of sorts and it may use the Sand Cannon jutsu as long as it is standing on iron sand. The dragon can be dispelled at any time the user wishes, but will be destroyed by ninjutsu as well.

Iron Sand Coffin Jounin
Similar to the jutsu used by gaara, this technique will surround the limbs of, or entirety of an opponent with iron sand, stopping their movements. From their it hardens and only allows enough slack for the target to breathe, unless their head is buried in sand as well.

Iron Sand Buiral Jounin
Once surrounded by sand, specifically by Iron sand Coffin, but also should an opponent be trapped in sand any other way, they will be immediately crushed as the iron sand collapses on their body, breaking even chuunin level kaguya bone and destroying their internal organs under all the pressure. Can be done on anything stuck in iron sand.

Iron Sphere Jounin
The user slams his hands down on the ground, bringing up a large amount of iron sand around him that will form a thick, powerful sphere , protecting him from all incoming attacks for two posts. Fire jutsu of high enough rank will get through the shield entirely. This sphere will withstand almost any attack. While inside the sand sphere, the user is unable to see outside it.

Living Sand Sphere Jounin
Opening small holes for the user to see through, the sphere will allow the user to manipulate it and attack foes with their own attacks, and will do so automatically even if the user chooses not to open. With this technique, the sphere will be able to move, albeit slowly. It can even change shape using this skill.

Iron Sand Style: Iron Sand Whip A Rank
The user has become very adept at crafting weaponry from iron particles and can now craft one of the clans signature weapons, the Iron Whip. At first glance, the whip looks like any other standard leather whip. However, upon closer inspection, one notices that the whip is infact one thin, flat plane of Iron Sand, honed to a razor's edge. When in the retracted state, the whip takes on the form of a katana, becoming extremely dense.
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Iron Sand Style: Blood Iron S Rank (Forbidden)
In moments of dire need for even the smallest sliver of Iron, users have been known to sacrifice the iron content found within their body (which is naturally higher in Clan members) to create small objects, such as needles, keys, and razor blades to name a few. This however lowers the iron content within the user's hemoglobin, making them prone to profuse bleeding
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Iron Sand Style: Iron Sand Vortex S Rank
The ultimate mid-range Iron Sand defensive technique. The user draws massive amounts of sand towards themselves and then uses it to create a cyclone around the user. It is not a solid wall of sand however, but several arms that shoot up and swirl at high speeds around the user. The leading edge of each arm is razor sharp and can cut most would be attackers and weapons that attempt to enter into shreds. It is affectionately referred to as the Iron Blender. However, while inside this cyclone, the user's own movement is serverely hampered and should they try to exit without cancelling the jutsu, can be cut to shreds. A double edged sword to be sure.
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Iron Sand Style: Iron Sand Explosion S Rank
A complicated technique with a lengthy setup. The user saturates a large area with metal particles over the course of a battle, or before hand if possible. The during the course of the battle, when an enemy ninja crosses over the saturated area, the ninja magnetizes the particles and sends them skyward. How the sand rises is up to user discretion. It is not uncommon for massive iron pillars to shoot or for thousands of tiny, razor sharp spikes to shoot upward.
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Iron Sand Style: Railgun S Rank
The user places a small object between their thumb and forefinger, almost as if they are going to flip a coin. But instead of simply flipping a coin, the user super chargers their arm with incredible amounts of electricity, using the thumb as a focal point to transfer the power to the object. Upon transfer, the object accelerates at massive speeds, damaging anything in its path. It is however, a very small object and easily avoided given prior warning or a high enough speed rating.
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Iron Sand Style: Chō-Denjihō (Rērugan) lit. "Super Electromagnetic Cannon") S Rank
This is the penultimate Iron Sand technique. When utilized properly, very few barrier's can withstand the destructive power and speed of this attack. The user starts by compacting metal's into a super dense object floating in front of them, which can take several turns based on the desired output. (More turns making a 'bullet' more powerful the impact). Once a sufficient bullet has been crafted, the user then concentrate and build a massive amount of energy in either one of their fists. Then in one swift movement, they slam that fist into the projectile, transferring incredible amounts of energy into it, propelling it at near super sonic speeds towards its target. Due to the speed and power of the impact however, once the projectile's path has been set, the user can not alter it. It is an all or nothing straight shot. The power from the shot comes from when the projectile impacts its target and transfer's all of its kinetic energy into whatever it hits. The range of this shot is also quite impressive, with ranges of over 2 miles with no loss of speed. The object does not explode on impact, contrary to what one may believe, but instead transfers all of its energy to the object it hits, before the 2 items fuse together from the sheer force of impact. Soft metals have been known to liquify when hit. Standing anywhere near the flight path of the projectile is also extremely dangerous, as it flies, the projectile encounters immense friction, causing it to superheat and become white how. The projectile also begins to shed metal flecks as it flies, sending shrapnel in every direction at supersonic speeds. Staring to hard at the projectile has also been linked to temporary vision loss, as the white hot projectile emits a bright light upon firing and impacting with its target. User must know Magnetism Jutsu: Magnetic Propulsion, Mastery [Suishin Denji, Taitoku]
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Iron Sand Style: Iron Bastion S Rank
The apex of Iron Sand defensive jutsu. Similar to the Magnetism Jutsu: Aegis of the Heavens [Yobousen no Tenjou], the user creates an incredibly dense field of electromagnetic particles. However, this jutsu takes that one step further. The user summons every piece of metal within range and fuses it with the field to create a super dense, highly charged electromagnetic shield. No metal's can penetrate the electrical field and the super dense Iron does a superb job of blocking anything else. However, once positioned, it is incredibly difficult for the ninja to reorient the shield.

Iron Sand Style: Iron Blood: Reverse Flow SS Rank (Forbidden)
A technique forbidden for its sheer brutality. The user creates an immense electromagnetic force in their palm and slams it into their enemies chest. Upon contact, the iron found naturally in blood begins to flow in reverse for a short period of time. This causes massive internal bleeding and hemorrhaging to the victim and prolonged exposure without immediate medical care can lead to death.The flow can be reversed for long periods if the user maintains contact with the victims body.

World of Sand Sannin
This technique uses Iron Sand to create a gigantic sphere of branching spikes. The user first creates two masses of Iron Sand of opposing magnetic fields and then merges them together. This causes the magnetic forces to instantly increase and the repellent force created by the two opposing magnetic fields scatters the Iron Sand across a vast area.

The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to get a clear overview of what is happening. This also makes evading the spikes nearly impossible. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will have filled the entire surroundings, cutting off any escape routes. With the opponent trapped, the user is free to attack in person.


xxxxxRESTRICTIONS
• Cannot have a Curse Seal
• Cannot be of the Medical Class
• Cannot be of the Puppet Class



xxxxxMEMBERS
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[ Created by: Kay/grammer and Kashenshu ]


Unless another mod contests this, I'd say approved  


-x- Rei -x-


O.G. Vampire


The Town Taunts Hadou

Hilarious Werewolf

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PostPosted: Fri Aug 01, 2014 11:27 am
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xxxxxxxxxxRinnegan
[ Into the Nothing... ]


xxxxxHISTORY
It is said that in times when the world is in disorder, a person is sent down from the heavens to become either a "God of Creation", who will calm the world, or a "Destroyer", who will reduce everything to nothingness. This dōjutsu was first manifested by Kaguya Ōtsutsuki, who ate the Shinju's fruit, and later the Ten-Tails, the combined entity of Kaguya and the Shinju. Her son, Hagoromo, came to be revered as the Sage of the Six Paths by using his own Rinnegan to create the groundwork that brought forth all modern ninjutsu.


xxxxxDESCRIPTION

The Rinnegan (輪廻眼; Literally meaning "Saṃsāra Eye") is reputed as the most exalted eyes amongst the Three Great Dōjutsu (三大瞳術, San Daidōjutsu; Literally meaning "Three Great Eye Techniques"). It is characterised by a ripple-like pattern which spreads over the eyeballs, with either light purple sclerae and irides, or red sclerae and irides with a tomoe pattern.



xxxxxRULES
• Those of the Rinnegan hold the ripple effect on their pupils, the white sun tattoo on the left palm, and the black crescent moon tattoo on the right palm.
• Rinnegan wielders may not have an angel/demon/cursemark

• The Rinnegan cannot be transplanted by normal means. There is also no applying for it; Captain approval only.
If your Rinnegan is transplanted (one eye only) you may only use the first three techniques, Shinra Tensei, Bansho Tennin, and Chibaku Tensei. Those with Rinnegan transplants do not need to close their eyes, however; they can almost act as if regular eyes. Rinnegan transplants will not remove your clan or bloodline.
This transplant does not allow you any extra elements.

• There may only be one Rinnegan wielder per village. Rinnegan wielders can start as rogues. Only three Rinnegan wielders in total may exist.

• Rinnegan users having children will either result in their child becoming a Sharingan wielder or Mokuton user.

• Rinnegan users may choose their class, but they can't be a freelancer.




xxxxxWEAKNESSES
• No genjutsu, whatsoever. You can only learn the kai release technique.
• You can only learn 2 taijutsu styles and 2 weapon styles, no matter the class.
• Anything that is coated with the opponent's chakra cannot be controlled, unless specified by a technique.



xxxxxSTRENGTHS

• Use of the Rinnegan's Gravity Control allows for the user's body to become near weightless, allowing gliding and even flight. Because of this, the user gets +2 that can be allocated to either stat. If the cap needs to be passed, it can.
• Is able to produce an unlimited amount of rods, which can also be used to track shinobi who are in possession of one of the rods.
• One Rank Higher Chakra, +75 is added when Kage-rank is reached.
• Rinnegan Techniques are strengthened by one rank and the use of handseals have been simplified to hand gestures (i.e. closing the hand, opening the palm, clasping hands, etc.)
• Rinnegan techniques cost 25% less chakra if they're the only techniques perform in that post.
• Rinnegan wielders have a very, very in-depth sense of perception, similar to the Sharingan. They possess great foresight and can sense chakra, see chakra, feel muscle movements, etc. This chakra sensing is akin to the ability to sense the vibrations of movement; to feel every movement and its location, and to sense its effects on the terrain, the wind, the ground. You can accurately pinpoint the location of the enemy and their movements with this, especially if they have a large amount of chakra. The larger their chakra is, the better you'll be at sensing their movements. Someone with 400+ chakra could be sensed from miles away.



xxxxxPASSIVE ABILITIES
A God's Example
Those of the Rinnegan bloodline have such control of gravity that they can alter the weight of their bodies at will. This allows them to shift stats from either strength or speed into the other (up to a cap of 2) This can be done at any point in the battle and without any cost in chakra, however, it cannot be done quickly, requiring a 2 post break between uses of this passive. As these are base stat changes, they are unaffected by the stat cap each class receives.

Distance Yourself
For no chakra at all, those of the Rinnegan can relocate Jutsu of their rank of lower by shifting it's location. Not like the shinra tensei's full push, but like, a small nudge, knocking it just past them. This can only be done once every five posts.



xxxxxTECHNIQUES


Bansho Tennin 20 Chakra
The Bansho Tennin is a technique revolving around the idea of attraction. The Rinnegan wielder may aim their hand forward and will then proceed to pull the target towards them. This is a rather quick pull that almost no one can resist. However, it does leave you rather open. While using the Bansho Tennin, you may not move until your target is within a four foot vicinity from where you are standing. Against multiple targets, this can turn fatal, and so it's safest to use against an individual. The Bansho Tennin can only be used on one target at a time, and can only be used once every three posts.
You cannot simply stop this technique by coating your feet with chakra.

Shinra Tensei 20 chakra, 50 for a massive scale
By aiming your hand forward, you will create a barrier that can block any and all attacks and will repel objects outwards. This can be used offensively and defensively, but is primarily defensive. It focuses on the aspect of repulsion and can be crafted into a larger scale than its regular potency, which is then capable of destroying an entire village. However, it can only be used once every 3 posts, and the larger scale will prevent you from using another Rinnegan technique for 5 posts.
You cannot simply stop this technique by coating your feet with chakra.

Chibaku Tensei 50 chakra
Arguably the most powerful Rinnegan technique to exist. The Chibaku Tensei is a technique where you will release a ball of gravity into the air, similar to a black hole. This ball of gravity will suck everything except you into it, surrounding the tiny object. This tiny force of gravity cannot be destroyed, and you may control what is or isn't pulled into it. It can pull an entire forest into its massive stature and even the land surrounding it. At its full size, it resembles a miniature moon, and if anyone has been sucked into it, they have almost definitely been crushed to death. It can be resisted by means of techniques. Using this technique prevents Shinra Tensei and Bansho Tennin from being used for 5 posts.
It slowly sucks in all of the enemy's attacks for three posts, at which point the gravity effect will run dry and it will have completed its moon-like form. This can be resisted if you have manipulation abilities, but it's only a stall.

Yami Tensei C-S
The user is able to alter the movement speed and trajectory of technique by shifting around the parameters of gravity within a specific space (i.e. in front of them, behind them). Depending upon the rank of chakra that's put into the technique, the user can alter the gravity of techniques of that rank and lower. An example of this would be altering the trajectory of a B-rank fireball projectile coming at you to push off to the side or crash into the ground. This also has a two post cool down after every use.

Tsume Tennin A
The user creates a field that extends to fifteen feet, within this field, all items within the field either become weighed down with tons of pressure or become light as a feather as the pressure lifts. The field allows for the user to move with an additional +2 speed (which can extend the cap if needed, though its only temporary) while inside and will also decrease the opponent's speed by 2 as well, his/her movements will seem to flicker like a frame is missing in their movements (even to special doujutsu/bloodlines). This field lasts for five posts before it ends.

Shoumei Tennin SS
The user, upon physical contact with the opponent, adds hundred upon hundred tons of pressure onto the opponent's body. This, in turn, crushes the opponent into a flattened pancake, killing them in an instant. The only problem is that there must be DIRECT PHYSICAL CONTACT with the user, meaning a hand must be placed on the target (no brushing your hand on their forehead or anything like that).

Maomuri Tensei Just Double The Amount Of Chakra Used For The Technique You Wish To Speed Up
The user can increase the speed of any technique by lowering the gravity of it, making normally slow techniques into fast bullets that lower the reaction time of the opponent to mere seconds. This is only able to be used on projectiles and S-rank and higher techniques require a single post charge before firing. The only warning the opponent with receive from this enhancement is the body part used for the technique will glow an ominous purple.

Tengu Tensei SS
The user raises their hands to the sky and holds it for one post to charge. If allowed to continue, there will be a large white circle that will go out for 15 feet, this line reveals itself in the second post. If allowed to continue after that, the user drops their hands and everything within that circle is crushed to nothing. The remnants would leave a crater in the ground and the attack would be near instantaneous upon the third post.

Maito Tennin C-S
The user can crush an incoming projectile technique to absolute nothing, as long as it is your rank or lower. This has a 3 post cooldown and can only be used 3 times per battle.

Kageru Tensei C-SS
The user can create a small black ball of gravity and place it anywhere on the battlefield. When a technique is thrown by the opponent, if it is of the user's rank and lower, it can be pulled into the black ball. Depending upon the rank, the strength of the pull can be small or humongous (C being small, like 5 feet around it, SS would be huge, like 20 feet around it.). The ball lasts for 4 posts and requires a 2 post cooldown before being used again.

Makoto Tensei SS
This technique works on a single target and only if they are within 10 feet of the user. The user points his palm towards the opponent and they will be enveloped in a purple aura, this is the first warning. Then, the opponent would lose all gravity pressing down on them and will rise into the air unless saved by some form of air propulsion technique. If all of this is allowed, the opponent is then crushed into nothing, this gravity technique is the equivalence of the sand coffin technique.

Kyouzu Tensei SS
This technique works only if they are within 10 feet of the user. The user raises his palms to the air and upon the next post after activation, all of the gravity around the user will be reversed, causing the opponent to fly up into space unless saved by an mid-air propulsion technique or anything that can hold them down. The only warning the opponent the will have is a black circle surrounding the opponent.



xxxxxADDITIONAL COMMENTS
"Now this world shall know pain."

xxxxxRESTRICTIONS
• No Demons/Cursemarks



xxxxxMEMBERS
Head: HEAD HERE






[ Revamped by: Had0u, assisted by Wings ]
 
PostPosted: Fri Aug 01, 2014 1:12 pm
Shut Up Had0u
User Image

xxxxxxxxxxRinnegan
[ Into the nothing... ]


xxxxxHISTORY
It is said that in times when the world is in disorder, a person is sent down from the heavens to become either a "God of Creation", who will calm the world, or a "Destroyer", who will reduce everything to nothingness. This dōjutsu was first manifested by Kaguya Ōtsutsuki, who ate the Shinju's fruit, and later the Ten-Tails, the combined entity of Kaguya and the Shinju. Her son, Hagoromo, came to be revered as the Sage of the Six Paths by using his own Rinnegan to create the groundwork that brought forth all modern ninjutsu.


xxxxxDESCRIPTION

The Rinnegan (輪廻眼; Literally meaning "Saṃsāra Eye") is reputed as the most exalted eyes amongst the Three Great Dōjutsu (三大瞳術, San Daidōjutsu; Literally meaning "Three Great Eye Techniques"). It is characterised by a ripple-like pattern which spreads over the eyeballs, with either light purple sclerae and irides, or red sclerae and irides with a tomoe pattern.



xxxxxRULES
• Those of the Rinnegan hold the ripple effect on their pupils, the white sun tattoo on the left palm, and the black crescent moon tattoo on the right palm.
• Rinnegan wielders may not have an angel/demon/cursemark

• The Rinnegan cannot be transplanted by normal means. There is also no applying for it; Captain approval only.
If your Rinnegan is transplanted (one eye only) you may only use three of the paths, and these three paths are already set; they will be Deva, Asura and Preta. Those with Rinnegan transplants do not need to close their eyes, however; they can almost act as if regular eyes. Rinnegan transplants will not remove your clan or bloodline.
This transplant does not allow you any extra elements.

• There may only be one Rinnegan wielder per village. Rinnegan wielders can start as rogues. Only three Rinnegan wielders in total may exist.

• Rinnegan users having children will either result in their child becoming a Sharingan wielder or Mokuton user.

• Rinnegan users may choose their class, but they can't be a freelancer.




xxxxxWEAKNESSES
• No genjutsu, whatsoever. You can only learn the kai release technique.
• You can only learn 2 taijutsu styles and 2 weapon styles, no matter the class.
• Anything that is coated with the opponent's chakra cannot be controlled, unless specified by a technique.



xxxxxSTRENGTHS

• Use of the Rinnegan's Gravity Control allows for the user's body to become near weightless, allowing gliding and even flight. Because of this, the user gets +2 that can be allocated to either stat. If the cap needs to be passed, it can.
• Is able to produce an unlimited amount of rods, which can also be used to track shinobi who are in possession of one of the rods.
• One Rank Higher Chakra, +75 is added when Kage-rank is reached.
• Rinnegan Techniques are strengthened by one rank and the use of handseals have been simplified to hand gestures (i.e. closing the hand, opening the palm, clasping hands, etc.)
• Rinnegan techniques cost 25% less chakra if they're the only techniques perform in that post.
• Rinnegan wielders have a very, very in-depth sense of perception, similar to the Sharingan. They possess great foresight and can sense chakra, see chakra, feel muscle movements, etc. This chakra sensing is akin to the ability to sense the vibrations of movement; to feel every movement and its location, and to sense its effects on the terrain, the wind, the ground. You can accurately pinpoint the location of the enemy and their movements with this, especially if they have a large amount of chakra. The larger their chakra is, the better you'll be at sensing their movements. Someone with 400+ chakra could be sensed from miles away.



xxxxxPASSIVE ABILITIES
A God's Example
Those of the Rinnegan bloodline have such control of gravity that they can alter the weight of their bodies at will. This allows them to shift stats from either strength or speed into the other (up to a cap of 2) This can be done at any point in the battle and without any cost in chakra, however, it cannot be done quickly, requiring a 2 post break between uses of this passive. As these are base stat changes, they are unaffected by the stat cap each class receives.

Distance Yourself
For no chakra at all, those of the Rinnegan can relocate Jutsu of their rank of lower by shifting it's location. Not like the shinra tensei's full push, but like, a small nudge, knocking it just past them. This can only be done once every five posts.



xxxxxTECHNIQUES


Bansho Tennin 20 Chakra
The Bansho Tennin is a technique revolving around the idea of attraction. The Rinnegan wielder may aim their hand forward and will then proceed to pull the target towards them. This is a rather quick pull that almost no one can resist. However, it does leave you rather open. While using the Bansho Tennin, you may not move until your target is within a four foot vicinity from where you are standing. Against multiple targets, this can turn fatal, and so it's safest to use against an individual. The Bansho Tennin can only be used on one target at a time, and can only be used once every three posts.
You cannot simply stop this technique by coating your feet with chakra.

Shinra Tensei 20 chakra, 50 for a massive scale
By aiming your hand forward, you will create a barrier that can block any and all attacks and will repel objects outwards. This can be used offensively and defensively, but is primarily defensive. It focuses on the aspect of repulsion and can be crafted into a larger scale than its regular potency, which is then capable of destroying an entire village. However, it can only be used once every 3 posts, and the larger scale will prevent you from using another Rinnegan technique for 5 posts.
You cannot simply stop this technique by coating your feet with chakra.

Chibaku Tensei 50 chakra
Arguably the most powerful Rinnegan technique to exist. The Chibaku Tensei is a technique where you will release a ball of gravity into the air, similar to a black hole. This ball of gravity will suck everything except you into it, surrounding the tiny object. This tiny force of gravity cannot be destroyed, and you may control what is or isn't pulled into it. It can pull an entire forest into its massive stature and even the land surrounding it. At its full size, it resembles a miniature moon, and if anyone has been sucked into it, they have almost definitely been crushed to death. It can be resisted by means of techniques. Using this technique prevents Shinra Tensei and Bansho Tennin from being used for 6 posts.
It slowly sucks in all of the enemy's attacks for three posts, at which point the gravity effect will run dry and it will have completed its moon-like form. This can be resisted if you have manipulation abilities, but it's only a stall.

Yami Tensei C-S
The user is able to alter the movement speed and trajectory of technique by shifting around the parameters of gravity within a specific space (i.e. in front of them, behind them). Depending upon the rank of chakra that's put into the technique, the user can alter the gravity of techniques of that rank and lower. An example of this would be altering the trajectory of a B-rank fireball projectile coming at you to push off to the side or crash into the ground. This also has a two post cool down after every use.

Tsume Tennin A
The user creates a field that extends to fifteen feet, within this field, all items within the field either become weighed down with tons of pressure or become light as a feather as the pressure lifts. The field allows for the user to move with an additional +2 speed (which can extend the cap if needed, though its only temporary) while inside and will also decrease the opponent's speed by 2 as well, his/her movements will seem to flicker like a frame is missing in their movements (even to special doujutsu/bloodlines). This field lasts for five posts before it ends.

Shoumei Tennin SS
The user, upon physical contact with the opponent, adds hundred upon hundred tons of pressure onto the opponent's body. This, in turn, crushes the opponent into a flattened pancake, killing them in an instant. The only problem is that there must be DIRECT PHYSICAL CONTACT with the user, meaning a hand must be placed on the target (no brushing your hand on their forehead or anything like that).

Maomuri Tensei Just Double The Amount Of Chakra Used For The Technique You Wish To Speed Up
The user can increase the speed of any technique by lowering the gravity of it, making normally slow techniques into fast bullets that lower the reaction time of the opponent to mere seconds. This is only able to be used on projectiles and S-rank and higher techniques require a single post charge before firing. The only warning the opponent with receive from this enhancement is the body part used for the technique will glow an ominous purple.

Tengu Tensei SS
The user raises their hands to the sky and holds it for one post to charge. If allowed to continue, there will be a large white circle that will go out for 15 feet, this line reveals itself in the second post. If allowed to continue after that, the user drops their hands and everything within that circle is crushed to nothing. The remnants would leave a crater in the ground and the attack would be near instantaneous upon the third post.

Maito Tennin C-S
The user can crush an incoming projectile technique to absolute nothing, as long as it is your rank or lower. This has a 3 post cooldown and can only be used 3 times per battle.

Kageru Tensei C-SS
The user can create a small black ball of gravity and place it anywhere on the battlefield. When a technique is thrown by the opponent, if it is of the user's rank and lower, it can be pulled into the black ball. Depending upon the rank, the strength of the pull can be small or humongous (C being small, like 5 feet around it, SS would be huge, like 20 feet around it.). The ball lasts for 4 posts and requires a 2 post cooldown before being used again.

Makoto Tensei SS
This technique works on a single target and only if they are within 10 feet of the user. The user points his palm towards the opponent and they will be enveloped in a purple aura, this is the first warning. Then, the opponent would lose all gravity pressing down on them and will rise into the air unless saved by some form of air propulsion technique. If all of this is allowed, the opponent is then crushed into nothing, this gravity technique is the equivalence of the sand coffin technique.

Kyouzu Tensei SS
This technique works only if they are within 10 feet of the user. The user raises his palms to the air and suddenly, all of the gravity around the user will be reversed, causing the opponent to fly up into space unless saved by an mid-air propulsion technique or anything that can hold them down.



xxxxxADDITIONAL COMMENTS
Eh, I tried. No one looked over it to make sure nothing was wrong.

xxxxxRESTRICTIONS
• No Demons/Cursemarks
• Limited number of applicants



xxxxxMEMBERS
Head: HEAD HERE






[ Revamped by: Had0u, assisted by Wings ]


You should be more clear on the last tech, like how far do they fly up, and how long do they have inbetween the moment the jutsu is activated and the moment the fly upwards. 'Suddenly' isn't very clear. Other than that, A P P R O V E D.

Edit: Also I miss the pink formating :c  

ShiningAce

Bashful Smoker



-x- Rei -x-


O.G. Vampire

PostPosted: Sat Aug 02, 2014 10:12 am
Black Fire Lord
Bloodline

User Image

xxxxxxxxxxMolecular Breakdown
[Molecular Twin Combination]


xxxxxHISTORY
Sakon and Ukon possessed this Kekkei Genkai, not much is known about it.


xxxxxDESCRIPTION

Molecular Breakdown gives the user the unique ability to break their bodies down to a molecular level. The two people usually use this ability to share the same body, but can also use it to merge with the bodies of others and destroy the host's cells from the inside. When one person is in need of assistance, the other can bring out some of his body parts to aid them in blocking or attacking. One persons arms and legs can emerge from those of the others to increase the force and quantity to his physical attacks.

If needed, one can separate from the others body so that the two can attack independently. While this can be an effective way of double teaming an opponent, one person is not used to leaving the others body and is much weaker when he does so. While within another's body, however, they are vulnerable to whatever injuries befall upon the host, in theory allowing the host to commit suicide to kill either of the twins. After their separation, should any injury befall either of the twins, they can merge with each other to heal. This way, their healing rate is much faster than that of a normal human's, though it depletes a large amount of chakra. If the main twin is the one to lay dormant for healing, the other will have trouble as he is not used to being the lead body.



xxxxxRULES
• Can have two separate accounts play each person
• Must be twins and usually have different personality's
• Can not have one person leave and go off to some other area
• One person must be usually dormant or inside the others body
• Must have host body



xxxxxWEAKNESSES
• If you can trap the twins when they are in one body, you have now taken away their biggest advantage.
• If separated, lose the ability to have other persons legs or arms block and attack for you. Plus you lose the +1 strength/speed bonus
• If separated, non host body much weaker due to mostly staying in host body. -1 strength



xxxxxSTRENGTHS
• Able to have other persons limbs come out anywhere from the other body.
• Able to separate and double team opponent and can use different Jutsu as well as having different chakra.
• +1 strength/speed when twins are together.
• +20% Chakra
• Could virtually learn every element between the two. As well as being able to have different clan or second bloodline. This allows for extreme versatility.




xxxxxPASSIVE ABILITIES
• Attack of the Twin Demons:The technique allows the twins to merge their bodies using their kekkei genkai. Typically, one is dormant within the others body, with only their head protruding from the back of the others neck, although they can move freely inside of and protrude any part of their body parts from anywhere on the twins body. This allows for very good defense and offense.
• Molecular Healing:This technique allows the twins if are in the same body and one is injured, to heal much faster then that of a normal human. This will use 10 chakra for every heal. This allows them to heal from some fatal wounds but only the dormant one may heal fatal wounds. This essentially can remove the need for a medic. Fatal wounds require 20 chakra to heal (1 post to heal)


xxxxxTECHNIQUES

Multiple Connected Fists and Legs:Genin
The dormant twin arms and legs sprout from one of the host twins arms and legs and they punch and kick the opponent, tripling the usual damage. This attack is strong enough to shatter solid rock.

Molecular Hold:Chuunin
The dormant twins arms sprout out from the hosts body and grabs the opponents arms merging them with his own. This holds the enemy right in front of the twins allowing for the host body to get a clean hit or get in a jutsu.

Molecular Bonding:Chuunin
This move allows the user to merge in with any animal taking it over but not destroying it. This is great for spying because there is no way to tell that the person is inside the animal because even at the chakra level the animal looks the same. It also is great for sneak attacks or to go right into the Parasite Demon Demolition Jutsu at a person who touches the animal.

Cell Destruction:Chuunin
This Technique requires the twins to be touching the opponent. Instead of merging fully into the opponent, the twins quickly merge there arm into a body part. They destroy enough cells to make the limb or body part useless for the rest of the fight. The cells will grow back later not permanently killing the limb.

Parasite Demon Demolition Technique:Jounin
A parasitic assassination technique that the twins can use. With the power of chakra, they disassemble their body down to a cellular, and even to a proteinic level, and enters the enemy's flesh. This cruel technique gradually corrodes the inner bodily cells of those they merge with, and death ensues. Though any injuries the host body receives are also suffered by the user, leaving them susceptible to any of the host's suicidal attempts. 3 posts before the target dies. Must have equal strength or more to the twins to stab yourself. Or another person may attack you drawling out the twins. Any damage taken will force the twins out and harm both of you. One twin is allowed to use this if separated. This technique will rank up with the user once they get to Jounin rank.



xxxxxADDITIONAL COMMENTS
You can't have the other person block every attack, strength and speed factor in. The bloodline techniques are non elemental meaning they get no bonuses over elements but no disadvantages either. This can be seen as good or bad.

xxxxxRESTRICTIONS
• Cannot have demon
• Cannot be Animal Tamer, Puppet Master or Medical class



xxxxxMEMBERS
Head: HEAD HERE






[ Created by:Black Fire Lord ]


Had asked for another crew to give a look as well, but looks like that was ignored.

-> Just keep this BL played by one person, you're still considered one person.

-> No. No extra elements, both twins are still considered the same RPC and share the same pool of chakra and elemental releases.

-> Tone the healing down a bit, or introduce costs ranges from simple to near-lethal. Only fatal blows will be able to be recovered when both twins are joined and even then it'll need to be costly.

-> Be sure to note that there are techniques that can remove the user from an opposing body, such a medical, mokuton and those with celluar manipulation.  
PostPosted: Sat Aug 02, 2014 11:56 pm
Bloodline

User Image

xxxxxxxxxxMolecular Breakdown
[Molecular Twin Combination]


xxxxxHISTORY
Sakon and Ukon possessed this Kekkei Genkai, not much is known about it.


xxxxxDESCRIPTION

Molecular Breakdown gives the user the unique ability to break their bodies down to a molecular level. The two people usually use this ability to share the same body, but can also use it to merge with the bodies of others and destroy the host's cells from the inside. When one person is in need of assistance, the other can bring out some of his body parts to aid them in blocking or attacking. One persons arms and legs can emerge from those of the others to increase the force and quantity to his physical attacks.

If needed, one can separate from the others body so that the two can attack independently. While this can be an effective way of double teaming an opponent, one person is not used to leaving the others body and is much weaker when he does so. While within another's body, however, they are vulnerable to whatever injuries befall upon the host, in theory allowing the host to commit suicide to kill either of the twins. After their separation, should any injury befall either of the twins, they can merge with each other to heal. This way, their healing rate is much faster than that of a normal human's, though it depletes a large amount of chakra. If the main twin is the one to lay dormant for healing, the other will have trouble as he is not used to being the lead body.



xxxxxRULES
• Twins must have same element and if second bloodline and clan are chosen, they are the same for both people.
• Must be twins and usually have different personality's
• Can not have one person leave and go off to some other area
• One person must be usually dormant or inside the others body
• Must have host body



xxxxxWEAKNESSES
• If you can trap the twins when they are in one body, you have now taken away their biggest advantage.
• If separated, lose the ability to have other persons legs or arms block and attack for you. Plus you lose the +1 strength/speed bonus and get -1 strength/speed.
• If separated, non host body much weaker due to mostly staying in host body. -1 strength



xxxxxSTRENGTHS
• Able to have other persons limbs come out anywhere from the other body.
• Able to separate and double team opponent and can use different Jutsu as well as having seperate chakra.
• +1 strength/speed when twins are together.
• +20% Chakra
• Strength against Genjutsu. If together, the dormant twin can Kai the other out of a Genjutsu.




xxxxxPASSIVE ABILITIES
• Attack of the Twin Demons:The technique allows the twins to merge their bodies using their kekkei genkai. Typically, one is dormant within the others body, with only their head protruding from the back of the others neck, although they can move freely inside of and protrude any part of their body parts from anywhere on the twins body. This allows for very good defense and offense.
• Molecular Healing:This technique allows the twins if are in the same body and one is injured, to heal much faster then that of a normal human. This will use 10 chakra for minor wounds. 20 chakra for serious wounds. This allows them to heal from some fatal wounds but only when they are together. This essentially can remove the need for a medic. Fatal wounds require 50 chakra to heal (1 post to heal)
• Chakra United and Divided:The Twins when separated take the total chakra pool and divide it in half. When combined the chakra is one whole number. The twins while separated can give each other chakra. Essentially they split chakra so if they had 200, they would both get 100 when they split.

xxxxxTECHNIQUES

Multiple Connected Fists and Legs:Genin
The dormant twin arms and legs sprout from one of the host twins arms and legs and they punch and kick the opponent, tripling the usual damage. This attack is strong enough to shatter solid rock.

Molecular Hold:Chuunin
The dormant twins arms sprout out from the hosts body and grabs the opponents arms merging them with his own. This holds the enemy right in front of the twins allowing for the host body to get a clean hit or get in a jutsu.

Molecular Bonding:Chuunin
This move allows the user to merge in with any animal taking it over but not destroying it. This is great for spying because there is no way to tell that the person is inside the animal because even at the chakra level the animal looks the same. It also is great for sneak attacks or to go right into the Parasite Demon Demolition Jutsu at a person who touches the animal.

Cell Destruction:Chuunin
This Technique requires the twins to be touching the opponent. Instead of merging fully into the opponent, the twins quickly merge there arm into a body part. They destroy enough cells to make the limb or body part useless for the rest of the fight. The cells will grow back later not permanently killing the limb.

Parasite Demon Demolition Technique:Jounin
A parasitic assassination technique that the twins can use. With the power of chakra, they disassemble their body down to a cellular, and even to a proteinic level, and enters the enemy's flesh. This cruel technique gradually corrodes the inner bodily cells of those they merge with, and death ensues. Though any injuries the host body receives are also suffered by the user, leaving them susceptible to any of the host's suicidal attempts. 3 posts before the target dies. Must have equal strength or more to the twins to stab yourself. Or another person may attack you drawling out the twins. Any damage taken will force the twins out and harm both of you. One twin is allowed to use this if separated. This technique will rank up with the user once they get to Jounin rank.



xxxxxADDITIONAL COMMENTS
You can't have the other person block every attack, strength and speed factor in. The bloodline techniques are non elemental meaning they get no bonuses over elements but no disadvantages either. This can be seen as good or bad. When inside an enemy, certain techniques can expel the Twins. Such as Medical, Mokuton and those with cellular manipulation.

xxxxxRESTRICTIONS
• Cannot have demon
• Cannot be Animal Tamer, Puppet Master or Medical class



xxxxxMEMBERS
Head: HEAD HERE






[ Created by:Black Fire Lord ]
 

Black Fire Lord

Demonic Bachelorette

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Captain

PostPosted: Sun Aug 03, 2014 4:24 pm
User Image - Blocked by "Display Image" Settings. Click to show.

xxxxxxxxxxShounetsujigoku
[Burn. Consume. Repeat. ]


xxxxxHISTORY

As more and more children were born throughout the shinobi world, one particular birth was truly strange, it was because the birth was from a demon mother and a mortal father. Like a devil's poison, their love was insufferable...but this love was parasitic, they would never leave each other's side, the man was being used and would continued to be used by this devil woman. Upon their first night of having intercourse, the blood of the demon mixed with the blood of the mortal, twisting and fusing with the child that would soon be born unto them. Throughout the age of the demon child, his flames...his blackened flames grew bright and unmatched by any other, but at this cost...he was insane, driven by madness and was also internally ill.



xxxxxDESCRIPTION

Shounetsujigoku is a clan for those who wish to be advanced fire users.



xxxxxRULES

You are considered evil, a demon, you could be a kind demon...but it wouldn't fit at all.
Your blood is black but not able to be manipulated ALTHOUGH it is highly flammable, you are unable to manipulate your blood unless specified by a bloodline or style.




xxxxxWEAKNESSES

Water is like complete poison to you, it will give one rank stronger if hit by it and leaves a burning sensation upon the member of this clan until its removed
The Joukai give one rank stronger damage if a light technique hits you.



xxxxxSTRENGTHS

Fire techniques of any kind are boosted by one rank and take two less posts to learn
Fire techniques require no handseals
Fire techniques of your own and fire in general can be manipulated from within the user and all around BUT NOT from the opponent at all.
Fire techniques of the opponent's are lowered by one rank when used against you.



xxxxxPASSIVE ABILITIES

The Sins of Man, The Tainted Flames
Opponent's water techniques pit against clan fire techniques are lowered by one rank in strength. The flame's color is dependent upon you. Sand weakens the flames but does NOT stop them(unless of higher rank than the user), it lowers the rank of the flames by one.--




xxxxxTECHNIQUES



--Outrage(Genin)--
--The user explodes flames from every cell and pore of their body, giving burning and explosion damage. It equals taking one explosive tags, if caught in the explosion.--

--Don't Touch Me!(Genin)--
--When the user is touched by the opponent, they can immediately activate this technique and burn the opponent's hands, harming it to gain first degree burns.--

--Rage of the Demon(Jounin)--
--The user sticks their middle finger into the stomach of the opponent and sends flames onto the finger, the flames on the finger are strong enough to burn a hole into the opponent, through the flesh, muscle, arteries, and bone(except for Kaguya and Black Metal)--

--Blazing Afterimage(Jounin)--
--When the user is supposedly struck and leaves an afterimage in their place, they can then cause that afterimage to light on fire and catch the opponent on fire as well. The flames would give them second to third degree burns. Can only be used twice per battle--

--Madness of the 7 Circles(Jounin)--
--The user places the opponent into a genjutsu where they have to face themselves if they were the complete embodiment of the 7 deadly sins, each version of them given a strong aspect and they can never die. The only way to break out of this genjutsu is through pain.--

--Combustion(Jounin)--
--The user places the opponent within a genjutsu where their entire body is enveloped within a bright golden flame, as they attempt to put it out, the flame will grow larger, brighter, and change color, increasing the heat as well. The cycle of flames end with Amaterasu black and can be kai'd out of.--

--Embodiment of the Flame(Jounin)--
--Conlsider this a fire sage mode technique, like the lightning sage technique, while it is active, the user is given a boost in strength and speed. While in this mode, fire techniques do not need handseals and the chakra cost for higher ranked ones are lowered to that of the user's rank.--

--The Demon Lives(Kage)--
--Any liquid(saliva, urine, etc.) released from the user is not only flammable but also explosive, highly explosive. With the use of this technique, it sets off the liquid in a gigantic explosive burst of flames, these "explosions" are able to kill a shinobi of lower rank and severely harm shinobi of the same rank.--

--The TRUE Demon Sage Mode(Kage)--
--The user's body takes a more demonic effect and the abilities of this TRUE Demon Sage Mode vary upon the shinobi(needs to be applied for in the customs, or at least run it through with the crew). But, in general, your touch has become extremely dangerous to others, able to burn flesh and clothing, even weapons of steel strength and lower. Wings and a tail are given along with horns which is optional--




xxxxxMEMBERS
Head: HEAD HERE






[ Created by: Wings and Hadou and Kay ]


User Image

xxxxxxxxxxSHOUNETSUJIGOKU
[ Where did the angels go? ]


xxxxxHISTORY
As more and more children were born throughout the shinobi world, one particular birth was truly strange, it was because the birth was from a demon mother and a mortal father. Like a devil's poison, their love was insufferable...but this love was parasitic, they would never leave each other's side, the man was being used and would continued to be used by this devil woman. Upon their first night of having intercourse, the blood of the demon mixed with the blood of the mortal, twisting and fusing with the child that would soon be born unto them. Throughout the age of the demon child, his flames...his blackened flames grew bright and unmatched by any other, but at this cost...he was insane, driven by madness and was also internally ill.


xxxxxDESCRIPTION

Shounetsujigoku is a clan for those who wish to be advanced fire users, composed of nothing but demons. These demons, though strong with fire, are constantly in sickness but can never be killed.



xxxxxRULES
• You are considered evil, a demon, you could be a kind demon...but it wouldn't fit at all.
• Your blood is thick and black but not able to be manipulated ALTHOUGH it is highly flammable, though it can be manipulated using a bloodline or specific style.
• You can have medium-sized wings on your back and a tail, but it doesn't really do anything.



xxxxxWEAKNESSES
• Water is like complete poison to you, it will give one rank stronger if hit by it and leaves a burning sensation upon the member of this clan until its removed
• The Joukai give one rank stronger damage if a light technique hits you.
• Sand weakens the fire techniques by a rank.
• You can always be found, as an ominous presence, as a demon, people can always feel you coming but NOT as a sense of perception. You can never hide, but you have the means to take care of any witnesses or sensory shinobi.



xxxxxSTRENGTHS
• Fire techniques of any kind are boosted by one rank and take two less posts to learn
• Fire techniques require no handseals
• Members receive 15% more chakra.
• Fire techniques of your own and fire in general can be manipulated from within the user and all around BUT NOT from the opponent at all.
• Fire techniques of the opponent's are lowered by one rank when used against you.
• Members of the Shounetsujigoku can take the flames of a previously used technique and devour the flames that were spread from the technique to return the chakra back to the user. This can only be done once every five posts and only for S-rank techniques and below.



xxxxxPASSIVE ABILITIES
• The Sins of Man, The Tainted Flames
Opponent's water techniques pit against your fire techniques are lowered by one rank in strength. The flame's color is dependent upon you. Sand weakens the flames but does NOT stop them (unless of higher rank than the user), it lowers the rank of the flames by one.

• Fire Eater
Members of the Shounetsujigoku can take the flames of a previously used technique and devour the flames that were spread from the technique to return the chakra back to the user. This can only be done once every five posts and only for S-rank techniques and below.

• Bewildered Medium
Members of the Shounetsujigoku can have their tails and wings be used as defenses against attacks and as weapons



xxxxxTECHNIQUES


• Outrage D
The user explodes flames from every cell and pore of their body, giving burning and explosion damage. It equals taking one explosive tags, if caught in the explosion.

• Don't Touch Me! D
When the user is touched by the opponent, they can immediately activate this technique and burn the opponent's hands, harming it to gain first degree burns.

• Lucy's Vision C
The user releases a bright light from the eyes, if the light is looked into, the opponent will no longer see the user but an absolute demon. This incites fear into the opponent's heart and strikes them to the very core.

• Tail Rend Passive
The user can extend the length of their tail and use it for close combat, the tail cuts through flesh easily, can damage bone, and defend against steel. The tail moves as fast as the user and higher ranked attacks can destroy the tail, if destroyed, it takes three whole post to regenerate it.

• Wings of Hermes Passive
The user extends their wings and takes flight, their able to glide and hover with these wings but it does nothing to their speed. These wings can defend against your rank and less techniques, but defending against your rank in technique strength will cause you to be grounded for a post for the wings to recover. You ARE able to defend against a one rank higher attack with the wings, but this destroys the wings afterwards. If the wings are destroyed, it takes three posts for the wings to regenerate.

• Rage of the Demon A
The user sticks their middle finger into the stomach of the opponent and sends flames onto the finger, the flames on the finger are strong enough to burn a hole into the opponent, through the flesh, muscle, arteries, and bone (except for the Kaguya Bone Bloodline above Chuunin rank.)

• Blazing Afterimage A
When the user is supposedly struck and leaves an afterimage in their place, they can then cause that afterimage to light on fire and catch the opponent on fire as well. The flames would give them second to third degree burns. Can only be used twice per battle.

• Madness of the 7 Circles A
The user places the opponent into a genjutsu where they have to face themselves if they were the complete embodiment of the 7 deadly sins, each version of them given a strong aspect and they can never die. The only way to break out of this genjutsu is through pain.

• Combustion A
The user places the opponent within a genjutsu where their entire body is enveloped within a bright golden flame, as they attempt to put it out, the flame will grow larger, brighter, and change color, increasing the heat as well. The cycle of flames end with Amaterasu black and can be kai'd out of.

• Embodiment of the Flame A
Conisider this a fire sage mode technique, like the lightning sage technique, while it is active, the user is given a boost in strength and speed by +1/+1. While in this mode, the chakra cost for higher ranked ones are lowered to that of the user's rank. This form lasts for 5 posts and then there is a 5 post cooldown.

• The Demon Lives SS
Any liquid(saliva, urine, etc.) released from the user is not only flammable but also explosive, highly explosive. With the use of this technique, it sets off the liquid in a gigantic explosive burst of flames, these "explosions" are able to kill a shinobi of lower rank and severely harm shinobi of the same rank.

• The TRUE Demon Sage Mode SS
The user's body takes a more demonic effect and the abilities of this TRUE Demon Sage Mode vary upon the shinobi(needs to be applied for in the customs, or at least run it through with the crew). But, in general, your touch has become extremely dangerous to others, able to burn flesh and clothing, even weapons of steel strength and lower. Wings and a tail are given along with horns which is optional. The user's speed and strength are also increased by +1/+2 (which can extend the cap if need be) for five posts, then the user must wait another five to use the technique again.

• End of Days SS
A more evolved form of the element skin technique, the user can turn their entire body into the sun itself, giving off the same amount of heat as their body temperature rises above the norm. The opponents will be blinded as the light on the user will increase and those within 5 feet of the user will be burned severely but not killed, like being dumped with acid. Those in close range (lesser than 3) will be incinerated from the intense heat touching the skin, like an atomic bomb going off. Those within 10 feet or less will be burned to a medium degree, like immediate heavy sunburn, and those further back than 10 feet will be burned slightly, like placing your hand on a stove.


xxxxxADDITIONAL COMMENTS
COMMENTS/CLARIFICATIONS HERE

xxxxxRESTRICTIONS
• Cannot have a demon or cursemark.
• Must have fire as the main element.



xxxxxMEMBERS
Head: HEAD HERE






[ Created by: Hadou, Kay, and Wings ]
 
PostPosted: Mon Aug 04, 2014 1:53 am
Bahd grammer is reel
User Image - Blocked by "Display Image" Settings. Click to show.

xxxxxxxxxxShounetsujigoku
[Burn. Consume. Repeat. ]


xxxxxHISTORY

As more and more children were born throughout the shinobi world, one particular birth was truly strange, it was because the birth was from a demon mother and a mortal father. Like a devil's poison, their love was insufferable...but this love was parasitic, they would never leave each other's side, the man was being used and would continued to be used by this devil woman. Upon their first night of having intercourse, the blood of the demon mixed with the blood of the mortal, twisting and fusing with the child that would soon be born unto them. Throughout the age of the demon child, his flames...his blackened flames grew bright and unmatched by any other, but at this cost...he was insane, driven by madness and was also internally ill.



xxxxxDESCRIPTION

Shounetsujigoku is a clan for those who wish to be advanced fire users.



xxxxxRULES

You are considered evil, a demon, you could be a kind demon...but it wouldn't fit at all.
Your blood is black but not able to be manipulated ALTHOUGH it is highly flammable, you are unable to manipulate your blood unless specified by a bloodline or style.




xxxxxWEAKNESSES

Water is like complete poison to you, it will give one rank stronger if hit by it and leaves a burning sensation upon the member of this clan until its removed
The Joukai give one rank stronger damage if a light technique hits you.



xxxxxSTRENGTHS

Fire techniques of any kind are boosted by one rank and take two less posts to learn
Fire techniques require no handseals
Fire techniques of your own and fire in general can be manipulated from within the user and all around BUT NOT from the opponent at all.
Fire techniques of the opponent's are lowered by one rank when used against you.



xxxxxPASSIVE ABILITIES

The Sins of Man, The Tainted Flames
Opponent's water techniques pit against clan fire techniques are lowered by one rank in strength. The flame's color is dependent upon you. Sand weakens the flames but does NOT stop them(unless of higher rank than the user), it lowers the rank of the flames by one.--




xxxxxTECHNIQUES



--Outrage(Genin)--
--The user explodes flames from every cell and pore of their body, giving burning and explosion damage. It equals taking one explosive tags, if caught in the explosion.--

--Don't Touch Me!(Genin)--
--When the user is touched by the opponent, they can immediately activate this technique and burn the opponent's hands, harming it to gain first degree burns.--

--Rage of the Demon(Jounin)--
--The user sticks their middle finger into the stomach of the opponent and sends flames onto the finger, the flames on the finger are strong enough to burn a hole into the opponent, through the flesh, muscle, arteries, and bone(except for Kaguya and Black Metal)--

--Blazing Afterimage(Jounin)--
--When the user is supposedly struck and leaves an afterimage in their place, they can then cause that afterimage to light on fire and catch the opponent on fire as well. The flames would give them second to third degree burns. Can only be used twice per battle--

--Madness of the 7 Circles(Jounin)--
--The user places the opponent into a genjutsu where they have to face themselves if they were the complete embodiment of the 7 deadly sins, each version of them given a strong aspect and they can never die. The only way to break out of this genjutsu is through pain.--

--Combustion(Jounin)--
--The user places the opponent within a genjutsu where their entire body is enveloped within a bright golden flame, as they attempt to put it out, the flame will grow larger, brighter, and change color, increasing the heat as well. The cycle of flames end with Amaterasu black and can be kai'd out of.--

--Embodiment of the Flame(Jounin)--
--Conlsider this a fire sage mode technique, like the lightning sage technique, while it is active, the user is given a boost in strength and speed. While in this mode, fire techniques do not need handseals and the chakra cost for higher ranked ones are lowered to that of the user's rank.--

--The Demon Lives(Kage)--
--Any liquid(saliva, urine, etc.) released from the user is not only flammable but also explosive, highly explosive. With the use of this technique, it sets off the liquid in a gigantic explosive burst of flames, these "explosions" are able to kill a shinobi of lower rank and severely harm shinobi of the same rank.--

--The TRUE Demon Sage Mode(Kage)--
--The user's body takes a more demonic effect and the abilities of this TRUE Demon Sage Mode vary upon the shinobi(needs to be applied for in the customs, or at least run it through with the crew). But, in general, your touch has become extremely dangerous to others, able to burn flesh and clothing, even weapons of steel strength and lower. Wings and a tail are given along with horns which is optional--




xxxxxMEMBERS
Head: HEAD HERE






[ Created by: Wings and Hadou and Kay ]


User Image

xxxxxxxxxxSHOUNETSUJIGOKU
[ Where did the angels go? ]


xxxxxHISTORY
As more and more children were born throughout the shinobi world, one particular birth was truly strange, it was because the birth was from a demon mother and a mortal father. Like a devil's poison, their love was insufferable...but this love was parasitic, they would never leave each other's side, the man was being used and would continued to be used by this devil woman. Upon their first night of having intercourse, the blood of the demon mixed with the blood of the mortal, twisting and fusing with the child that would soon be born unto them. Throughout the age of the demon child, his flames...his blackened flames grew bright and unmatched by any other, but at this cost...he was insane, driven by madness and was also internally ill.


xxxxxDESCRIPTION

Shounetsujigoku is a clan for those who wish to be advanced fire users, composed of nothing but demons. These demons, though strong with fire, are constantly in sickness but can never be killed.



xxxxxRULES
• You are considered evil, a demon, you could be a kind demon...but it wouldn't fit at all.
• Your blood is thick and black but not able to be manipulated ALTHOUGH it is highly flammable, though it can be manipulated using a bloodline or specific style.
• You can have medium-sized wings on your back and a tail, but it doesn't really do anything.



xxxxxWEAKNESSES
• Water is like complete poison to you, it will give one rank stronger if hit by it and leaves a burning sensation upon the member of this clan until its removed
• The Joukai give one rank stronger damage if a light technique hits you.
• Sand weakens the fire techniques by a rank.
• You can always be found, as an ominous presence, as a demon, people can always feel you coming but NOT as a sense of perception. You can never hide, but you have the means to take care of any witnesses or sensory shinobi.



xxxxxSTRENGTHS
• Fire techniques of any kind are boosted by one rank and take two less posts to learn
• Fire techniques require no handseals
• Members receive 15% more chakra.
• Fire techniques of your own and fire in general can be manipulated from within the user and all around BUT NOT from the opponent at all.
• Fire techniques of the opponent's are lowered by one rank when used against you.
• Members of the Shounetsujigoku can take the flames of a previously used technique and devour the flames that were spread from the technique to return the chakra back to the user. This can only be done once every five posts and only for S-rank techniques and below.



xxxxxPASSIVE ABILITIES
• The Sins of Man, The Tainted Flames
Opponent's water techniques pit against your fire techniques are lowered by one rank in strength. The flame's color is dependent upon you. Sand weakens the flames but does NOT stop them (unless of higher rank than the user), it lowers the rank of the flames by one.

• Fire Eater
Members of the Shounetsujigoku can take the flames of a previously used technique and devour the flames that were spread from the technique to return the chakra back to the user. This can only be done once every five posts and only for S-rank techniques and below.

• Bewildered Medium
Members of the Shounetsujigoku can have their tails and wings be used as defenses against attacks and as weapons



xxxxxTECHNIQUES


• Outrage D
The user explodes flames from every cell and pore of their body, giving burning and explosion damage. It equals taking one explosive tags, if caught in the explosion.

• Don't Touch Me! D
When the user is touched by the opponent, they can immediately activate this technique and burn the opponent's hands, harming it to gain first degree burns.

• Lucy's Vision C
The user releases a bright light from the eyes, if the light is looked into, the opponent will no longer see the user but an absolute demon. This incites fear into the opponent's heart and strikes them to the very core.

• Tail Rend Passive
The user can extend the length of their tail and use it for close combat, the tail cuts through flesh easily, can damage bone, and defend against steel. The tail moves as fast as the user and higher ranked attacks can destroy the tail, if destroyed, it takes three whole post to regenerate it.

• Wings of Hermes Passive
The user extends their wings and takes flight, their able to glide and hover with these wings but it does nothing to their speed. These wings can defend against your rank and less techniques, but defending against your rank in technique strength will cause you to be grounded for a post for the wings to recover. You ARE able to defend against a one rank higher attack with the wings, but this destroys the wings afterwards. If the wings are destroyed, it takes three posts for the wings to regenerate.

• Rage of the Demon A
The user sticks their middle finger into the stomach of the opponent and sends flames onto the finger, the flames on the finger are strong enough to burn a hole into the opponent, through the flesh, muscle, arteries, and bone (except for the Kaguya Bone Bloodline above Chuunin rank.)

• Blazing Afterimage A
When the user is supposedly struck and leaves an afterimage in their place, they can then cause that afterimage to light on fire and catch the opponent on fire as well. The flames would give them second to third degree burns. Can only be used twice per battle.

• Madness of the 7 Circles A
The user places the opponent into a genjutsu where they have to face themselves if they were the complete embodiment of the 7 deadly sins, each version of them given a strong aspect and they can never die. The only way to break out of this genjutsu is through pain.

• Combustion A
The user places the opponent within a genjutsu where their entire body is enveloped within a bright golden flame, as they attempt to put it out, the flame will grow larger, brighter, and change color, increasing the heat as well. The cycle of flames end with Amaterasu black and can be kai'd out of.

• Embodiment of the Flame A
Conisider this a fire sage mode technique, like the lightning sage technique, while it is active, the user is given a boost in strength and speed by +1/+1. While in this mode, the chakra cost for higher ranked ones are lowered to that of the user's rank. This form lasts for 5 posts and then there is a 5 post cooldown.

• The Demon Lives SS
Any liquid(saliva, urine, etc.) released from the user is not only flammable but also explosive, highly explosive. With the use of this technique, it sets off the liquid in a gigantic explosive burst of flames, these "explosions" are able to kill a shinobi of lower rank and severely harm shinobi of the same rank.

• The TRUE Demon Sage Mode SS
The user's body takes a more demonic effect and the abilities of this TRUE Demon Sage Mode vary upon the shinobi(needs to be applied for in the customs, or at least run it through with the crew). But, in general, your touch has become extremely dangerous to others, able to burn flesh and clothing, even weapons of steel strength and lower. Wings and a tail are given along with horns which is optional. The user's speed and strength are also increased by +1/+2 (which can extend the cap if need be) for five posts, then the user must wait another five to use the technique again.

• End of Days SS
A more evolved form of the element skin technique, the user can turn their entire body into the sun itself, giving off the same amount of heat as their body temperature rises above the norm. The opponents will be blinded as the light on the user will increase and those within 5 feet of the user will be burned severely but not killed, like being dumped with acid. Those in close range (lesser than 3) will be incinerated from the intense heat touching the skin, like an atomic bomb going off. Those within 10 feet or less will be burned to a medium degree, like immediate heavy sunburn, and those further back than 10 feet will be burned slightly, like placing your hand on a stove.


xxxxxADDITIONAL COMMENTS
COMMENTS/CLARIFICATIONS HERE

xxxxxRESTRICTIONS
• Cannot have a demon or cursemark.
• Must have fire as the main element.



xxxxxMEMBERS
Head: HEAD HERE






[ Created by: Hadou, Kay, and Wings ]


Approving Hadou's edits  

___youwillknownihilism
Captain


xxMomongaxx

Premium Combatant

PostPosted: Mon Aug 04, 2014 9:50 pm
Cursed Seal of Earth

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The Overview


➟ It consists of three slightly curved lines, which spread in a rip-like pattern. The seal is located of the upper portion of the host's chest over their manubrium. When the first level is activated, the seal expands and lines spread all over the host's body in contorting and parallel lines. When the second level of the seal is active, the host takes on a dinosaur-like appearance complete with a tail. Several large bones also protrude from their darkened skin which are rippling with muscles. This cursed seal is particularly strong even amongst the other already powerful cursed seals and with the Cursed Seal of Heaven standing as its only equal, according to legend only.

S t a g e

The seals have two different levels, and the types of transformations differ from seal to seal. When inactive, the seal is simply a black mark on the user's body. Upon activation, the marks on the seal glow and replicate, spreading over the user's body. This is known as the first level (状態1, Jōtai Ichi; Literally meaning "State 1") of the seal.Normally, the wearer of the seal will also experience slight pains during the activation of this level. To be able to unlock and use this stage where you may control it, it will cost you a training posts that amount in a total of three thousand words, it will be updated by a mod that you must show proof too before you may claim any benefits. Note that if you have this you may only have either a bloodline or a clan in combination with this. You may not have two cursemarks or a demon and a cursemark.


P A S S I V E S


➟ + 1/1 Speed/Strength that may extend past the soft cap
➟ + 10% Chakra
➟ All Taijutsu/Weapons used against you gets a minus one in strength
➟ All Tai/Weapon Styles Cost One Less Rank Cost To Use [Excluding E Rank]
➟ If Trained It Costs 5 Chakra Per Post. If Untrained It Costs 25 Chakra Per Post During Usage.
➟ Enhanced Regeneration



S t a g e

The second level (状態2, Jōtai Ni; Literally meaning "State 2") of the seal causes the black marks to completely envelop the user, followed by many unnatural alterations to their body. Once transformed, common features include eyes with yellow irides and black sclerae, altered skin color, and longer hair. When in this state, the seal also eats away at the mind and personality of its user, driving them to madness if used for too long. It also takes quite a toll on their body, since they are being mutated by the seal. Skilled users of the cursed seal are able to perform partial transformations in which the aforementioned alterations can be limited to specific parts of the body. To be able to control this bloodline, it will take intense training of three thousand and five hundred more words, again proof must be shown before benefits may be reached. You must also be Jounin to use this stage.


P a s s i v e s


It Should Be Noted That When Stage 2 Is Reached The Passives From Stage One Become That of Stage Two, They Do Not Stack On Each Other. .

➟ All Tai/Weapons Jutsu Receive One Less Rank Cost To Use [Excluding E Rank]
➟ All Taijutsu/Weapons Receive a Minus 1 When Used Against You
➟ All Tai/Weapons Techniques Receive A +1 In Strength
➟ +2 Strength and +1 Speed Given That May Extend Past The Soft Cop
➟ +15% Chakra
➟ If Trained And Used It Costs 10 Chakra Per Post
➟ If Untrained and Used, the User Goes Into A Four Day [Real Life Time] Coma after 10 Posts, ending it early will not stop the coma. The User Must Still Post Once Per Day In Said Coma and May Not Be Awoken By Any Means Early.
➟ Enhanced Regeneration



W E A K N E S S

It should be noted that with great power, comes great weaknesses. Both of these stages are weak to Sealing Jutsu. If you are hit, which must be a physical contact hit on the curse mark by a sealing technique for it to work, then you will be unable to use the cursemark for so many allotted posts. Note that Forbidden Sealing SS Ranked Jutsu may seal this away permanently unless unlocked by another Sealing Class. If you are in second stage and you hit 0 Chakra, you die.
An E Rank - Half a Post
An D Rank - Full Post
An C Rank - Post and Half
An B Rank - Two Posts
An A Rank - Three Posts
An S Rank - Four Posts
An SS Rank - Five Posts

Everyone May Have Their Seal in a different location, due to this, they will be listed on here but may not be metagamed. If it is metagamed where they auto-realize where your Seal is or "Get Lucky" they may face judgment for breaking NUR's rules.



Stage List








Stage List









- Created By : Eplc Death
 
PostPosted: Wed Aug 06, 2014 3:58 pm
Clan or Bloodline: Bloodline

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xxxxxxxxxxEvictus
[ As above, so below]


xxxxxHISTORY
Very little history surrounds the Evictus. For years, there have been Awakened Beings--creatures that have watched us grow and develop from the beginning of our race. It was only recently that the humans stumbled upon a means to attain the same power--by mating together two of the most powerful entities on the face of the ninja world--hosts. By melding their chakra and their DNA together, they were able to create the Evictus, a race of humans superior to their peers. Very few Evictus have ever walked the earth, but when they do, it is something to be feared. The first Evictus were two Shinobi by the names of Lucas and Saemus.



xxxxxDESCRIPTION

Every member of the Evictus bloodline is born with only one thing in common. They gain access to seven different abilities, with each being different for each member of the bloodline. This means that the seven abilities must be submitted to the crew forum and accepted before the character can even begin being played. As the member of the bloodline ranks up, they will gain access to more of these abilities.

The Evictus have what is called a 'Spectral Point System'. Every time they use one of their abilities, their Spectral Points decrease by 10. Meaning that if they used three abilities in one post--which is the absolute maximum--they would lose 30 points. There isn't an extremely large amount of points, but the abilities are meant to be sparingly used in the human form.

Genin: 50 Points (Have access to two of their Spectral Abilities)
Chuunin: 70 Points (Three)
Spec. Jounin: 90 Points (Four)
Jounin: 110 Points (Five)
Sannin: 130 Points (150 after reaching 'Awakened Being' Status.) (Six)
Kage: 150 Points (170 after reaching 'Awakened Being' Status, 200 after reaching 'Abyssal One' Status) (Seven)

If an RPC were to reach 0 points, they would be at what is called their 'Spectral Limit'. If they were to use any more spectral abilities after this point, they would prematurely awaken, and be a lower quality Awakened Being. A character that has already awakened would immediately enter their Awakened Form after using more points after 0.



xxxxxRULES
• Because of this bloodline's power, any user of it cannot have a clan, demon, angel, or curse mark. No implants either. The only exception to this rule is the freelancer class.
• Saigon and Oni alike hold a high level of respect for the Evicti, as they are another creation from Xhu's energy, similar to themselves, and have the potential to reach the 'Abyssal One' Status, a status higher than even the Saigon.
• In order to have a character with the Evictus bloodline, you must be the child of two hosts, or be the child of at least one parent with the Evictus bloodline.



xxxxxWEAKNESSES
• The Evictus do not believe in illusionary trickery, and cannot use Genjutsu in any way, shape, or form.
• Every Awakened Form has a specific 'Vital Point'. If this area of the Evictus is destroyed, they will indefinitely die Hitting the Awakened Form in any other spot on the body--even cutting the head off or stabbing the heart if they aren't the 'Vital Point' will not kill them.



xxxxxSTRENGTHS
• The Evictus members--in their human form--are slightly superior to normal humans, gaining only a +1/+1 to their base stats.
• Upon entering their Awakened Form, the Evictus experience a set rank increase in speed and strength depending on whether they choose Offensive or Defensive type.
• Upon entering their Awakened Form, the Evictus also experience a +20% increase in chakra levels if Offensive type. +15% if Defensive type.



xxxxxPASSIVE ABILITIES
• The Evictus that awaken at a rank of Sannin or lower are given the typical title of 'Awakened Being'. However, if a character awakens at Kage-rank of their own free will, they will gain the mightily prestigious status of 'Abyssal One', a rank revered by the Saigon and Oni. If the character reaches the Abyssal One ranking, they may choose to have an eighth ability, the likes of which is significantly more powerful than the other seven. Crew approval is required.



xxxxxTECHNIQUES


The only techniques that the Evictus bloodline has is its seven abilities. Other than that, there are no specific jutsu that the Evictus has.
There are, however, different traits that the Awakened form can get depending on their choice of different weapon styles. Say that the Awakened Being chose to master the Cloud's Large Sword style. During their awakened form, they would be able to implement the traits of the Large Sword style into their form, being able to create the crater-like strikes. When submitting your Awakened Form to the crew for application, the applicant must list each weapon style they have learned, as well as the bonus they wish to receive from the weapon style.
Taijutsu styles--however--are still usable in the Awakened Form. The typical chakra consumption rules apply.


xxxxxADDITIONAL COMMENTS
While it may seem...strange...at first, most everything about the bloodline has to be crew approved before the character can even exist.

COMMENTS/CLARIFICATIONS HERE

xxxxxRESTRICTIONS
• Their Vital Points can result in a somewhat quick death. However, to prevent the obvious advantage of any bloodline, the weak spot of any Awakened Being or Abyssal One cannot be detected by Dojutsu or any sensory ability besides the Body Sacrifice Sensor's Stage Two. Let's face it--the Dojutsu already have enough bonuses.
• When in the Awakened form, the Evictus cannot use Ninjutsu or Genjutsu, which is why they get such a large boost in their physical prowess.



AWAKENED BEINGS

How Does One Achieve Awakened Status
Ah...the Awakened Being status. You must have been either stupid or extremely powerful to have reached this stage with your life. This status as an 'Awakened Being' means that the RPC in question has attained their Awakened Form, thus becoming more in-tune with their Planar Abilities. As it stands, there are two ways to become an Awakened Being.

XXXXX- The first way to become an Awakened being is to use your Planar Abilities after you have already reached your limit of 0 Planar Points. This is the absolute limit of any character's Planar Abilities, no matter what their reasoning would be to suggest otherwise. If they try to use their Planar Abilities after reaching 0 points, they will undergo a simply tremendous amount of pain, and their body will shift into a new form. This is how it typically happens for any Awakened Being, but those who awaken naturally don't experience the excruciating pain of undergoing a grotesque transformation by force. Even so, these Awakened Beings are what the others would call the 'failures', the 'runts'. In reality, these Awakened Beings aren't much stronger than their human opponents, gaining only an additional '+1' to speed and strength. They don't get all seven of their Planar Abilities, either; only the amount they unlocked before awakening. They also have no choice between Offensive and Defensive type; they must be offensive.


XXXXX- The second method of becoming an Awakened being takes much longer, but the end result is also much more desirable. If the character in question waits until Sannin or Kage rank, they can perform a natural and painless Awakening. This can occur in or outside of battle, as the user is typically encased in a sphere of chakra of some sort. Naturally, this would defend them from attacks, but that's besides the point. Anyway...the person in question would become an Awakened Being naturally. At this point, they have choices to make. The first is whether to become an Offensive or Defensive type Awakened Being. The two types are explained below.

XXXXXXXX- The Offensive types are much more suited to engaging in combat where defense is not an option or is not necessary. They are faster and stronger than the defense type, getting a whopping total of +3/+3 to speed and strength--past the cap--with the preexisting +1/+1 from their human form. They are able to implement all seven of their planar abilities. As a downside, however, their vital point isn't as protected. While it is still undetectable to anyone without the Body Sacrifice bloodline, it is much more easily hit than those of the Defensive type. The regeneration of their body is heavily slowed, and they don't have the hardened skin of the Defensive types.

Offensive types take a long time to regenerate a lost limb (one day out of battle IRL), meaning that their rate of regeneration is way slower than that of the Defensive types. Any wounds--as long as they're not the vital point--will regenerate if given a good amount of time. The longest it can take a wound to heal is one day for an offensive type.

Run-Down of Offensive Form:
- You get all seven of your Planar Abilities in Awakened Form
- Between your human form increase and Awakened Form increase, it's total of three rank increases to speed and strength.
- +20% chakra increase.
- Vital Point is more easily destroyed.
- Cannot regenerate as quickly.
- Skin is not nearly as tough as the Defensive Types.

XXXXXXXX- The Defensive types are much more suited to a fighter that wants to last a longer amount of time in battle instead of going all out against the opponent. Between their normal human boost and their Awakened Form boost, Defensive types get a +2/+2 increase to speed and strength past the cap. Defensive type Awakened Beings gain two special abilities. They get the abilities of rapid regeneration as well as hardened skin on the surface of their body. This is to make the Defensive types harder to kill, but their stats are lowered as a result. The rapid regeneration ability and the hardened skin will replace two of the Awakened Being's Spectral Abilities, quite possibly making them less combat-savvy as well depending on the abilities they choose to get rid of. As I said before, this makes them much more suited to surviving in battle instead of taking the opponents down super quickly. Because of their properties, the Defensive types can hide their vital points so long as they're still on their body, and they will be coated in the hard skin. If the defensive type awakens at Sannin, their skin is as hard as diamond. At Kage rank...their skin is Hyper-diamond hard.

The defensive types--however--regenerate very quickly. In exchange for this, they loose a rank's worth of stat boosts, and they must replace two of their Spectral Abilities to gain the defensive benefits, as well as a lesser amount of chakra gain. A lost limb can regenerate completely within three minutes (Posts) of the wound taking place. The longest it takes for a Defensive Type to heal is thee posts in battle. The Vital Point cannot be regenerated, as its destruction kills the Evictus.

Run-Down of the Defensive Type:
- Much thicker and stronger outer layer of the body, meaning the vital point is better protected.
- +15% chakra increase
- Rapid regeneration. By this, I mean growing back even lost limbs within a couple of minutes (Posts).
- Keeps five out of their seven Planar Abilities in Awakened Form
- Two rank speed/strength increase when added with their human '+' increase.
- Two of the Planar Abilities must be lost in Awakened Form in order to have the thicker defensive skin and the rapid regeneration.

*If you awaken improperly, your Awakened Form will drain chakra from your body based on what rank you awakened from. (If you awakened at Genin rank, you would lose Genin-ranked chakra, so on so forth.) If you awaken properly at Sannin or Kage, the chakra cost must only be paid once per five posts. If's to your benefit to be conservative with your Planar Points and wisely limit the use of your abilities until you awaken successfully. Similar chakra consumption for more abilities.



Basic run down/checklist in order to succeed with this bloodline:

- Get two hosts to have a child, or the child of someone with the Evictus bloodline.
- Choose your class/elements.
- Create and refine your seven Planar Abilities and submit them to the crew.
- Once your initial abilities are approved, begin roleplaying. You can grow and develop just like a normal character, with no limitations.
- Learn the weapon styles you want to in order to get the right properties for your Awakened Form.
- If you awaken prematurely, you will need to submit a weakened Awakened Form to the crew for complete approval. Include the bonuses you plan to get from your weapon styles. Remember, there are no overall speed increases, only to certain parts of the body.
- If you don't awaken prematurely, advance to Sannin or Kage rank while getting all the styles you'll want for your form.
- Before awakening, submit your fully completed Awakened Form to the crew. The best possible Awakened Form will include all of the following:
XXX- The appearance of your form.
XXX- How all seven of your planar abilities will transfer over to your new form.
XXX- Include each individual trait that every weapon style you know will contribute to your form. Remember, it is one trait per style.
XXX- Decide if you're Offensive of Defensive type.
XXX- Your vital point

If you perform this checklist correctly, you should have a good experience with this bloodline. Remember to be reasonable when creating your abilities. The crew will be judging pretty much everything about your Awakened Form, as well as your Planar Abilities. With this in mind, have fun, my friends.

xxxxxMEMBERS
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ELEMENTALS
[Masters of Nature....?]


xxxxxHISTORY
Some people believe that the elementals created the world; that they used their power over the elements to form the mountains that litter the earth, bring in the sea, and plant the forests that keep us breathing. The elementals themselves can't remember their history, as the memory of the past that they once kept closely to them has been taken. But, texts within their families and libraries speak of a ancient time, where Creatures that wielded power far superior to anything currently known in the world roamed the lands, called Oni. This particular Oni was tasked by his Creator to guard a group of superior humans, to herd them as their Shepard and lead them to the righteous path. However, as his flock started to die, and feeling the panic of failing his creator, the Oni tried to recreate the work of his master, the result was the Elemental race, creatures not quite human, and wielding powers akin to the originals, however, weaker. With his final Chance to redeem himself failing, the Oni sent his Creations into the world with the order to protect the world, in the hopes that one day they would grow to be the race he needed them to be. With this the Elementals migrated to other parts of the world, showcasing their extreme proficiency in the elements, their infinite lifespan, and the difficulty of killing them. They have been adopted by many villages as powerful shinobi warriors; undying, loyal servants who would do anything to protect their home.


xxxxxDESCRIPTION
An Elemental is a superior human born with both an infinite lifespan (as they feed on natural energy to survive), and incredible control of one of the five main elements, able to convert their chakra directly into the element they represent with little effort. The Lands they came from had many different environments; coasts, forests, mountain ranges, volcanic pits, even areas covered entirely in frost. They were charged with protecting a certain area, and the environment of that area decided what element they'd be born with. A large part of their personality was also decided by their element, although some elementals have managed to grow out of their personality as a youth.

While there are younger generations of elementals, this is a rare thing. Considering Elementals are charged with protecting a single area, they often don't cross paths, and so romance is something scarce. Many of the newer elementals are born from a regular mother, an elemental father, or vice-versa. Some of them simply have the gene passed down from much earlier generations. Nevertheless, they're all extremely long-lived.

Young elementals are surprisingly mellow for their age. They're very disciplined, calm, and well-learned. Very few are 'hormonal' or 'emotional', although elementals do have emotions, just as anyone else does. It's just harder to visibly witness them engage in anger or sadness, or something of the sort. Fire elementals are more likely to get angry often, water elementals can often 'wear their heart in their sleep', meaning they're sort of sad and depressing if you can get it out of them. Wind elementals are quite easily amazed, they're very adventurous and playful. Lightning elementals are aggressive and noisy, and earth elementals are cold and sometimes even barbaric. Many of the younger generations have been born into their elements, but some naturally developed their affinities depending on their personality, and their style of combat. Nevertheless, they all produce extremely hardened, extremely loyal warrior



xxxxxRULES
• You Can only have 1 Element, Maximum, regardless of Class or clan.
• You can not be the host of a demon, nor can you have a Cursemark, or a Summon.



xxxxxWEAKNESSES
• You can only control your given element; this means that this is your only element.


xxxxxSTRENGTHS
• Jutsu of you element are 1 rank stronger, and don't require hand signs to be performed.
• You have an immense chakra Reserve (+100 chakra points.)
• Incredible endurance in combat



xxxxxPASSIVE ABILITIES
Destiny
Depending on your element, your fighting style as well as your mobility will change. All of these abilities are freestyle, and cost no chakra, and are thus like free taijutsu/weapon styles that you can always activate. The strength of the following abilities is equal to your current Rank, but cannot be higher than A-rank in strength maximum (even with Bloodlines passive technique strength increase)

FIRE: The Spitfire Dance - A fire elemental can use their insane manipulation over fire to instantly release fire from anywhere on their body. Not only does this make them a sort of vicious melee fighter, but this can increase their mobility. Releasing fire jets can allow you to torpedo through the air (+2 speed), with deadly landings. Similarly, running will leave a blazing trail.

LIGHTNING: Tempest - A lightning elemental's abilities are similar to a fire elemental's, but more precise, and more efficient. They can charge lightning in their legs to engage in colossally long-ranged jumps, catapulting to their desired location (+3 speed). Similarly, they can create lightning from their body, which can quickly shock and paralyze nearby enemies who couldn't see it coming.

EARTH: Terracotta Army - The earth elemental can immediately harden any part of their body (including their core), heavily reducing damage, ignoring pain and preventing injury. This ability can even be used on wounds already inflicted on their core, which will nullify their pain and allow you to fight at full strength even with a broken and dying body. It will also greatly slow the process of your body's death, possibly even saving your life (after fatal injuries to your core), if you can find help. Finally, your manipulation ability is less directly combative, but is more helpful than the others, you could say. You can feel the vibrations of the earth to their precise movements, sensing the actions of targets around you and also the location of things underground. This type of perception may not be useful for airborne targets, but with land targets, it's extremely useful.

WIND: The Windmill - This sort of movement allows you to feel air vibrations, the opposite of the Terracotta's earth vibrations. This technically means that anything above ground can be precisely felt by you, which makes it slightly more versatile than the Terracotta. Wind elementals are the absolute best at evasion; they can dodge almost everything coming at them, especially with a well-placed assassin's rush or two. Their wind element mobility skills are all increased in power (therefore speed) and precision.

WATER: The Unstoppable - This type of manipulation is extremely versatile, and infinitely potent. They can pull water from the air moisture around them, creating waves from what could only be considered a drop. They can also harden the water up to corundum level of hardness, meaning improvised defenses can come at a whim. While this may not hold well against high-powered jutsu, massive amounts of it at once can easily secure a dodge. Similarly, they can slightly feel movements within the air moisture around, which is basically everywhere, even underground. However, this perception is far less sensitive than the Terracotta and Windmill.


Nature Provides
Due to the nature of their powers, an elemental will regenerate 5% of their chakra (boosts not included) every post, up until they have 50% of their maximum chakra (boosts included).

Elemental Body
You can lace your body entirely with your element at almost any time. The rank is a default C (powered to B), but you can expend chakra to increase the rank of the defense. You will look entirely like a physical silhouette of your element; an ice sculpture, a sort of living lava lamp, etc, depending on your element. While in this state. you can use your own body as a source for your techniques, and will reduce the strength of techniques used against you by 1 rank. This lasts for up to 10 posts, but can be deactivated with but a Thought.



xxxxxTECHNIQUES


Jutsu Here Rank Here
Description here

Jutsu Here Rank Here
Description here

Jutsu Here Rank Here
Description here


xxxxxADDITIONAL COMMENTS
COMMENTS/CLARIFICATIONS HERE

xxxxxRESTRICTIONS
• Only 1 Element
• No Duel Bloodline
• No Demon, No Cursemark, No Summon.



xxxxxMEMBERS
Head: HEAD HERE






[ Created by: Wings Revamped by Shane Revamped by Wings, again. ]
 
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