● The history was never officially recorded. Kraft clansmen have always fallen to the worse storms. Their origin is said to come from the West.
description
● K r a f t [ cr ah ph t ] doesn't measure up to the other doujutsu clans, because it doesn't completely surround its eyes. The Kraft eyes are always activated, mirroring whatever they feel like. They are in a class of their own, they are the earth and the skies. Instead of being measured by other standings, they are a Tota that cannot compare.
rules
➟ This is a Kekkai Tota, any other bloodlines or clans are forbidden. ➟ There are paths, you can only choose one. Only one clans member may use the path at a time. ➟ Because this is a tota, the soft cap is +3/-3 ➟ There may only be three in existence at a time. ➟ Must be Ninjutsu Class.
abilities
➭ The Kraft Clansmen are truly unique, because they have various paths they can take in order to gain power.
➟ Kraft Path One : The Five Elements. Air, Water, Earth, Fire, and Lightning. You will be able to use all of them, but combining them will result into a catastrophic events that will end your life
➟ Kraft Path Two : The Five Variations : Bubbles, Crystal, Magma, Metal, and Acid. You will be able to use all of them, but using the raw elements that create them by themselves will result in death.
➟ Kraft Path Three: The Lone Sage : Spirit. You will use this single element, not able to connect to any other element. Attempting to do so will result in a chemical imbalance that will cost the user their life.
⇝ Complete divinity over the elements given. ⇝ +50 Chakra ⇝ Perception is higher then normal, but still nothing compared to the Sharingan ⇝ +2 stats located at users will. ⇝ Two styles of any kind are available, but only up to the fourth stage.
weakness
➣ No genjutsu. ➣ No +1 to any element, they all remain the same ➣ Bloodline Crusher can kill you instantly. It will take away your ability to even use elemental jutsu outside of the clan. ➣ Limited
Discussed with Jai, pending your final approval, seems up to snuff
-EM- Epic Muffin
Posted: Sun Jul 26, 2015 11:32 pm
Clan or Bloodline: Kekkei Tota
xxxxxxxxxxKiseki no Sedai [ Generation, Of, Miracles ]
xxxxxHISTORY The Kiseki no Sedai are a little-known clan of shinobi based in the rocky peaks of the cloud country. From their ranks, countless successful and internationally recognized shinobi have risen, but the lack of an actual clan name leaves the succeeding parties with no one to credit but themselves. This self-assured nature of the descendants often times turns into their downfall; reliance on only their own power and no one else's, believing that they alone are the absolute.
Those born with the ability to tap into the Kekkei Tota are reportedly even worse. With natural talent to pull them through any situation, and--potentially--an inflated ego large enough to function as a hot-air balloon, true members of the Kiseki no Sedai are some of the rare few shinobi in the world with the power to truly rival their boasting. This does come with a price, the likes of which will be shown later.
xxxxxDESCRIPTION This kekkei tota gives its wielder a broad spectrum of abilities to choose from, while still enabling them to be an expert in one area. Defeat weighs upon them heavily, and sometimes its to the level where they are no longer able to cope with it.
xxxxxRULES • This is a kekkei tota, and is thusly your only asset. • Multiple members of the Kiseki no Sedai can exist in the same village, but they find it extremely difficult to team up. • One KnS character per roleplayer. No exceptions.
xxxxxWEAKNESSES • I Fight Alone: The Kiseki no Sedai have incredibly inflated egos, and as such, suffer mentally when forced to team up with others. As a result, the shinobi suffers a -1/-1 to their stats, and a 15% increase in cost to any techniques while teamed up with others until they mature mentally as a shinobi. This weakness lasts until Jounin rank. • Outside of the Kekkei Tota's skills, the Kiseki no Sedai member may only learn half of their regular allowed physical styles. • Techniques outside of this bloodline's skills cost an additional 15% chakra. This does not apply to the base cost of maintaining a style. • At jounin rank, the I Fight Alone weakness is replaced with the following: - I Cannot Know Defeat: At this rank, the bloodline member's skill has grown to a level where they have--more likely than not--never suffered the searing, agonizing feeling of defeat. As such, it becomes something they fear moreso than anything else in the world. Upon defeat--be it in a spar, full-on battle, or any combat scenario--the Kiseki no Sedai will suffer a permanent -2/-2 to their stats, a 50 point decrease to their chakra, and a 20% increase to ALL technique costs until one of two things happen; they win again, or they rank up. This penalty stacks. However, their power is quite formidable in exchange, so defeating a member of this bloodline will prove quite a mighty task. This weakness is lost at Kage-rank.
xxxxxSTRENGTHS • Physically Dominant: +3 to be allocated to the stats of your choosing. +150 chakra, tota standard. Physical tota, so two free styles active. • You are considered a 'sage', but you must take a physical class, be it samurai, taijutsu, or weapon. All Bloodline techniques are one rank stronger. • If only bloodline techniques are used within any given post, they may be performed at a 25% discount. The chakra cost of maintaining the passive benefits of a style does not count against this. • You may choose one technique from the bloodline list. That technique is your 'Ace Skill', and is one rank cheaper to perform. Many would also consider it your signature move. Ace Skills may be created in customs, but it MUST be clearly stated that the technique is your Ace Skill, and it will be judged accordingly.
xxxxxPASSIVE ABILITIES • Copy Cat: Over time, fighting an opponent will give you much more insight into their moves and their particular style. This--in turn--makes you more and more effective when fighting against them as the battle progresses. While many bloodlines favor a quick and easy kill, the Kiseki no Sedai cash in on long, drawn-out battles, and can quickly overwhelm an opponent that has battled them for too long. Essentially, this translates into stat boosts and perception boosts against an opponent they've been facing for extended periods of time, as modeled below(all stat boosts are past the cap):
At five posts, you may also duplicate one move from their arsenal that they've used against you and use it once. It retains its original chakra costs, but for all other intents and purposes, is considered a bloodline skill. Normal limitations against using it do not apply, even bloodline limitations.
• Emperor Eye: Members of the Kiseki no Sedai have an odd sort of...dojutsu. Vibrantly glowing rings will form around their iris in an enhanced color relative to their original eye color. The Emperor Eye has a particularly strong ability that it gives to the user; the ability to view the flow of an opponent's energy, how it reacts with their muscles and their brain, effectively giving them a one-second view into the future of an opponent's moves. This clarity gives them an incredible advantage in single combat, and is one of the reasons that they're so difficult to defeat in battle. This reading of energy flow is one of the main contributors to their success with the copy cat passive, as it allows them to quickly recognize changes in the flow of an opponent's energy and identify patterns and biases using those changes.
• Unprecedented Skill: After years of practice--and an insane amount of natural talent fueling you--your moves have become so fluid, so refined that opponents somehow find it difficult to keep track of you. Almost as though your movements were so natural that you seem to blend in with the background. As a result you constantly have the stealth benefits of an Assassin class shinobi of one rank lower than yourself. This passive stealth ability seems to make it exponentially more difficult for opponents with dojutsu to keep track of you, as your movements seem to flow into multiple different directions, the practice of your muscles enabling you to burst into an entirely different movement seemingly upon a whim. With so many different outcomes from one single movement, dojutsu users naturally find you exceedingly difficult to deal with.
xxxxxTECHNIQUES
• Himuro 10 Chakra The Perfect Fake technique capitalizes on your smooth movements, and creates what appears to be an illusion-based double out of your chakra. It splinters off from you in the most perfect way, continuing a movement that you would have made--were you not invisible for one brief second, doing something else entirely. Somewhat similar to the Elegance, but works only for that single second to confuse the opponent on one move.
• Murasakibara 20 Chakra - ??? A variable chakra skill. After focusing their specified amount of chakra, a whirling, tearing, and slashing chakra veil will form around the user in their color. Inside of this veil, they will spin upwards into the air, with expenditures of 30 or more chakra pulling debris and other loose materials up with them like a hurricane. They will them use the force of this chakra shroud to smash into the ground, releasing all of the debris and chakra in a slicing, smashing torrential shockwave around them. The base expenditure of chakra is enough to break bones, but anything above 30 can kill. With the more chakra used, so too does the danger potential.
• Midorima [Passive] - ??? Chakra A variable chakra skill. At base, the shinobi's throwing accuracy and range are dramatically increased, able to throw projectiles and hit targets from nearly an entire thread's distance with pin-point precision. Chakra expenditure allows this skill to be applied to projectiles, be it kunai, shuriken, or even other techniques, to transform them into extremely fast, forceful versions of their original selves. For example, the Stone Pebble technique could be made into an extremely deadly, skull-piercing projectile with around 20 points of chakra expended. This is a very creatively used ability, and it comes down to the user's imagination to best put it to use.
• Kiyoshi [Passive] A peculiar skill that allows the user to near-instantaneously change their plan of action and begin an entirely new motion before the first was completed. A perfect skill for catching opponents off guard, as most shinobi are forced to complete something like the swing of a sword before switching to a new action. This skill allows for some very marvelous turnarounds. For example, a lightning-fast charge could be near-instantaneously turned into a backflip to dodge the opponent's countering sword slash. The trick is in the user's muscle and chakra control, allowing them to instantly tighten and loosen their muscles in order to make a completely different movement in a normally impossible situation. Extremely effective when coupled with weapon and tai styles.
• Kise 10 Chakra With the use of this skill, the shinobi may copy and use one technique the opponent used in their previous post. Does not work on opposing bloodline skills. The technique used is then considered a bloodline technique coming from the user. Costs ten chakra plus whatever chakra the opponent spent creating the skill.
• Hayama 15 Chakra An ability centered around disorienting the opponent. Every step the user takes, every movement they make is accompanied by a tremendous, thundering boom after the use of this skill. More than loud enough to disorient their foes, even rattling their vision. Obviously, a shinobi with graceful enough footwork would be able to turn this into an extreme nuisance by taking a large amount of steps, thundering the opponent's ears into submission. Battling against this technique for three posts will cause deafness for up to ten posts. This technique lasts passively for three posts after chakra is applied, then chakra must be spent again to continue it's use per three posts. The user may selectively channel his chakra so that certain entities on the battlefield don't hear the booms, but others do.
• Mibuchi 20 Chakra A particularly nasty technique, especially when used on an unsuspecting foe. For a brief moment, the ground under the opponent will seem to glitter very faintly. Once the glittering has finished, if the opponent has not moved from that ten square-foot space, their feet have been rooted to the ground for one post, leaving them more vulnerable to their foe. This technique is even more dreadful when coupled with other distraction techniques.
• Seiho 10 - ??? Chakra A variable chakra skill. Very simple in nature, the user of this skill creates a shield of energy around them that is capable of blocking techniques of its rank and lower. This technique usually takes the form of a spherical shield, but can be adapted to fit most any situation. The shield starts at a five-foot radius--enough to shield around three people comfortably--and its size scales upward with chakra expenditure.
• Aomine 25 Chakra Many have said that the original practitioner of this technique was a wild beast, that his bottomless potential threatened to swallow the entire shinobi world if left unchecked. Once this technique has been used, the shinobi will seem to 'lock in' on their ideal image of victory. Their muscles will feel enhanced, and their body itself will feel reflexive, reactive...as though charged by lightning. Their perceptive ability will increase dramatically, which will be built upon later. This grants a distributable +2 to the user's stats, but that's not the important part. While in this state, their body seems to react more on instinct than on conscious thought, a sort of 'wild skill'. This makes their reaction time dramatically better than those around them, their body moving almost before an opponent has in response to their attack. When combined with Kiyoshi, this can cause them to change their own course of action multiple times before moving even once, giving them the absolute best angle of attack every time. This skill lasts for five posts before chakra must be spent again.
• Kagami 20 - ??? Chakra A variable chakra skill. After focusing energy into the palm of their hand, the user will create a volatile ball of intense, explosive chakra. The sphere may either be launched in spherical form, or as a frontal laser-like attack. Either way, the results are...extremely destructive. The energy has some sort of explosive property to it, going off with the force of multiple explosive tags upon impact in the spherical form. In the laser form, this energy converts while traveling, but the final point of contact shares the same effect as the original. Anything that comes into contact with the laser during travel will be immediately coated in flames, causing a very swift, painful end for the unsuspecting foe. The size and concentration of the attack scale with chakra expenditure, with the higher levels able to devastate entire villages should you be willing to spend the energy for it.
• Kuroko 30 Chakra Potentially the most dangerous skill in the Kekkei Tota's Arsenal. A particular skill using the art of Misdirection, the user of this technique may use it in one of two ways. They may either use it to block a single technique from the opponent's vision for a brief period, or themselves, either way using the other as a medium. For example, shinobi bob fires a Great Fireball technique, then uses chakra to make himself dramatically more apparent to his opponent, temporarily removing the incoming technique from their field of awareness, and more assuredly hitting them with it. Likewise, he could focus their attention on the technique itself, allowing him to move more easily. This technique has a three post cooldown between uses.
• Emperor Akashi 30 Chakra A technique employed by the emperor with unyielding subjects. After chakra is spent, an area of fifteen feet around the user is enveloped with a strange energy. Opponents caught within this area will find their muscles locked into place, making them easy targets for their descending opponent. Chakra defenses of similar rank will--obviously--negate the skill so long as they stand between you and the user of this technique. It's generally recommended not to get within the area of this technique for the three posts that it's active, though. Five post cooldown between uses.
• ZONE 50 Chakra The ultimate awakening form for any single-person play. The user's mind descends into a state of ultimate concentration. There are no movements that they don't witness, no subtle plays that they cannot defeat. Time seems to move in slow motion all around them, allowing them to easily react to incoming threats with little to no difficulty at all. Gives a +2/+2 to stats past the cap, and a +2 reactionary bonus. Essentially a +4 to speed, with two of it being the speed you can react at instead of moving at. While in ZONE, the user also has an area around them that seems to be disgustingly thick with their chakra. This is what's called an 'area of defense'. Spanning up to thirty feet around them, this area is where the player themselves are especially superior. This area even further muddles the sensory abilities of dojutsu against the user, making them almost useless. But furthermore, this is an area where the user's situational awareness is as close to perfection as it gets. Nothing moves in this zone without their knowledge, and it is almost guaranteed that they'll be able to react to you within this area without difficulty. It's advised to stay as far out of this area as is humanly possible. ZONE lasts for five posts, and may only be used once per battle.
• True Akashi 100 Chakra, Kage rank required True Akashi is the final--and perhaps most significant--skill in the kekkei tota. It can only be learned once the shinobi reaches Kage rank. The user's chakra will spread outward to all of his/her allies, empowering them with the same unrelenting fighting spirit as the user. Gives every ally around them--up to a maximum of four others--the same benefits as ZONE, though all the benefits are cut in half, including their defensive area. Movement around them is slowed, but nowhere near to the point of being considered slow motion. At this point, anyone connected by True Akashi is able to relay all planning and coordinate their movements merely with an instant of eye contact; it is the epitome of team play, and although it only lasts for a brief three posts, any opponent facing empowered foes like this should beware. May only be used once per battle. In order to use this skill, ZONE must be active.
xxxxxADDITIONAL COMMENTS Nope.
xxxxxRESTRICTIONS • No other assets • Only one Kiseki no Sedai per roleplayer • Up to three Kiseki no Sedai may exist at a time.
xxxxxxxxxxKiseki no Sedai [ Generation, Of, Miracles ]
xxxxxHISTORY The Kiseki no Sedai are a little-known clan of shinobi based in the rocky peaks of the cloud country. From their ranks, countless successful and internationally recognized shinobi have risen, but the lack of an actual clan name leaves the succeeding parties with no one to credit but themselves. This self-assured nature of the descendants often times turns into their downfall; reliance on only their own power and no one else's, believing that they alone are the absolute.
Those born with the ability to tap into the Kekkei Tota are reportedly even worse. With natural talent to pull them through any situation, and--potentially--an inflated ego large enough to function as a hot-air balloon, true members of the Kiseki no Sedai are some of the rare few shinobi in the world with the power to truly rival their boasting. This does come with a price, the likes of which will be shown later.
xxxxxDESCRIPTION This kekkei tota gives its wielder a broad spectrum of abilities to choose from, while still enabling them to be an expert in one area. Defeat weighs upon them heavily, and sometimes its to the level where they are no longer able to cope with it.
xxxxxRULES • This is a kekkei tota, and is thusly your only asset. • Multiple members of the Kiseki no Sedai can exist in the same village, but they find it extremely difficult to team up. • One KnS character per roleplayer. No exceptions.
xxxxxWEAKNESSES • I Fight Alone: The Kiseki no Sedai have incredibly inflated egos, and as such, suffer mentally when forced to team up with others. As a result, the shinobi suffers a -1/-1 to their stats, and a 15% increase in cost to any techniques while teamed up with others until they mature mentally as a shinobi. This weakness lasts until Jounin rank. • Outside of the Kekkei Tota's skills, the Kiseki no Sedai member may only learn half of their regular allowed physical styles. • Techniques outside of this bloodline's skills cost an additional 15% chakra. This does not apply to the base cost of maintaining a style. • At jounin rank, the I Fight Alone weakness is replaced with the following: - I Cannot Know Defeat: At this rank, the bloodline member's skill has grown to a level where they have--more likely than not--never suffered the searing, agonizing feeling of defeat. As such, it becomes something they fear moreso than anything else in the world. Upon defeat--be it in a spar, full-on battle, or any combat scenario--the Kiseki no Sedai will suffer a permanent -2/-2 to their stats, a 50 point decrease to their chakra, and a 20% increase to ALL technique costs until one of two things happen; they win again, or they rank up. This penalty stacks. However, their power is quite formidable in exchange, so defeating a member of this bloodline will prove quite a mighty task. This weakness is lost at Kage-rank.
xxxxxSTRENGTHS • Physically Dominant: +3 to be allocated to the stats of your choosing. +150 chakra, tota standard. • You are considered a 'sage', but you must take a physical class, be it samurai, taijutsu, or weapon. All Bloodline techniques are one rank stronger. • If only bloodline techniques are used within any given post, they may be performed at a 25% discount • You may choose one technique from the bloodline list. That technique is your 'Ace Skill', and is one additional rank stronger. Many would also consider it your signature move. Ace Skills may be created in customs, but it MUST be clearly stated that the technique is your Ace Skill, and it will be judged accordingly.
xxxxxPASSIVE ABILITIES • Copy Cat: Over time, fighting an opponent will give you much more insight into their moves and their particular style. This--in turn--makes you more and more effective when fighting against them as the battle progresses. While many bloodlines favor a quick and easy kill, the Kiseki no Sedai cash in on long, drawn-out battles, and can quickly overwhelm an opponent that has battled them for too long. Essentially, this translates into stat boosts and perception boosts against an opponent they've been facing for extended periods of time, as modeled below(all stat boosts are past the cap):
At five posts, you may also duplicate one move from their arsenal that they've used against you and use it at will. It retains its original chakra costs, but for all other intents and purposes, is considered a bloodline skill. Normal limitations against using it do not apply, even bloodline limitations.
• Emperor Eye: Members of the Kiseki no Sedai have an odd sort of...dojutsu. Vibrantly glowing rings will form around their iris in an enhanced color relative to their original eye color. The Emperor Eye has a particularly strong ability that it gives to the user; the ability to view the flow of an opponent's energy, how it reacts with their muscles and their brain, effectively giving them a one-second view into the future of an opponent's moves. This clarity gives them an incredible advantage in single combat, and is one of the reasons that they're so difficult to defeat in battle. This reading of energy flow is one of the main contributors to their success with the copy cat passive, as it allows them to quickly recognize changes in the flow of an opponent's energy and identify patterns and biases using those changes.
• Unprecedented Skill: After years of practice--and an insane amount of natural talent fueling you--your moves have become so fluid, so refined that opponents somehow find it difficult to keep track of you. Almost as though your movements were so natural that you seem to blend in with the background. As a result you constantly have the stealth benefits of an Assassin class shinobi of one rank lower than yourself. This passive stealth ability seems to make it exponentially more difficult for opponents with dojutsu to keep track of you, as your movements seem to flow into multiple different directions, the practice of your muscles enabling you to burst into an entirely different movement seemingly upon a whim. With so many different outcomes from one single movement, dojutsu users naturally find you exceedingly difficult to deal with.
xxxxxTECHNIQUES
• Himuro 10 Chakra The Perfect Fake technique capitalizes on your smooth movements, and creates what appears to be an illusion-based double out of your chakra. It splinters off from you in the most perfect way, continuing a movement that you would have made--were you not invisible for one brief second, doing something else entirely. Somewhat similar to the Elegance, but works only for that single second to confuse the opponent on one move.
• Murasakibara 20 Chakra - ??? A variable chakra skill. After focusing their specified amount of chakra, a whirling, tearing, and slashing chakra veil will form around the user in their color. Inside of this veil, they will spin upwards into the air, with expenditures of 30 or more chakra pulling debris and other loose materials up with them like a hurricane. They will them use the force of this chakra shroud to smash into the ground, releasing all of the debris and chakra in a slicing, smashing torrential shockwave around them. The base expenditure of chakra is enough to break bones, but anything above 30 can kill. With the more chakra used, so too does the danger potential.
• Midorima [Passive] - ??? Chakra A variable chakra skill. At base, the shinobi's throwing accuracy and range are dramatically increased, able to throw projectiles and hit targets from nearly an entire thread's distance with pin-point precision. Chakra expenditure allows this skill to be applied to projectiles, be it kunai, shuriken, or even other techniques, to transform them into extremely fast, forceful versions of their original selves. For example, the Stone Pebble technique could be made into an extremely deadly, skull-piercing projectile with around 20 points of chakra expended. This is a very creatively used ability, and it comes down to the user's imagination to best put it to use.
• Kiyoshi [Passive] A peculiar skill that allows the user to near-instantaneously change their plan of action and begin an entirely new motion before the first was completed. A perfect skill for catching opponents off guard, as most shinobi are forced to complete something like the swing of a sword before switching to a new action. This skill allows for some very marvelous turnarounds. For example, a lightning-fast charge could be near-instantaneously turned into a backflip to dodge the opponent's countering sword slash. The trick is in the user's muscle and chakra control, allowing them to instantly tighten and loosen their muscles in order to make a completely different movement in a normally impossible situation. Extremely effective when coupled with weapon and tai styles.
• Kise 10 Chakra With the use of this skill, the shinobi may copy and use one technique the opponent used in their previous post. Does not work on opposing bloodline skills. The technique used is then considered a bloodline technique coming from the user. Costs ten chakra plus whatever chakra the opponent spent creating the skill.
• Hayama 15 Chakra An ability centered around disorienting the opponent. Every step the user takes, every movement they make is accompanied by a tremendous, thundering boom after the use of this skill. More than loud enough to disorient their foes, even rattling their vision. Obviously, a shinobi with graceful enough footwork would be able to turn this into an extreme nuisance by taking a large amount of steps, thundering the opponent's ears into submission. Battling against this technique for three posts will cause deafness for up to ten posts. This technique lasts passively for three posts after chakra is applied, then chakra must be spent again to continue it's use per three posts. The user may selectively channel his chakra so that certain entities on the battlefield don't hear the booms, but others do.
• Mibuchi 20 Chakra A particularly nasty technique, especially when used on an unsuspecting foe. For a brief moment, the ground under the opponent will seem to glitter very faintly. Once the glittering has finished, if the opponent has not moved from that ten square-foot space, their feet have been rooted to the ground for one post, leaving them more vulnerable to their foe. This technique is even more dreadful when coupled with other distraction techniques.
• Seiho 10 - ??? Chakra A variable chakra skill. Very simple in nature, the user of this skill creates a shield of energy around them that is capable of blocking techniques of its rank and lower. This technique usually takes the form of a spherical shield, but can be adapted to fit most any situation. The shield starts at a five-foot radius--enough to shield around three people comfortably--and its size scales upward with chakra expenditure.
• Aomine 25 Chakra Many have said that the original practitioner of this technique was a wild beast, that his bottomless potential threatened to swallow the entire shinobi world if left unchecked. Once this technique has been used, the shinobi will seem to 'lock in' on their ideal image of victory. Their muscles will feel enhanced, and their body itself will feel reflexive, reactive...as though charged by lightning. Their perceptive ability will increase dramatically, which will be built upon later. This grants a distributable +2 to the user's stats, but that's not the important part. While in this state, their body seems to react more on instinct than on conscious thought, a sort of 'wild skill'. This makes their reaction time dramatically better than those around them, their body moving almost before an opponent has in response to their attack. When combined with Kiyoshi, this can cause them to change their own course of action multiple times before moving even once, giving them the absolute best angle of attack every time. This skill lasts for five posts before chakra must be spent again.
• Kagami 20 - ??? Chakra A variable chakra skill. After focusing energy into the palm of their hand, the user will create a volatile ball of intense, explosive chakra. The sphere may either be launched in spherical form, or as a frontal laser-like attack. Either way, the results are...extremely destructive. The energy has some sort of explosive property to it, going off with the force of multiple explosive tags upon impact in the spherical form. In the laser form, this energy converts while traveling, but the final point of contact shares the same effect as the original. Anything that comes into contact with the laser during travel will be immediately coated in flames, causing a very swift, painful end for the unsuspecting foe. The size and concentration of the attack scale with chakra expenditure, with the higher levels able to devastate entire villages should you be willing to spend the energy for it.
• Kuroko 30 Chakra Potentially the most dangerous skill in the Kekkei Tota's Arsenal. A particular skill using the art of Misdirection, the user of this technique may use it in one of two ways. They may either use it to block a single technique from the opponent's vision for a brief period, or themselves, either way using the other as a medium. For example, shinobi bob fires a Great Fireball technique, then uses chakra to make himself dramatically more apparent to his opponent, temporarily removing the incoming technique from their field of awareness, and more assuredly hitting them with it. Likewise, he could focus their attention on the technique itself, allowing him to move more easily. This technique has a three post cooldown between uses.
• Emperor Akashi 30 Chakra A technique employed by the emperor with unyielding subjects. After chakra is spent, an area of fifteen feet around the user is enveloped with a strange energy. Opponents caught within this area will find their muscles locked into place, making them easy targets for their descending opponent. Chakra defenses of similar rank will--obviously--negate the skill so long as they stand between you and the user of this technique. It's generally recommended not to get within the area of this technique for the three posts that it's active, though. Five post cooldown between uses.
• ZONE 50 Chakra The ultimate awakening form for any single-person play. The user's mind descends into a state of ultimate concentration. There are no movements that they don't witness, no subtle plays that they cannot defeat. Time seems to move in slow motion all around them, allowing them to easily react to incoming threats with little to no difficulty at all. Gives a +2/+2 to stats past the cap, and a +2 reactionary bonus. Essentially a +4 to speed, with two of it being the speed you can react at instead of moving at. While in ZONE, the user also has an area around them that seems to be disgustingly thick with their chakra. This is what's called an 'area of defense'. Spanning up to thirty feet around them, this area is where the player themselves are especially superior. This area even further muddles the sensory abilities of dojutsu against the user, making them almost useless. But furthermore, this is an area where the user's situational awareness is as close to perfection as it gets. Nothing moves in this zone without their knowledge, and it is almost guaranteed that they'll be able to react to you within this area without difficulty. It's advised to stay as far out of this area as is humanly possible. ZONE lasts for five posts, and may only be used once per battle.
• True Akashi 100 Chakra, Kage rank required True Akashi is the final--and perhaps most significant--skill in the kekkei tota. It can only be learned once the shinobi reaches Kage rank. The user's chakra will spread outward to all of his/her allies, empowering them with the same unrelenting fighting spirit as the user. Gives every ally around them--up to a maximum of four others--the same benefits as ZONE, though all the benefits are cut in half, including their defensive area. Movement around them is slowed, but nowhere near to the point of being considered slow motion. At this point, anyone connected by True Akashi is able to relay all planning and coordinate their movements merely with an instant of eye contact; it is the epitome of team play, and although it only lasts for a brief three posts, any opponent facing empowered foes like this should beware. May only be used once per battle. In order to use this skill, ZONE must be active.
xxxxxADDITIONAL COMMENTS Nope.
xxxxxRESTRICTIONS • No other assets • Only one Kiseki no Sedai per roleplayer • Up to three Kiseki no Sedai may exist at a time.
xxxxxMEMBERS Head: Ren Akashi • • • •
The People Scream Kerron
[ Created by: Muffin ]
Sure... Quote Kerron, I see how it is.
Approved btw, seems pretty good, but if you lose one fight that debuff is a pain.
xxxxxHISTORY The Synaesthetion Kekkei Genkai of the Synaet Clan has produced, in the decades since it appeared in Otogakure, some of the most powerful Genjutsu users since before the Kages. However, this has come at a cost to the slowly-growing bloodline, both their chakra networks and their personalities warping thanks to the changes the first manifestation of their Synaesthetion forces onto them. Their sheer effectiveness on the battlefield is considered a worthwhile tradeoff for the occasional comatose thief or swindler, and after all their techniques are never really permanent, and everyone recovers from them...
Eventually...
xxxxxDESCRIPTION Synaesthetion, having once manifest, leaves no external markers on the bearer. However, their chakra network is massively altered, making them instantly identifiable to medical shinobi and others who can detect such things. However, whereas a normal shinobi of less than Kage-level ability has no hope of producing a visible aura of chakra, even the weakest of Genin, having manifested Synaesthetion, is able to produce a chakra aura and, moreover, manipulate the color with little effort.
xxxxxRULES • You must be Genjutsu-class to be a member of this bloodline • Membership in this Bloodline requires membership in the Synaet Clan. You receive no additional benefits from this Clan, and cannot become a member of another Clan while retaining this Bloodline.
xxxxxWEAKNESSES • You may not learn any non-Genjutsu technique, regardless of your rank; Synaesthetics' chakra networks are too heavily altered to use chakra for anything but Genjutsu • You cannot utilize any Genjutsu to a lethal use (that is, use a Genjutsu technique in such a way that the technique itself causes the death of the victim. Paralyzing an opponent on the edge of a cliff so they go limp and fall off is entirely possible); Synaesthetic shinobi are sadistic sociopaths and subconsciously stop themselves from killing their opponents too quickly. • Your strength stat is hard-capped at 6 and cannot be increased beyond this by any means; Synaesthetic shinobi can move as quickly as any other Genjutsu user, but the alterations to their chakra system cause long-term atrophy in their muscles, preventing them hitting nearly as hard.
xxxxxSTRENGTHS • Genjutsu are treated as being a rank lower for purposes of usage cost. This cannot take their cost below 1cp. • Genjutsu used against you are treated as being two ranks lower. You automatically break any genjutsu more than one rank lower than your ninja rank (before this passive adjustment is applied) after one post. • Your Speed stat is increased by 2 and your maximum Chakra pool by 30; while Synaesthetics are physically weak, their bodies and chakra networks are faster and capable of processing more energy than an equivalent non-Synaesthetic.
xxxxxPASSIVE ABILITIES • Aural Jutsu - Any ninja who has manifested Synaesthetion who is Chunin-ranked or stronger can cast Genjutsu by producing a loud, staccato sound, such as clapping their hands together or very briefly screaming. This Genjutsu affects all non-Synaesthetion-bloodline ninja who hear the sound produced, regardless of their friend/foe relationship to the user. Covering one's ears is sufficient defense against techniques used in this fashion, but must be done before the sound is produced. Speech, movement sounds, and any sound with a duration of over half a second • Persistent Genjutsu - A Synaesthetic Jonin's Genjutsu's effects can be made persistent in an area. The Jonin's maximum Chakra pool decreases by twice the amount required to cast the Genjutsu until they dispel the illusion, which must be done within the area it affects. This effect may not be applied to Synaesthetion techniques under any circumstances. • Subtlety - A Synaesthetic Chunin's Genjutsu include a secondary layer that prevents their chakra signature being detected. While confirmation of the jutsu's artificiality is still possible, no jutsu can aid in this confirmation.
xxxxxTECHNIQUES
• Synaesthetion: Crossed Wires Academy-Rank The Synaesthetic, through use of half a dozen handsigns or a produced sound, momentarily scrambles the senses of any shinobi they target with a Genjutsu that makes sight into sound, sound into taste, taste into touch, touch into smell, and smell into proprioception. The victim's stats are reduced by two for their next post. A single Synaesthetic cannot affect the same shinobi twice in a single battle with this technique. This technique is treated as being Genin-Ranked for purposes of resistance.
• Synaesthetion: Roiling Land Genin-Rank Cost The Synaesthetic, through a produced sound, creates a perception of warped terrain around the targets. Affected targets' speed stats are reduced by two until they break free of the Genjutsu, thanks to the perceived difficulty of movement. This technique is treated as being Chunin-Ranked for purposes of resistance.
• Synaesthetion: Horrid Wilting Chunin-Rank Cost The Synaesthetic, through a produced sound, induces a belief in the victims that their bodies are withering and decaying into aged worthlessness. Due to this perception and the psychosomatic effects, affected targets' strength and speed stats are reduced by two until they break free of the Genjutsu plus one of their posts, due to the lingering psychological effects. This technique is treated as being Jonin-Ranked for purposes of resistance.
• Synaesthetion: Great Obsidian Shell Jonin-Rank Cost The Synaesthetic, through a produced sound, induces a belief in the victims that their bodies are turning into inert, nonliving stone. Due to the psychosomatic effects of such perception, affected targets are entirely paralyzed until they break free of the Genjutsu, and their speed is reduced by two for the post after they break free due to the lingering psychological effects. Targets who fail to break free for two posts in a row begin to suffocate due to their mind's perceptions beginning to shut down their lungs. Targets who fail to break free after six posts fall unconscious and begin breathing as normal. This technique is treated as being San'nin-Ranked for purposes of resistance.
• Synaesthetion: Disruptive Anaesthetic San'nin-Rank Cost The Synaesthetic, through a produced sound, induces a feeling of progressive numbness in the victims. Due to the loss of physical sensation, Ninjutsu techniques requiring complex or rapid handsigns and Taijutsu techniques requiring anything other than basic coordination cannot be used until the Genjutsu is broken. All victims, when attempting to use a technique of Genin-Rank or above that is not Genjutsu, must generate a number from 1 to 3. On a 3, they execute the technique as normal. On a 1 or 2, they either fail to connect with the technique or make a mistake in the handsigns and waste their chakra. Due to difficulty in coordinating, victims' Speed is reduced by one point until the Genjutsu is broken. Due to the inability to feel pain while under the effects of this technique, victims' Strength is increased by two points or to their hard cap, whichever produces the lower result, until the Genjutsu is broken. This technique is treated as being SS-Ranked for purposes of resistance.
• Synaesthetion: Parasitic Art Special Cost The Synaesthetic, through physical contact, co-opts a single target's chakra network so that another Synaesthetion technique or Genjutsu of A-Rank or lower feeds from their own chakra, renewing itself and taking from their own chakra pool when they dispel the illusion. The technique may be dispelled as normal, but will be immediately reapplied at the beginning of the victim's next post unless they have reduced their available Chakra points to less than is needed to perform the jutsu. Techniques applied in this way will reapply themselves once after being dispelled. Genjutsu techniques are treated as being one rank lower for purposes of resistance, Synaesthetion techniques are treated as being of their proper rank for purposes of resistance (Synaesthetion: Disruptive Anaesthetic, for example, is treated as a San'nin-Rank jutsu instead of SS-Rank). The once-per-battle limitation of Synaesthetion: Crossed Wires cannot be bypassed with this technique. This technique requires the user to reduce their maximum chakra by the cost of the technique utilized until the reapplied effect is dispelled a second time.
xxxxxADDITIONAL COMMENTS The advantage of reduced cost is calculated as such: A Jonin-rank Synaesthetic wants to cast a Chunin-rank Genjutsu. He can either cast a Chunin-rank Genjutsu for the cost of a Genin-rank Genjutsu, and have resistance apply as normal, or cast it at normal cost and have resistance apply as if it were Jonin-rank.
The cost of Synaesthetion: Parasitic Art is calculated as such: A San'nin-rank Synaesthetic wants to keep an opponent unconscious using Synaesthetion: Great Obsidian Shell in concert with Synaesthetion: Parasitic Art. His maximum chakra is 250 by default, but once he uses Synaesthetion: Great Obsidian Skull on his opponent in concert with Synaesthetion: Parasitic Art, his maximum chakra is reduced to 230 until the opponent has broken Synaesthetion: Great Obsidian Shell twice.
xxxxxRESTRICTIONS • Characters in this bloodline must be of the Genjutsu class • Characters in this bloodline cannot learn any technique that isn't Genjutsu-based, including Clan arts and otherwise-universal jutsu such as Substitution • The AoE effect of using the Aural Jutsu technique to use a Genjutsu technique cannot be mitigated by the user in any way. Headphones or covering one's ears are sufficient defense, allowing allies to be effectively immune.
● Stax Oni are one of the most renown kekkai totas that belong to the third nation which is called Ceslaus. Cunning, Strategy, Quick-thinking, Adaptability, Cleverness, Wisdom. All of these things are traits of them and their country.
description
⇨ Stax Oni aren't humans. They are beings far beyond that, and they are considered to be the masters of weaponry.
rules
➟ They have transformations instead of jutsu, and each transformation gives them different stats depending on the amount of chakra paid. ➟ The Stax are a bloodline, but cannot be combined with elemental bloodlines/clans. ➟ They have a class of their own and only they may access the extent it entails. ➟ Taijutsu / Weapon styles may not go passed the hard cap. (18 for stax oni)
strength
⇝ They can have endless custom weapons. And they can instantly summon any of the custom weapons. ⇝ They can learn endless weapon styles. ⇝ They can learn up to 6 taijutsu styles. ⇝ +75 Chakra
weakness
➣ When they are formless, their stats are 2 speed and 1 strength. ➣ They have no element, and can only learn 10 universal jutsu techniques. ➣ Forms cannot be autobought. They must be learned manually.
FORMS
✱ The Libra - C This form grants the user the base stats of 5/5. Stays on for 5 posts, cool down of 3 posts.
✱ The Cancer - C This form grants the user with the base stats of 8/2. Stays on for 5 posts, cool down of 3 posts.
✱ The Gemini - B This form grants the user with the base stats of 11/0. Stays on for 5 posts, cool down of 3 posts.
✱ The Taurus - B This form grants the user with the base stats of 5/7. Stays on for 5 posts, cool down of 3 posts.
✱ The Virgo - A This form grants the user with the base stats of 5/9. Stays on for 4 posts, cool down of 4 posts.
✱ The Scorpio - A This grants the user with base stats of 9/5. Stays on for 4 posts, cool down of 4 posts.
✱ The Leo - S This grants the user with base stats of 10/10. Stays on for 3 posts, cool down of 5 posts.
✱ The Sagittarius - SS This grants the user with base stats of 13/14 .Stays on for 3 posts, cool down of 5 posts.
✱ The Capricorn - S This grants the user with base stats of 15/5. Stays on for 3 posts, cool down of 5 posts.
✱ The Pisces - A This grants the user with base stats of 10/4. Stays on for 4 posts, cool down of 4 posts.
✱ The Aquarius - SS This grants the user with base stats of 18/9. Stays on for 3 posts, cool down of 5 posts.
jutsu
✱ Landing Grace - Passive It's impossible for them to die from falling, or from heights. They are used to being up high, they have certain techniques that make them fly high, so falling to their death would be... They can focus all their stats into their feet, and even if its not a lot stat, they can still not get damaged.
✱ Medical Rejection - D The Stax are not fully human, meaning they can reject certain medical procedures as a price. This mostly applies to poison or acid, it doesn't affect them as long as they coat themselves with a layer of chakra.
✱ Tenju Jump - D Focusing all the strength into their feet, the Stax are able to jump up to 60 feet in the air depending on how much strength they put into it. They can do this at any time they please with a certain amount of chakra.
✱ Charge - C A taijutsu technique that has improved in effectiveness from it's deprived version. Through a hasteful sprint, the shinobi will charge towards the opponent, and fracture all possible balance with a mighty shoulder charge. With a tactical arrangement the technique will prove quite powerful, and hurl them approximately eight to ten feet away from the user. With devastating physical strength enforced through this technique. The opponent will experience an immense lost of breath, causing issues with recovery their breathing after two post counts.
✱ Pound - A A technique consisting of five consecutive strikes that are targeted towards an opponents four limbs as well as their stomach. The first strike can hit either the elbow of either arm, or the knew of either leg. The strike will lock that limb in place by constantly forcing it to enter a state of immobilization brought on by chakra. The joints hit become marked with a kanji that is surrounded by a yellow orb. With each paralyzed limb, striking the opponent in the others becomes easier. Succeeding with the freezing of all four limbs. The final strike is dealt with both fore arms into the enemies abdomen. Using the paralyzed joints as expanding points to send a shock wave of pain throughout the entire body.
✱ Knife Dance - C First the user will throw as many knifes/daggers into the air as they wish and or can. Then they connect all of the knifes by using a ring of chakra to connect them at their ends with each knife pointing towards the center of the circle. The knifes will look like they are floating and the user may expand this circle of chakra at will making the ring smaller or larger. Requires daggers/knives.
✱ Kick - C The user unleashes a devastatingly strong combo. He or she starts with one roundhouse kick to the opponent's lower body. On completion, they immediately move onto another aiming towards the opponent's midsection. A third roundhouse kick is then aimed for the opponent's head thereafter. The user then uses the spin of the last kick to throw a powerful jab toward the opponent's face. Soon after, they end the combination with a left straight. The last straight will almost always knock the enemy back.
✱ Ring - A The user stores Chakra into both of their fist holding them vertical on top of each other after storing Chakra into their hands they continue storing Chakra overflowing in that one designated point until it explodes in a powerful air wave made of pure Chakra that looks as if air is passing through them now with more attack radius after it passes through the intended target it can smash through anything else that is behind the intended target. This technique causes the foe to have a massive migraine as well things being blurry to them for one minute [ One Post ] after the assault.
✱ Burning Kick - S This attack seems to be an enhanced version of Diaburu Janbu. Running at his target at incredible speeds (can be done underwater ) the user will spin around slightly and deliver a strong back kick to the center of his target. The heat will burn a significant amount of the target around the kicked area and leave a criss-crossed grill shaped burn. Usually, elements wouldn't be in a Stax Oni technique, but the fire is acquired other ways other then chakra. The pure passion of the attack, and the chakra required, combined with the speed makes the leg get consumed in fire, where it makes the attack even more deadlier.
✱ Fly - S As long as they are in a form that gives them stats higher then 10 in strength, the Stax may push off the ground and fly for 3 posts because of its strength. It isn't really flying, more like hovering but the effect is still the same. It's a simple jutsu.
Quote:
+ XXXXXXXXXXXXXXXX BLA-CKSMITH CLASS
These are master creators, and hold the secrets to the forge. Here is the information retaining chakra, and the untapped power the Stax Oni possess. They can also sell weapons or create them for others as much as themselves.
XXXCHAKRA - The Stax Oni get +75 to their chakra. This is already shown in the stats below, so no need to add it onto that. Genin - 100 chakra Chuunin - 190 chakra Jounin - 250 S- 310 SS - 425
STATS MAY GET UP TO 18; THIS IS THEIR HARD CAP.
XXXUNTAPPED POWER Once per battle they can consume their weapon, destroying it forever and gaining +50 chakra back because of it. By consuming it, the weapon glows and breaks apart slowly, falling into the users body.
● Stax Oni are one of the most renown kekkai totas that belong to the third nation which is called Ceslaus. Cunning, Strategy, Quick-thinking, Adaptability, Cleverness, Wisdom. All of these things are traits of them and their country.
description
⇨ Stax Oni aren't humans. They are beings far beyond that, and they are considered to be the masters of weaponry.
rules
➟ They have transformations instead of jutsu, and each transformation gives them different stats depending on the amount of chakra paid. ➟ The Stax are a bloodline, but cannot be combined with elemental bloodlines/clans. ➟ They have a class of their own and only they may access the extent it entails. ➟ Taijutsu / Weapon styles may not go passed the hard cap. (18 for stax oni)
strength
⇝ They can have endless custom weapons. And they can instantly summon any of the custom weapons. ⇝ They can learn endless weapon styles. ⇝ They can learn up to 6 taijutsu styles. ⇝ +75 Chakra
weakness
➣ When they are formless, their stats are 2 speed and 1 strength. ➣ They have no element, and can only learn 10 universal jutsu techniques. ➣ Forms cannot be autobought. They must be learned manually.
FORMS
✱ The Libra - C This form grants the user the base stats of 5/5. Stays on for 5 posts, cool down of 3 posts.
✱ The Cancer - C This form grants the user with the base stats of 8/2. Stays on for 5 posts, cool down of 3 posts.
✱ The Gemini - B This form grants the user with the base stats of 11/0. Stays on for 5 posts, cool down of 3 posts.
✱ The Taurus - B This form grants the user with the base stats of 5/7. Stays on for 5 posts, cool down of 3 posts.
✱ The Virgo - A This form grants the user with the base stats of 5/9. Stays on for 4 posts, cool down of 4 posts.
✱ The Scorpio - A This grants the user with base stats of 9/5. Stays on for 4 posts, cool down of 4 posts.
✱ The Leo - S This grants the user with base stats of 10/10. Stays on for 3 posts, cool down of 5 posts.
✱ The Sagittarius - SS This grants the user with base stats of 13/14 .Stays on for 3 posts, cool down of 5 posts.
✱ The Capricorn - S This grants the user with base stats of 15/5. Stays on for 3 posts, cool down of 5 posts.
✱ The Pisces - A This grants the user with base stats of 10/4. Stays on for 4 posts, cool down of 4 posts.
✱ The Aquarius - SS This grants the user with base stats of 18/9. Stays on for 3 posts, cool down of 5 posts.
jutsu
✱ Landing Grace - Passive It's impossible for them to die from falling, or from heights. They are used to being up high, they have certain techniques that make them fly high, so falling to their death would be... They can focus all their stats into their feet, and even if its not a lot stat, they can still not get damaged.
✱ Medical Rejection - D The Stax are not fully human, meaning they can reject certain medical procedures as a price. This mostly applies to poison or acid, it doesn't affect them as long as they coat themselves with a layer of chakra.
✱ Tenju Jump - D Focusing all the strength into their feet, the Stax are able to jump up to 60 feet in the air depending on how much strength they put into it. They can do this at any time they please with a certain amount of chakra.
✱ Charge - C A taijutsu technique that has improved in effectiveness from it's deprived version. Through a hasteful sprint, the shinobi will charge towards the opponent, and fracture all possible balance with a mighty shoulder charge. With a tactical arrangement the technique will prove quite powerful, and hurl them approximately eight to ten feet away from the user. With devastating physical strength enforced through this technique. The opponent will experience an immense lost of breath, causing issues with recovery their breathing after two post counts.
✱ Pound - A A technique consisting of five consecutive strikes that are targeted towards an opponents four limbs as well as their stomach. The first strike can hit either the elbow of either arm, or the knew of either leg. The strike will lock that limb in place by constantly forcing it to enter a state of immobilization brought on by chakra. The joints hit become marked with a kanji that is surrounded by a yellow orb. With each paralyzed limb, striking the opponent in the others becomes easier. Succeeding with the freezing of all four limbs. The final strike is dealt with both fore arms into the enemies abdomen. Using the paralyzed joints as expanding points to send a shock wave of pain throughout the entire body.
✱ Knife Dance - C First the user will throw as many knifes/daggers into the air as they wish and or can. Then they connect all of the knifes by using a ring of chakra to connect them at their ends with each knife pointing towards the center of the circle. The knifes will look like they are floating and the user may expand this circle of chakra at will making the ring smaller or larger. Requires daggers/knives.
✱ Kick - C The user unleashes a devastatingly strong combo. He or she starts with one roundhouse kick to the opponent's lower body. On completion, they immediately move onto another aiming towards the opponent's midsection. A third roundhouse kick is then aimed for the opponent's head thereafter. The user then uses the spin of the last kick to throw a powerful jab toward the opponent's face. Soon after, they end the combination with a left straight. The last straight will almost always knock the enemy back.
✱ Ring - A The user stores Chakra into both of their fist holding them vertical on top of each other after storing Chakra into their hands they continue storing Chakra overflowing in that one designated point until it explodes in a powerful air wave made of pure Chakra that looks as if air is passing through them now with more attack radius after it passes through the intended target it can smash through anything else that is behind the intended target. This technique causes the foe to have a massive migraine as well things being blurry to them for one minute [ One Post ] after the assault.
✱ Burning Kick - S This attack seems to be an enhanced version of Diaburu Janbu. Running at his target at incredible speeds (can be done underwater ) the user will spin around slightly and deliver a strong back kick to the center of his target. The heat will burn a significant amount of the target around the kicked area and leave a criss-crossed grill shaped burn. Usually, elements wouldn't be in a Stax Oni technique, but the fire is acquired other ways other then chakra. The pure passion of the attack, and the chakra required, combined with the speed makes the leg get consumed in fire, where it makes the attack even more deadlier.
✱ Fly - S As long as they are in a form that gives them stats higher then 10 in strength, the Stax may push off the ground and fly for 3 posts because of its strength. It isn't really flying, more like hovering but the effect is still the same. It's a simple jutsu.
Quote:
+ XXXXXXXXXXXXXXXX BLA-CKSMITH CLASS
These are master creators, and hold the secrets to the forge. Here is the information retaining chakra, and the untapped power the Stax Oni possess. They can also sell weapons or create them for others as much as themselves.
XXXCHAKRA - The Stax Oni get +75 to their chakra. This is already shown in the stats below, so no need to add it onto that. Genin - 100 chakra Chuunin - 190 chakra Jounin - 250 S- 310 SS - 425
STATS MAY GET UP TO 18; THIS IS THEIR HARD CAP.
XXXUNTAPPED POWER Once per battle they can consume their weapon, destroying it forever and gaining +50 chakra back because of it. By consuming it, the weapon glows and breaks apart slowly, falling into the users body.
xxxxxHISTORY There is a place between the worlds, but you only find yourself there by fate. The heavens know you will be there eventually, so they won't welcome you to their door once you die. This place is called Lazaras. This is the place the dead go when they will one day live again. It's a taste of hell, reliving your worst fear.. your worst memory... your worst experience over and over again. Inflicting so much pain, even if that dead person is only dead for several minutes. Why were you placed there? Well, since you have no choice in the matter we can call it Destiny. Fate. or pure Coincidence for the unbelievers.
xxxxxDESCRIPTION This bloodline basically gives the ability to die and come back to life. You cannot access the bloodline jutsu until you have died, and if you have perished there is still time to be injected with the bloodline. Once you submit to this bloodline there is no change, not until you die. You are a demon, that cannot be saved.
xxxxxRULES • Grants the Doton element / Darkness sub element • No physical classes, exception: Medical
xxxxxWEAKNESSES • -1 strength. • Joukai techniques are +2 against your darkness. • An abomination, you cannot hide from being sensed. When you arrive, your chakra will be obvious to everyone.
xxxxxSTRENGTHS • +2 speed • Access to pets. • Since they thrive in the dark, their perception is pretty high. • No hand seals for the darkness element.
xxxxxPASSIVE ABILITIES
• Yukigoshi This technique cannot be used in battle but is the main travel way of the Lazarus. They open a door of darkness and slip through it, and they can enter any thread or subforum they wish. Similar to teleportation, but can only travel through darkness, shadows. This does not include places they have never been, however after they use this to enter a place they cannot immediately attack someone. There are runes she places, as markers, and each lazarus are granted 3 markers per rank.
• The Fading Sun This passive is something that makes the heavens look down upon this clan. When they enter the thread, they are able to completely block the sun to make the entire area dark. Of course the external sources of lights will not be extinguished. The way they cover the sun is by exerting a blaze of darkness to the sky, the acts as a mirror to the other side of the sky, except its dark and murky. While the sun is gone, any angelic clans/bloodlines will receive -2 to their strength while fighting a Lazarus.
• Complete Darkness The Lazarus are dark creatures, they aren't human, are dead, came back, and aren't even close to living again. Their bodies have changed because of that. They went against gods orders, and became monsters. Because of this, they can change their bodies into darkness, and depending on the rank of the person using it, they can nullify physical or ninjutsu attacks. If the user is kage rank, they can nullify a kage ranked ( or below) attack by turning into darkness. The cool down for this is three posts, and only 3 times per battle.
xxxxxTECHNIQUES •Yaminoyoroi E-SS It's a basic jutsu that covers the user in slick black armor, reducing/nullifying every physical attack inflicted on it. If the attack is SS, you must pay SS rank to block it. If it is SS, and you simply want to reduce the damage, you can use S rank chakra and still survive. Can only last four posts.
• Tenteki C This jutsu allows the user to breath out dark murkiness, filling the area with a vivid dark fog that is hard- not impossible- to navigate through as long as their is a reliable response. This gas isn't poisonous, simply used as a smoke screen for escape or an upcoming attack. This lasts for 5 posts. The fog covers about a 25 foot radius of the user.
• Tenteki: Poison C This jutsu allows the user to breath out dark murkiness, filling the area with a vivid dark fog that is hard- not impossible- to navigate through as long as their is a reliable response. This gas is poisonous, and anyone who breathes it in will be immobilized for 2 posts. The poison eventually disappears after 3 posts. The user is unaffected by this poison. The fog covers about a 25 foot radius of the user.
• Kyūseishu S Messiahs are relatively dark creatures that have no control over their mind, their body overriding with power that they use to hurt others. That is what this attack is about, concentrating hard enough to break your own mind, to break your limits and exert a powerful enough chemical to your brain to add an extra +2/1 speed/strength to your stats for the entire battle, or until the user disperses the jutsu.
• Sōdobīmu B The literal shadow clones. These clones can be created with small amounts of chakra, say 15, and are usually used for small tasks like messaging or training. They don't have any physical power seeing as their chakra pool is only 15 CP.
• Razaro bakuhatsu SS This is considered the second most important attack in the clan. The Lazarus Explosion. It takes 50 chakra to perform, and the minute it does happen it is almost impossible to evade. There are two posts for this to happen, in the first post the user's finger tips will begin to drain itself with energy, appearing to be blackened. Her/his face will contort to look like a demons, it's a true terrifying mask. The second post, if the opponent has not fled yet, they will be cast into a genjutsu. This will put them through complete hell, they'll believe they are surrounded by millions of beasts that are tearing them apart slowly, it overrides all the senses and eventually just leaves the opponent brain dead.
• Handoburasuto SS This jutsu expels from their mouth, and covers 15 feet from where the user is facing. It's a rare jutsu that is sudden, but is like a beam of laser cutting through the air at an impossible speed. If it connects into the opponent, it doesn't do anything at first. It sits still for a post, while it works its magic. The beam shoots a sort of poison into the body, that drifts into the heart and literally tears it apart. This causes the opponent to suffer of a heart attack, if they go into cardiac arrest they die. If they get treatment right away, they can survive.
• Yami haishutsu A Slamming their fist to the ground, the user creates a grand wall that casts a shadow on the area the user is fighting. Out of the shadows, the user creates zombie looking minions that can swarm the opponent. They can only attack physically at the same strength as the user, but the speed is considerably low. Mostly used to swarm and make the opponent panic. Their actual stats are 7/9
• Chemical Imbalance B If the user is within ten feet of its opponent they will be able to perform this jutsu. They puke/spit a constant amount of acid that looks like blood at the enemy. While it isn't impossible to evade, it is still difficult. It causes severe pain and with every spit ball that hits, it causes a -1 to the enemies speed. Genin: 5 Chuunin: 10 Jounin: 15 Saanin: 20 Kage: 50
• Fetal Position C-SS This is a basic to perform jutsu similar to Gaara's defense. The user is consumed by a ball that cannot be penetrated by anything but a higher ranked jutsu. It remains for 3 posts, consuming 15 chakra each post.
• Now you see me... SS When the technique is casted, it can be random and with no obvious indication that its happening (exception to doujutsu). His/her eyes will darken normally, but instead this is the visual trigger that starts the genjutsu. It makes the opponent go blind for several seconds, without the opponent noticing at all. It would appear as if they simply blinked. Within those seconds the user will move from their current position and appear behind the other, so it would look as if they teleported. Can also use to escape.
• Binds of Darkness A Similar to the Nara Clan, this jutsu manipulates the shadow of another person to achieve the clansmen goal. This clan member makes 3 hand seals before slamming their palms to the ground. The target- which could be at any range as long as its in the thread- will be tripped by their own shadow, as if it was wrapping around their feet.
• Familiar Creation SS Can only be used twice to create a pet. The pet will literally appear to look like shadows, out of darkness. It can talk to you and fight with you, and it has its own chakra pool. Must be created in customs, but is allowed to have a +2 on its stats when fighting in the dark.
• Summon of the Souls SS This jutsu costs 200 chakra to do this, as well as prep. So it is impossible to do in the middle of a battle. If they are implanted with this bloodline before death, they do not require this. After death, there will need to be a body to perform this. You must draw symbols on the deceased, all over. The forehead, each cheek, two times down the arms, the palm, the stomach, and the ankles. After that is done, there are several chants that will need to be bestowed upon the body (make em up, make em look interesting ) and during this process it drains 75 chakra points. During the final chant, the user will slam their palms to the body and infuse the rest of the chakra (125) into the dead. This will make them live again.
• Skull Grenade - C The user plunges their hand into the ground and rips from it a human skull. Concentrating their chakra into the skull, it becomes much like a grenade. The skull will explode whenever the user wishes, sending dozens of sharp shards of bone flying outward in every direction. The user can detonate the skull within 5 posts before it is not longer capable of such. The blast catches anything within a 15 foot radius of the skull in pure destructive force, but the bone shards reach further at 30 feet in all directions.
• Dark Storm S An single giant dark laser beam fires to the skies from the body of the clansman. Once it hits the sky it fades away and gathers black clouds with the occasional crackle of blue over the entire battlefield. Soon hundreds of concussive darkness laser beams quickly fly down from the clouds. These beams are navigated by the clansmen to strike the opponent directly. If hit by even a few of them large amounts of electric shocks travel through the body making this an extremely lethal technique.
• Shadow Dragon A The clan member forms their shadow into a massive black snake-like dragon that will fly towards their opponents, seeking to rip them apart with its shadowy fangs and claws. The dragon cannot go beyond 75 feet from wherever the user is standing and can be no more than 75 feet long. This dragon can be maintained for up to 10 posts unless the connection to the user is broken beforehand.
• Mutual A This is a genjutsu that is triggered by a visual affect, the eyes turning black from the lazarus. After seeing this, the entire thread will appear to go pitch black, and any forms of seeing would be impossible without doujutsu or sensory means. It basically makes the enemy blind, for 4 posts, or until the user breaks it.
• Dark Twister A • • • • •
xxxxxADDITIONAL COMMENTS You can also achieve this clan if you've been revived with the Queens Drop.
xxxxxRESTRICTIONS • Cannot be combined with any angelic clan/bloodlines. • Can only recieve this bloodline if it is implanted by one of its own members. It cannot be implanted by any other. • Of course, it takes up a Bloodline slot. • Can only use Summon of Souls 5 times before... You die. Forever. On the second person you die, and you cannot be revived with a queens drop ever. Ever again.
xxxxxMEMBERS Head: • • • •
[ Created by: Jai / Impure ]
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Posted: Sat Aug 08, 2015 11:14 pm
Clan or Bloodline: Tota
xxxxxxxxxxTen no hokō-sha [天の歩行者] [ Walkers of Heaven ]
xxxxxHISTORY The monks of the far south find balance and beauty in all things. Everything is an art form. There is a balance to be found in every situation. With a powerful desire to save lives, they too understand that life must also be taken. As there are those who must be defended, there are those who must be defeated. This is the way of life, and the way of death. One cannot exist without the other.
xxxxxDESCRIPTION The Walkers have an unmatched understanding of chakra, breaking it down into its most base components, Ying and Yang. They use them both to create and utilize techniques of dazzling power.
xxxxxRULES • You are neither good nor evil, you are the balance in the middle. When there is Dark and Light, you are the Twilight in the middle. • This takes both Asset Slots as it is a Tota • Only 1 Element • Must be a Physical Class
xxxxxWEAKNESSES • Primarily focused on close range combat. If they can't touch you, they can't kill you. • Can only pick one element
xxxxxSTRENGTHS • +1/+1 at all times and an additional +2 to the stat of the user's choosing • Walkers utilize a special chakra system of Ying and Yang. Ying and Yang do not possess any chakra strengths or weaknesses. Any stat boosts that effect chakra raise both stats. Gennin: 100 Ying and 100 Yang Chuunin: 150/150 Jounin: 175/175 Sannin: 200/200 Kage: 250/250
xxxxxPASSIVE ABILITIES • [CQC Masters] Just as with Samurai, years of training has honed the Walker's sense, slowing down CQC combat. This does not make the Walker faster in CQC, but instead slows time to 1/5 its normal speed, allowing them time to react to almost anything at close range. • [The Beauty in All Things] Due to an all but unmatched understanding of chakra and its usage, Walker's have learned to literally see chakra formations in everything from people to trees. It does not allow them to see things that would normally be hidden from sight like an Assassin, but instead is mainly to tell if a jutsu is being used, and what the jutsu is capable of. • [Balance] If a Walker finds himself relying to heavily on either Ying or Yang, he can even out the pools by adding them together and splitting them evenly. • [Way of the Fist] Walkers can utilize two taijutsu styles at a time. The first style costs nothing to maintain, and the second style has its cost cut in half. The Walker can use either Ying or Yang or both to pay the cost. The Walker can use any stat boost granted by both styles. • [Ascension] Walkers have no soft cap, only the hard cap imposed by each rank. • [Elevated] Walkers, oddly enough, can hover off the ground and move like this. They cannot fly, but instead as stated, hover a few feet off the ground. • [This for That] The Walker can shift their own stats, moving 2 points from one stat to another. For example, if the Walker moves 1 point to speed, he loses 1 point of strength. This can be swapped in battle, but has a 2 post cooldown every time it is done.
xxxxxTECHNIQUES
• Mantra 15 Ying/15 Yang A mantra is a word or hymn, repeated to aid the Walker's concentration, granting them unique bonuses for short periods of time. Each one is different and cannot be stacked. They last for two posts - Mantra of Air: Kuki > Grants +1 Speed and adds Fuuton Elemental Affinity to strikes - Mantra of Earth: Chikyū > Grants +1 Strength and adds Doton Elemental Affinity to strikes - Mantra of Flames: Honō > Grants +1 Strength and adds Katon Elemental Affinity to strikes - Mantra of Lightning: Kaminari > Grants +1 Speed and adds Raiton Elemental Affinity to strikes - Mantra of Waves: Nami > Grants the ability to slowly heal small wounds and adds Katon Elemental Affinity to strikes - Mantra of Heaven: Tengoku > Adds a rank reduction to all damage taken that stacks with any other active reduction. Also reduces jutsu cost by 10%.
• Fists of Fury 50 Yang Upon entering their fighting stance to being this move, 7 copies of the user will appear around the target as long as they are within 10 yards. These copies and the original will then proceed to attack the target. The target will think that all 8 are causing physical damage, but only 1 is actually real. The real danger is that the user can instantly switch between any of the copies they have created for the duration of the jutsu. Lasts 3 posts.
• Judgement 30-50 Ying The powers that govern and judge a person over their lifetime, Kharma and Dharma, are called upon to immediately pass judgement on a single target. This appears in the form of a bright light emitted from the Walker's palm, that, you guessed it, travels at the speed of light (funny how light moves at the speed of light). Upon impact, depending on what the Walker has decided to judge the target on, they will instantly sustain a massive amount of damage (or be partially healed if friendly) and: - Judgement of Retribution: Half of the damage that has been dealt to the Walker during the course of battle is done to the target - Judgement of Protection: For the next 3 posts, all damage the target takes is reduced by 1 rank. - Judgement of Time: The targets speed is reduced by 2 (or increased by 2 if friendly) - Judgement of Space: The targets strength is reduced by 2 (or increased by 2 if friendly)
• Dashing Strike 30-50 Yang The Walker runs at incredibly high speeds becoming a blur before seemingly teleporting to their target to unleash a powerful punch infused with Yang. The destructive capabilities of the Yang can cause any chakra construct of the same rank (30 Yang is equal to 30 Chakra, so S rank) to rapidly break apart. However, if the fist comes in contact with a chakra construct of the same rank, it loses the Yang infusion.
• Breath of Heaven 25 Ying/25 Yang The Walker will point his palm out towards the target, putting his index and middle fingers upwards to the heavens. A beam of light will appear from the sky, and a moment later, a beam of energy will slam into the ground in a 25 foot radius, removing whatever it touches from existence.
• Exploding Palm 30-50 Yang The Walker charges their palm, causing it to give off a faint glow before slamming it into an unlucky target. The resulting blast of Yang shreds what it comes into contact with before exploding and expanding outward.
• Sanctuary 30 Ying The Walker designates a 20x20 area on the battlefield as his sanctuary. Inside this box, he can instantly teleport, allowing for truly devestating attacks if an enemy is foolish enough to enter what is often referred to as the kill box.
• Salvation 50 Ying The Walker is surrounded by a bright light, encasing him in a shell of protective energy that makes him immune to any damage for a single post. This can only be used once per battle but cannot be broken during the post it is used.
• Long Arm of the Law 10 Yang to 50 Yang Instead of relying on physical contact to deal damage, the Walker instead releases jets of chakra from his palms of varying lengths and strengths to strike enemies who just seem to stay out of reach. 10Y - 1 foot chakra burst 20Y - 3 foot burst 30Y - 5 foot burst 50Y - 10 foot burst, can curve before it reaches maximum length
• Determination 10 Ying For the next two posts, the Walker is immune to pain, fear, guilt, and sorrow. Attacks will still cause damage, but the Walker will not even flinch. During this time, Genjutsu a rank lower then the Walker will not have any effect either.
• Transcendence 20 Ying Focusing on a single point, the Walker can teleport to any location that he can see, as long as it is not within 10 feet of an enemy ninja.
• Avatar State 50 Ying/50 Yang The Walker's piece of resistance, the Mona Lisa, the Ninth Symphony. A Walker will only resort to this if he has no other choice, or truly feels overwhelmed by an opponent. Channeling energy throughout his body, the Walker become the embodiment of balance. Glowing lines will spread across his body in the form of tattoos that are styled to users preference. Their eyes will roll back, showing only white before they begin glowing. In this state, all of the Walker's techniques have had their costs reduced by one rank, and Transcendence has had its cost completely removed. The Walker can now stack two mantras at the same time as well, as long as they are not the same one. This form also grants access to the Walker's finaly ability Unity. Unity allows the Walker to bless nearby allies, increasing their stats by +1/+1 for as long as the Walker is in the Avatar State. This state lasts for 7 Posts, and can only be used once per battle per month.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • No other asset • Only 3 in the world at any given time •
● The history was never officially recorded. Kraft clansmen have always fallen to the worse storms. Their origin is said to come from the West.
description
● K r a f t [ cr ah ph t ] doesn't measure up to the other doujutsu clans, because it doesn't completely surround its eyes. The Kraft eyes are always activated, mirroring whatever they feel like. They are in a class of their own, they are the earth and the skies. Instead of being measured by other standings, they are a Tota that cannot compare.
rules
➟ This is a Kekkai Tota, any other bloodlines or clans are forbidden. ➟ There are paths, you can only choose one. Only one clans member may use the path at a time. ➟ Because this is a tota, the soft cap is +3/-3 ➟ There may only be three in existence at a time. ➟ Must be Ninjutsu Class.
abilities
➭ The Kraft Clansmen are truly unique, because they have various paths they can take in order to gain power.
➟ Kraft Path One : The Five Elements. Air, Water, Earth, Fire, and Lightning. You will be able to use all of them.
➟ Kraft Path Two : The Five Variations : Acid, Magma, Nature, Storm, and Diamond.
➟ Kraft Path Three: The Lone Sage : Spirit. You will use this single element, not able to connect to any other element. Attempting to do so will result in a chemical imbalance that will cost the user their life.
⇝ Complete divinity over the elements given. ⇝ +150 Chakra ⇝ Perception is higher then normal, but still nothing compared to the Sharingan ⇝ +3 stats located at users will. ⇝ No hand seals needed
weakness
➣ No genjutsu. ➣ No +1 to any element, they all remain the same ➣ Bloodline Crusher can kill you instantly. It will take away your ability to even use elemental jutsu outside of the clan. ➣ Only two styles of any kind can be learned.
jutsu
✱ Path One: Indiscriminate - Passive The Krafts are masters in their respected paths, and when it comes to the five main elements, then the master of this knows automatically what technique any others (of the 5 elements) will use before they use it, making them more faster to respond or block the attacks.
✱ Path Two: Nature's Lament - Passive While path two has different elements, their mastery over those elements aren't to be underestimated. Kraft on this path are deeply connected to nature, and the beings that live with it. They can communicate and get aide from animals, all types, if they need.
✱ Path Three: Spirit - Passive While Spirit is much different then the range of elements the other paths have, it's important because of its lone power. The passive of this path allows the user to be completely undetected by anything, which includes sensors. To others, they have no chakra paths and can be undetected and unaffected by doujutsu. This is what makes spirit so formidable.
Posted: Tue Aug 11, 2015 12:43 am
xxxxxxxxxxV L A D I A N [Something gnaws at me from deep within... something that I cannot simply ignore. It's claws tear at the strong walls of my mind, the fortress I build to keep it hidden from the world. They speak of catastrophe in the north. Of flails of god and those who possess the world. But even they do not truly know of demons or enemies. Only I know him. Only I ever have. I fear soon they all will too.]
xxxxxHISTORY
The history of the north is well known to most now. They were oppressors of the south, and aristocrats of untold power and beauty nigh forgotten today. There was Falsalasar in the beginning. There were Lydians and Guienere, there were Heilands. They grew as tribes and raiding parties, as a unit of people. They perhaps were not the monsters that some would paint them as truly, but instead they were a people of a different kind. The north is a harsh place, and that bred harsh people of thicker skins and rougher natures. As a rule of life, a law of undeniable cruelty and insurmountable truth, only the strong can survive.
None embody all of these things better than the Vladian.
Of them there was never truly a power that outshined the rest, nor was their people a strong one. No they were the least loved of all, the least respected, the least feared. When the southern man killed Falsalasar, however, everything truly did change for the north. The Vladians, you see, were barbaric by nature, fighting among themselves moreso than among the other tribes. They were gifted with bloodthirst, berserker rage of unparalleled savagery. But that was it for them. They were not a people who would join ranks with old enemies. Their hatred ran deep into their blood. In their very souls. They had only themselves to blame for not being prominent. Perhaps with their weapon expertise and superior physicality they could have matched even Bjorn. Of that no one could be sure. By the time he was cut down it the Vladian name was scattered in subsects, and while they were just as feared it was wildly known that Sorana would never be the object of a Vladian conquest, nor would the south. The shinobi knew to stay out of their territory, and the Northmen did the same.
Until they didn't. It only took year one after Falsalasar was removed for an otherworldly force to sink in it's claws. Of where he came no one knows for sure, but the stories do have a central theme. His name was Andrik, styled Andrik of the Blood. The first true Vladian. He came down from Mountains in the easternmost part of the North one day, as fast as a swarm of bats. His eyes glowed red with vengence and from his lips, peeled back to reveal his bared fangs, blood spilled over his chin. He held no blade but seemed intent on starting a fight. Their were screams heard, fortelling the coming massacre. Andrik cutdown a hunting party of men with his hands and teeth. There was no blood on the ground, instead all of it entering his body, rejuvenating him and hardening his body. The soldiers of the tribe met him with fervor but their blades merely grazed him. Tides of blood in the shape of blades and whips lashed out at them, cutting them all down man by man and fueling him, healing any wounds they could put on his body as they fought. Ir was a macbre night, debauchery ran true as he defiled their corpses, taking the blood from within them.
He did this until he forced every Vladian tribe to submit to him, until every Vladian woman was his. He infected them all, turning them into him, giving them the demonic power that resided within him. They too were hungry for blood, for territory, for brutality, for adultery. They unfied under him, and his four sons were his generals ruling the four corners of their world. It was not long before Andrik set his sights on Sorana. It would surely have fallen if Andrik had remained... but something within him pulled him off. He saw a vision of the future, of a world all his own. It was... horrifying to see what he would do, how boring things would be come. He felt ill, he didn't speak of it to anyone, so they assumed he was finally dying. He got up, wordlessly to look at himself in the twilight. He would win, and he would rule all. And then there would be nothing. He had lost ambition for that future, changing it willingly instead. He walked out into the cold northern seas that day, ignoring inqusition by his sons who had come to see their father. He simpy walked until his body was submerged and continued to walk. He would become stuck below the water, the firgid brittle water. Maybe he was caught in mud, or maybe the pressure was too much. Maybe he lost even the will to move as he realized the pitch black depths were just as welcome as his future. Either way he was never seen again.
His sons warred over who would lead. The kingdom fell to ruin, split again and sorana was given safety by this alone. The Vladians split, their name again just more barbarians to avoid or conquer. With Andrik gone they weakened. No longer were they even feared. They integrated into Soranan society and even some colonized the south. The world may never know Andrik himself again... but it is entirely possible that he and his demon may again inflict his brand of fear onto the world.
xxxxxDESCRIPTION Demonic northmen who share commonality with the Lydians, they fight with blood and shadow, growing stronger as they partake in the life of their friends and foes alike.
xxxxxRULES • Tota • Are Functionally immortal, but can succumb to wounds. • Are of the Vladian class.
xxxxxWEAKNESSES • ******** Kekkei Kurashaa fuqs u up • Must feed in order to grow more powerful. • Light based attacks deal extra damage • Becomes slightly agitated at the sight of blood, likely to attack someone at lower ranks. •No elements Genin: 150 Chakra Chuunin: 200 Chakra Jounin: 300 Chakra Sannin: 400 Chakra Kage: 500 Chakra
SPD/STR C - 4/4 B - 5/5 A - 6/6 S - 7/7 SS - 9/7
Always +3/-3
xxxxxSTRENGTHS • Very hard to defeat at all ranges. • Genjutsu loses a rank of power against them. • Has a pool of blood points that they can use to fuel special techniques, regenerate, and buff themselves with. • Physically Superior [+2 to one stat or +1 to both.] Base stats are: • +1 to Bloodline techniques
xxxxxPASSIVE ABILITIES • Bloody Dragons: Being related to the Divine Beasts, the Genuire are draconian in their own right. Many of them actually develop the traits of a Divine Beast. This ability in particular allows for Genuire bloodline users to perceive natural energy due to their connection with the spiritual and animal forces. It is a long-range perception that can judge incoming masses of chakra and can also project their energy through these channelways, allowing them to send techniques across long expanses to attack enemies from afar. This is an ability mostly good for assassination. This cannot be used to detect genjutsu, but it can tell that a technique is being used. It also cannot release you from genjutsu. In addition, the Vladians have senses that have been heightened to the point where they are able to hear smell and even see far more precisely. This ability does not, however, make them so sensitive that they are more weak to sensory attacks, they are just more keenly aware of everything.
• My Coven; My thralls: Fresh corpses and dead bodies, or anyone drained of all of their blood become vessels of the will of the Vladian who claims them. They only retain their stats, and can only use up to two physical styles. It takes 50 blood points to summon, and you can only have up to three of these. They will be pale and have red eyes and go away after combat. They will be perma dead after they die, and have 0 free will. You also don't get a summon for this.
• As a Vladian, blood is your main tool of choice in combat. While you have chakra, blood is your true energy and life pool. You may use your blood points to boost the power of your bloodline techniques, but weather or not it is worth it is up to you. Having a certain amount of blood gives you certain benefits explained below. One blood point is lost per post outside combat.
-20 Blood: -25% Chakra -10 Blood: -1/-1 stats 0 Favor: You fall into bloodlust, needing to feed to stop yourself from killing those around you. 1 Favor: Bloodlust ends. 150: +1/+1 stats (Base Increases) 200: One rank damage reduction. 250: +10% more Chakra 300: The cost to regenerate your wounds falls to half. 350: 5% Chakra Regen per post when not attacking. 400: You will regenerate even a fatal attack instantly for the cost of 50bp. Cannot be turned off or reduced. 450: Access to the Transfusion technique. 500: +1/+1 stats 550: +10% More Chakra (20% boost when added to previous boost) 600: +1/+1 stats
In order to gain blood points you must feed on others, or obtain their blood. Consider that one pint of blood is 50 points. You may feed on RPCs only once per week, up to a max of 50 points if they are willing. You can feed on unwilling targets, however possible, as much as you want however, and you can only take blood from fresh corpses. Be realistic about the blood you recieve from wounded opponents bleeding. Also, to the extent of your rank, you can manipulate blood based on the amount that you have within you. Every 50 points ads about the amount of blood in a human body to manipulate.
xxxxxTECHNIQUES • Blood Well Passive As longas their is blood within, you can heal by spending blood equal to the heal. Minor wounds will heal for free, such as cuts and bruises, Deeper wounds, cuts, broken bones and the like, will take 10 blood points to heal. Missing limbs cost 25 along with missing chunks of body.
• The Rite of Blood 10 bp per post This skill will turn you into a pool of blood, sentient and with a bonus 1 to strength. This skill can allow you to form parts of your body into blood as well as partially reform. It makes you, far harder to kill as well.
• The Swarm same as above Turns you into a swarm of bats, increasing your speed by 2 while it is active. You can reform yourself at will, similarly to above and the amount of bats is dependant on the amount of blood points you have. A human sized swarm would be 0-50. while anything from 400 up could be an amount similar in size to a large mansion.
• Tides of Blood C-S The innervation skill of the Vladian, this can do anything to your blood, or swarm of bats if in that state, from making them harder to destroy to making them deadly. Your imagination and amount of blood is what determines the effectiveness.
• Hemoplague C-S The Vladian will allow their blood to push outward in a wave, poisoning the very blood of anyone who it touches. This bloody poison affects even those immune to normal poisoning as it makes their blood thin, and run from their orifices to the Vladian. This goes for 3 posts and then goes back to normal in which time you lose a total of 50 points of blood, or one pint. For the cost of 25 blood points this skill will, instead of a wave, simply infect all opponents within 25 feet of the Vladian.
• Bloody Whip C-SS Using their own blood the vladian can form a long, deadly whip. It can reach almost across a thread, aiming to rip, catch, or cut down an opponent and free the blood from within them. With 25 blood points spent on the skill, the whip can split into multiple fast moving lashes, of equal range, that move at the speed of their creator. They also, with this fee, can cut through up to only one technique of equal rank, and only one.
• Shadow Walk S In the middle of the day or even in the night, this skill will block out the sun or even the moon, causing night to fall and boosting their base stats by 1 for five posts. Under this darkness, for 10 blood points they can teleport anywhere, as long as it isn't within twenty feet of an opponent. This marks the location they are going with a feeling of malice a second before he arrives.
• Haze of Red S rank chakra and ten blood points. A skill requiring at least 200 blood points, the Vladian will seem to radiate blood from their pores, affecting an area of 100feet with a red haze of thickness. This skill scrambles sensory skills and can move at a speed equal to half of the Vladian once created. Inside this haze, the Vladian has a plus one to strength and can slowly attempt to assault enemies within it by having blood enter their orifices, wounds, and then eat away at any and everyhting they touch. For every post inside, you gain ten blood points from all those, friend or foe, within. This lasts a base of three posts, but can be extended by paying 10 blood points a post.
• Compulsion SS This skill requires you have at least 50 blood points. If you can look into the eyes of an opponent you can put them in a state where, for two posts, they will do whatever you say, short of killing themselves. You must be at at least 25 feet away for this to work however.
• Transfusion SS The user of this skill will first be within 20 feet of an opponent and then aim a hand at them. If they dont get out of range within just a few seconds, than they will feel a wrenching pain them as blood shoots from their mouth, nose and ears. Two pints will be freed and rush to the Vladian.
• My Children SS First, a swarm of bats will seemingly rise from the skin of the user, their eyes red with blood as they decide the fate of their opponent is sealed. They will produce enough bats to cloud the very skies above them as they fly and screech. These bats will fly at the speed of the Vladian, manipulated by them to try and slash and bite at the people in the area. This lasts four posts, unless they are destroyed.
xxxxxADDITIONAL COMMENTS To be clear, their bloodlust is high. When someone spills blood until joinin rank they will need to either leave or attack, requiring to partake in it. Even at highest ranks they find it tough to ignore the call of their hunger. They also tend to be quite charismatic, and very persuasive. They are, in essence, vampires who don't fear the sun or sparkle. You will never age as long as blood can sustain you.
xxxxxRESTRICTIONS • The Vladian class is only allowed a max of five styles. • Can only learn 5 genjutsu • Can only use Universal ninjutsu.
xxxxxMEMBERS Head: HEAD HERE • • • •
Muffin
[ Created by: ]
___youwillknownihilism Captain
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xxMomongaxx
Premium Combatant
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Posted: Thu Dec 17, 2015 11:47 am
Clan or Bloodline: Bloodline Tota
xxxxxxxxxxTenseigan [ The Reincarnation Eye ]
xxxxxHISTORY Those of the Tenseigan are members from the clan known as Ōtsutsuki clan. is an ancient clan originating from another world, having arrived to the Earth over a thousand years ago. Several members of this clan have heavily influenced both the shinobi and the world at large with their actions having shaped the world into what it is today. Some members of this clan have unusual anatomy such as horns, they also tend to have paler complexions. They are the progenitors of notable clans such as the Senju, Uzumaki, Uchiha, Hyūga, and Kaguya clans. They are also the originators of puppets. At some point in the past, the Ōtsutsuki left their home realm. The reason why they left is unknown, but presumably for seeking more power to strengthen themselves.
xxxxxDESCRIPTION The Tenseigan their eye is that of a blue pupil surrounded by a blue and white flower-like iris that radiates brightly. The ends of their finger tips are black and their skin has a very pale hue to it. They also tend to have horns but it is not mandatory for one such character to have this trait.
xxxxxRULES • Must be a Physical Class • Unable to use Ninjutsu • Unable to use Genjutsu • Unable to use Sealing • Unable to use Puppets • Unable to obtain a Summon • Unable to obtain a Curse Mark • Unable to obtain a Demon/Angel • If an Implant is obtained, the cost for their techniques become stamina based and you are able to use them for 2x their original cost. • Tota • You do not get access to a Summon but rather your own Sage Mode which is listed below. • This bloodline can not be an implant for others. • There may only be 3 Members of this bloodline at one time. All of which are related. • Bloodline Crusher does not work on you, as you are the forefront of negation and the home source of the Uzumaki.
xxxxxWEAKNESSES • Absolutely No Chakra • Close Range Combatants • Limited Arsenal • No Elements of your own • No Universal Jutsu of your own
xxxxxSTRENGTHS • Due to years being spent training and selective breeding taking hold, they are very quiet when they move on their feet. • Physical Gods - +3 to any stat of your choice that is interchangeable. • Mastery of the Body - +1 To All Taijutsu/Weapons Techniques • Able to stack two styles but only two. The stack does NOT go past the hard cap but may exceed the soft cap. • Immune to poison due to prolonged exposure of poison used on weapons. • Genjutsu Resistance: You are not adept at using nor are you susceptible to genjutsu. You have no chakra and thus your flow cannot be disturbed. • Life Sensing - Being the physical aspect side of the Rinnengan, side branch bloodline, you are able to see both life forces and chakra and have a perfect 365 degree of vision. • Truth - You have 9 Truth Seeking Balls and only have a max of 9 and one staff. You get 6 passively and 9 in sage mode. They are indestructible.
xxxxxPASSIVE ABILITIES • Heightened Eyesight - Because of their years spent training and natural selection through evolution and the soldiers being bred for specific warrior purposes, all members have both a heightened perception and reaction time that is far superior to even doujutsu possessing ninja's. Their perception is on par with that of siashin byakugan x2. • Stamina no Chakra - As with all Stamina, it replenishes itself if one is not exerting oneself. If they use no techniques they regain thirty stamina per post not spent using a technique. However, if in sage mode, you will regenerate Tenseigan Sage Stamina instead of normal stamina. • Master of the Techniques - Because they spend their entire lives being masters of all fighters, they have no limit on the amount of styles they can learn. They have trained to the point of being masterfully fluid in all their moves and are unpredictable in every movement. • Body of Physicality - As soldiers, they have one superior ability that makes them godlike when it comes to their natural ability. Their muscles, skin, bones, and internal organs are much tougher than your average ninjas and practically become the new material. However this is based upon experience earned. A Gennin will have the toughness of iron. A Chuunin will be that of Steel. A Jounin will be that of Corundum. A Sannin will be that of Diamond. While an SS will be that of Katchin. This being said, do not confuse the ninja with being immortal, it still contains water and because of this, elements still affect your skin. • No Chakra Fer You - Because you have no chakra and you have stamina. Your counts are different than others. At Gennin you have 100 Stamina. At Chuunin you have 150 Stamina. At Jounin you have 200. At Sannin you have 250. And at Kage you have 350. • Supreme Energy Negation - By expending stamina for one rank equal to that of the chakra spent by the opponent, the user of this passive ability can negate any technique used by their enemy. This ability's power is considered one rank higher than the chakra use. • Tenseingan Ultimate Byakugan - Every hit you land saps 10 energy per rank from your opponent that is than absorbed for your use and converted into stamina.
xxxxxTECHNIQUES
• Tenseingan Kai As you cannot use chakra, but your eyes are that of the byakugans shinsei x2, you are able to see the genjutsu affecting you and as such, you may pay equal rank to negate the genjutsu
• Barrage - D When you strike, or attempt to strike, an opponent, you may seemingly speed up your actions and slow time to strike an additional ten times to the same area or surrounding area's of their body.
• Trip - D A rather simple and childish move, the user times himself with an opponent's leg movement and simply sticks out their foot at the right angle to trip an opponent and make them fall face-first into the ground. The art in it comes from its speed and fluid motion, which blend together to make the move nearly impossible to see by an opponent, especially one that's distracted.
• Phantom Feint - D Description: The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side.
• Here I Am Again On My Own - D The user, who gets close enough to the opponent, is able to thrust forward at the opponent and the moment before impact, disappears into an illusion and reappears behind the opponent and strikes.
• Traveling into the Veil - D By expending stamina, you are able to transfer your own body image, becoming an illusion where you once stood by entering the veil, and reappear anywhere in the thread by exiting the veil. This cannot be used to eject yourself from a village or countryside.
• Veil Prison - D You are able to admit people to your own prison dimension. If you grab or touch the opponent you may transfer them to the veil. For this particular technique, no damage happens to them in the veil. They cannot be killed there and they do not need nutrition or lose energy. You may only hold them there for 5 posts, afterwards they will be ejected from the veil back in their own village if you do not release them.
• Chakra Block - D Being able to see other's life system and their own gives them the ability to strike an opponent and when they hit them can block their ability to use chakra out of that limb. This lasts for five posts, and requires a cool down of 2 posts after usage.
• Our Deva - C At anytime if something is in a thirty foot range of the user, they are able to pull the user towards them, rendering their body motionless and paralyzed as they are now under our control. We may also repel them outwards with the pull and push being equal to our strength.
• Blade Swarm - C When the person uses their weapon and reaches five inches from the target area, the user is able to make the blade disappear into an illusion and make it reappear at another target area on the victim before striking.
• Sleep - C When the user strikes a certain area of the opponent, they may exert enough energy to force them to fall to sleep. The area hit for this to work must be the torso, neck, or head.
• Disarm - C If attacked directly from the front the user can disarm their opponent and their weapon is sent flying away. This can only be done if the opponent actually has a weapon.
• Instant Bile - C After striking an opponent's stomach or back they send the user sends a strong force into their victim's stomach. The agitation will instantly (as the name says) make the opponent vomit and cause temporary dizziness and fatigue after doing so. They will be unable to see more than one of their opponent or stop puking until turn 3.
• Limb Immobility - C User grabs an incoming strike with one hand, or just grabs the limb in general, and then sharply twists said limb by squeezing it and applying great pressure. This sudden message delivered by the sharp adjustment in pressure of the pressure points, combined with the pressure being placed on the limb by the grab, cause it to become immobile for 5 posts.
• Tendril Strike - C Eight short tails protrude, three feet in length, from each arm. Each one able to reach out and grab the opponent or be used to utilize taijutsu or weapon. These tails come from your own body and can give you that slight bit of extra reach.
• Ultimate Swarm - B The user is able to move beyond their normal speed for a small amount of time, within this time is equivalent to one move. If they strike, the strike becomes a tri-strike that happens side by side with equal power in each one.
• Spasm - B A technique used to disable and inflict pain to those who are more muscle than others. By applying enough force to a main area, torso, neck, or head, of the body. The entire body will then lock up and spazz for two posts.
• The Veil of the Tenseingan - A A technique which coats the users body in the portal to the veil. Anything that touches the user is teleported to the veil for three posts. Once they emerge from the veil, they will be sapped of all energy except for 10 and rendered unconscious. If a technique, it is rendered destroyed. Lasts 5 posts, 2 post cooldown.
• Cutting Master - A The user is able to cut or punch smoothly through whatever the target surface is, by being keen masters of physical fighting styles, they know that every rock, stone, and person has points in their muscles or zones that are easy to cut, an example of this is diamond and the end fibers of muscle and connective tissues of bones, they are able to slice through it with ease as if it were a hot knife through butter. Lasts 5 posts, 2 post cooldown.
• Truth Seeking Balls - A Truth-Seeking Balls are spheres of malleable black chakra composed of all five nature transformations and Yin–Yang Release. Each is about the size of a fist and hides within the power to completely obliterate a forest. For the cost of negation, you may have one of your balls absorb the technique, however you can not store more techniques than you have balls and only one technique per ball and they cannot use said techniques but if the user wills it the technique ceases to be.
• Human Pretzel - A When the user grabs the enemy they lock multiple enemies together in a bundle of limbs or one opponent in the lock.They become in a pretzel like form and escaping is impossible for up to two posts.
• Five Point Heart Exploder - A User curls the fingers of one hand into a claw and strikes the area of an opponent, the force will precede to the chest and explode the heart. The intense strength bursts from each point on the user's fingers and palm, and the combined force causes the opponent's heart to literally explode from the power.
• May A Maelstrom of Death Approach Your Door - A Ten short (8 feet) tails sprout from your back and assault the enemy viciously. This is meant to be combo'd with taijutsu, whipping the enemies over and over while catching them during their openings. It's a brutal physical assault that will basically prevent the enemy from ever even wanting to get near you.
• Oh... You Blocked? - S If the user blocks before an enemy's attack they can unleash their greatest counter. They slash once with their strongest arm instantly and to the enemy it will feel as though they were slashed seven times. The strength of this technique is undeniable, those hit by it often never find the will to continue fighting. If they block with a weapon it will shatter obviously.
• Ougi Tenseingan: 16 Trigrams 1 Palm - S-rank One of the most powerful techniques in the Hyuuga's Arsenal that is now converted to that of a tenseingan master weilder. If an opponent is within 15 feet of the user, they are able to use this technique. The 16 trigrams formation will appear, and the user will lunge towards their opponent with extreme ferocity. If the opponent is caught within the first palm strike, their body will feel like it was held down by one ton weights, making it incredibly difficult to dodge the rest of the combo. Any opponent that takes the brunt of this attack will suffer a tremendous amount of damage. Their body will be tattered and broken, and their strength will be next to none. It's ultimately retreat, or die.
• Silver Wheel Reincarnation Explosion - S The user focuses his stamina into one of his Truth-Seeking Balls and grasps it in his hand to create a powerful silvery typhoon. The power of this gust is on par with Planetary Rasengan and the clash between the two techniques was enough to break through the Moon's exterior crust.
• Golden Wheel Reincarnation - S The user focuses a tremendous amount of stamina into one of his/her Truth-Seeking Balls and grasps it in his hand to create a giant golden sword of pure energy, capable of easily slicing the entire moon in half with a single swipe. The blade reaches upwards of 30 feet and is 3 feet wide.
• Localized Reincarnation Explosion - S The user focuses his energy cloak into one hand and creates a green orb that passes through the target's body, absorbing all but one of their chakra and leaving them unconscious. This attack was able to reach the moon's surface, creating an explosion and causing massive damage to the moon, which resulted in a formation of large meteoroids moving towards Earth. This technique was also able to engulf Naruto's Rasengan. It moves at 3/4 your speed.
• Veil Collapse - S You may control the veil. You are able to physically collapse the veil to the size of a grain of sand or to that of a giant palace.
• Ougi: 8 Trigrams 1 Palm - S-rank After getting within ten feet of their opponent, the eight trigrams symbol will appear. The initial lunge of the technique is ferocious, with the user receiving an additional +1 to their speed that extends past the cap(for the single lunge only). The first strike is so fast that it leaves an afterimage in the user's wake, making it an incredibly hard attack to dodge if the opponent isn't prepared. If the first strike hits its mark--a Master Stroke to the heart--the opponent's feet will be locked in place, leaving them almost completely helpless to the ensuing punishment. Their body will be almost completely ripped apart with the sheer force and power of the Tenseigan palm strikes. If any opponent takes the complete brunt of this attack, this has been perfected upon in which it now targets the muscle fibers, and if it hits, the damage will radiate and tear every single joint and muscle in the victims body as well as exploding all but one of their energy points, you absorbing half. Leaving them unable to move and in extreme agony. This technique will no longer kill them, but they will be in a whole new world of hell.
• The Moon - SSS The user is not as adept as members of old, however they have gained the ability to break apart small pieces of the moon and bring it down on top of the battlefield. This technique is wide enough to wipe out an entire village and takes one whole post of preparation and may only be done once per week in real time. After this technique is used, the waters of earth and the wind may change along with small fractions in climate weather due to the moon being broken apart.
xxxxxTenseigan Sage Mode The Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. When anyone activates this mode he gains a cyan-coloured chakra shroud with six magatama markings on his collar, dark markings over his eyebrows and lower eyelids, and a single horn shaped like Kaguya's extending from his forehead. The shroud constantly radiates flickering flames of stamina, and his clothing and hair continuously billow upwards as if caught in a strong breeze.
• Base Power The user gains 150 Stamina that is separate from their normal pool. All stamina techniques must come from this pool. When this pool depletes, they are unable to re-enter this state for 5 posts. 50 At Gennin. 75 at Chuunin. 100 at Jounnin. 125 at S. And 150 at SS.
• Upgrade You now take one rank less in damage.
• Base Physicality You gain a bonus of two stats to use that are only applicable during the sage mode. They are interchangeable. Your reflexes and perception heightened even further. You may exceed the hard cap but only for three posts per sage usage.
• Regen You may heal body parts or organs lost during combat for 50 stamina per part.
xxxxxADDITIONAL COMMENTS • All abilities are considered taijutsu/weapon
xxxxxRESTRICTIONS • Unable to use Ninjutsu • Unable to use Genjutsu • Unable to use Sealing • Unable to use Puppets • Unable to obtain a Summon • Unable to obtain a Curse Mark • Unable to obtain a Demon/Angel
xxxxxMEMBERS Head: Hayes Spot Reserved • Aaron Spot Reserved •
[ Created by: Hayes, Alex, Aaron, and Dakota ]
Posted: Sat Dec 26, 2015 1:53 am
Sleepy Slowpoke
Denied. We already have a Hiraishin in the Uzumaki clan, we also don't allow bloodlines that give stats every rank until cap. The max a normal bloodline can give is +2. We also have Space-Time Barriers in the Uzumaki.
xxxxxxxxxxHayatōn: Swift Release [Fast, Energetic, Nimble]
xxxxxHISTORY Swift Release users were rarely known throughout the shinobi world and are just now making an official appearance and are getting recognized for their speed. Formerly being rogues that traveled around the ninja world as thieves, stealing secret Weapons, and Ninjutsu scrolls, they've spread throughout the ninja world and some have even made their homes in the five great nations. They specializes in Taijutsu, Weaponry, and their Speed. They can also use Ninjutsu to increase the power of their weaponry and use their Swift Release Techniques in sync with other Jutsu to increase their deadliness. Long ago, they were only known for their immense speed and thieving characteristics. They were so quick and nimble that they would sometimes get captured on purpose only to escape to clown their enemies. Nowadays, since they've joined the great nations, they are used to steal opposing nations' treasures. In combat, they seem very dangerous to fight because of their quick jabs and swift movements along with their expert weaponry skills.
xxxxxDESCRIPTION Swift Release is an advanced nature Kekkei Genkai that can be used to move at virtually instantaneous speed, granting the user an advantage over opponents with their immense speed. Users of this clan have a very big advantage against slow-moving opponents who mainly focus on their strength and even opponents who aren't as fast. Users can also incorporate their speed with their weapons, to allow their attacks to be even more aggressive. They may have just a handful of bloodline techniques, but they also have their own signature Kenjutsu style.
xxxxxRULES • Unable to use other elements except Raiton • Must have your own color of Raiton (color must be bright/usually matches hair) • This bloodline can not be an implant for others. • There may only be 3 Members of this bloodline at one time. All of which are related.
xxxxxWEAKNESSES • Your average Swift Release user's body isn't as strong • Member's arsenal is small and can sometimes be predictable
xxxxxSTRENGTHS • Speed • Weaponry
xxxxxPASSIVE ABILITIES • +2 Speed • 1 less post to master Raiton/Weaponry Jutsu • Users can coat weapons with Raiton Chakra • When using Swift Release Jutsu, the user's colorful Raiton becomes visible as they quickly move.
xxxxxTECHNIQUES
• Swift Release: Warm Up Skill [Passive] The user stretches out and relaxes every muscle in their body before training/combat. But this isn't any regular warm up, during this routine, the user sends their Swift chakra all throughout their body. With this, they'll relax their body and become much nimble, but only by a small amount. • Takes [1] full post to complete the routine • Boosts user's speed and strength by [+.5] until the fight/training ends.
• Swift Release: Quick Attacks E This Jutsu can only be done after the Warm Up Skill is completed. Once the user Warms Up, they channel Swift Release chakra into their limbs, which enable them to strike extremely quickly for a brief moment. This technique lets the user strike their opponent in hand-to-hand combat and land a maximum of [3] extremely quick jabs that seem impossible to be seen (except by ninja of higher rank) to the naked eye. This technique can be used with a weapon to accelerate its throwing/stabbing ability. • [2] post cool down
• Swift Release: Double Team E The user continuously dashes in any direction in a sidestep motion. By focusing swift chakra all around their body at this time, the chakra would leave itself behind them forming an afterimage. The afterimage forms into a real body, looking exactly like the user. The user can do this up to seven times to make [7] copies of himself to surround or confuse the target. The clones aren't sturdy at all, can't use any Ninjutsu, and will disperse as if they were just made out of thin air with the slightest attack. This technique is mainly used by beginners using Hayatōn to confuse their target before the user makes his getaway, or to just trick the target by making fake enemies.
• Swit Release: Flash Step C The user is able to burst out immediately at high speeds by charging swift chakra in their foot and taking a single step. The only drawbacks are that the distance is limited (distance across the Hokage Mansion rooftop) and user must follow straight lines every time they dash, and must stop for a brief second to change directions. They can do two Flash Step before having a cool down peroid. • [4] post cool down
• Swift Release: Molecular Vibrations B The user focuses their swift chakra all throughout their bodies down to a molecular level. Afterwards, the user could utilize their swift chakra to vibrate their molecules so fast, that the user able to pass through solid objects with ease. Useful for getting out of cages, prisons, and dodging very large solid objects that are targeted at the user. The user could perform this Jutsu very quickly to get out of virtually any situation that involves a solid object trapping them.
• Swift Release: Shadowless Flight A A combination of all swift release techniques. Users channel a burst of swift chakra starting from their torso all throughout their body. Once the swift chakra is channeling through the user's body, for a very short amount of time, the user can move their body at very fast speeds, rapidly striking their opponent(s) at various angles while avoiding any opposing attacks. This technique is very effective against unsuspecting opposition and downright lethal with a weaponat hand. • [4] post cool down
xxxxxADDITIONAL COMMENTS
xxxxxxxxxxKenjutsu: Swift Star [Quick, Lethal, Overwhelming] • Suichoku no Narabi [Vertical Line] E While there are swords (or any object) in the air, the user strikes the objects with the current blade in his possession. Each of the objects are struck in such a manner that they are launched directly towards the target in a group at a linear trajectory, with a tremendous amount of force, meaning they act as long projectiles. As a result of the user's considerable skill and precise accuracy, the attack itself is extremely difficult to avoid, due to the tightly grouped objects leaving hardly any room for the opponent to conduct a successful parry.
• Kahō [Addition] D After a powerful swing from the user's Katana which connected to the opponent or clashed with his blade, and before the enemy can recover from the cut or retreat his blade from the clash, the user releases the used blade from his hand and makes a hand seal with his other hand as another Katana immediately appears in their empty hand. Immediately afterwards, the user strikes the target again. This process can be repeated several additional times in quick succession, from various angles and positions around the victim, ultimately leaving a total of ten swords attached to their body. The extent of the injuries caused as a result of this technique could be minor to fatal, depending on how much damage the user decides to inflict upon the target. After the assault, the additional swords will fall to the ground, able to be re-used. The swords are merely shadow clones of the original and if blocked or parried, will disperse.
• Ranritsu no Narabi [Disorderly Line] C An technique used for both offense and defense in which the user swings their currently held sword in a circular motion, causing all of his blades in the area to be propelled upwards and clash into one another. The user would stand in the middle of the chaos happening, untouched due to his skilled swordsmanship. By utilizing the collisions between the swords to keep them aloft, the user is able to ensure that he's continually surrounded by a large quantity of blades regardless of their movements. Due to the close proximity and number of the involved swords, the user can bombard the enemy with an relentless stream of attacks from all directions.
• Jōhō [Multiplication] B With this Jutsu, the user is able to Multiply the Katana/Weapon in their possession by simply making one hand sign while the weapon is in hand. The Multiplied Katana appear in the air with the blade facing downwards and fall straight into the ground around the user and his opposition in a star shape (roughly the size of the first chuunin exam room), piercing anything beneath the blades. The blades are only shadow clones of the original and can easily be destroyed after a solid clash with another blade, but are still usable once they've made it to the ground. • This Technique Multiplies the blades [100] times. >>Torappu Sutā [Trap Star] C [Passive] With the multiplication technique used and the blades in a star shape, the user forms a single hand seal and each of the blades would cloak with Raiton and connect with each other forming an electrical fence in the shape of the five-point star in which the blades fell to the ground. This dome is used to secure anybody who is fighting the user so that there's no outside interference, or running away. Anything that comes in 10 feet from entering or leaving the area will be shocked by the fence.
Clan Weapons
► Special Summoning Scroll Arm Wraps Description: Members have special seals on their hand wraps that allow them to summon and use Multiple weapons at their Disposal by using E-Ranked chakra. The weapons are as Listed, and can be used in many different ways by having their own Techniques that go with them. ► Unique Clan Katana Description: This Katana is given to each Clan member when they become Genin. The hilt matches the user's Raiton color, and this Katana is usually the prime weapon that each clansmen has in their hand in battle. And like any other weapon, they can inject Raition chakra into the blade to allow the blade to channel lightning-natured chakra, increasing its vibrating frequency and enhence its piercing and cutting power, to an extent that exceeds those of standard Wind Release techniques.
xxxxxRESTRICTIONS • Must be Weapons or Assassin Class • Genjutsu limit is 5 • Sealing limit is 5 • Unable to use Puppets • Unable to obtain a Curse Mark • Unable to obtain a Demon/Angel
xxxxxMEMBERS Head: N/A • •
The People Scream Kerron
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