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Posted: Tue Oct 18, 2016 6:44 pm
Clan or Bloodline: Bloodline xxxxxxxxxxSanryoukyou [ Be Shattered and Cut ] xxxxxHISTORY Once upon a time, there were members of the Terumi Clan who were simply not good at ninjutsu-heavy learning. They prefered other discipline, but their blood did not allow it. In rebellion, this group split off from the Terumi and became the Sanryoukyou Clan, a people who specialized their unique lava element into a very different beast which bent to their specific skillsets.
xxxxxDESCRIPTION Utilizes unique glass jutsu, a sub-type of the lava/youton element.
xxxxxRULES • Must have Earth and Fire • Must have Sand as a sub-element • Only Weapon, Assassin, Genjutsu, and Puppeteer Classes
xxxxxWEAKNESSES • Dojutsu can still see glass, though glass dust is nearly impossible to keep track of due to its miniscule size. • Water can prevent glass manipulation of any sort for two posts. Wet sand will take time to melt, wet glass will take time to become molten again, water will distort optical illusions, etc.
xxxxxSTRENGTHS • Deception is the game, glass is most dangerous when the enemy can’t see it • +25 Chakra Points • Can combine fire and earth chakra natures into a specialized type of lava release: Glass. • Class-Based Benefits:
- Weapon Users can create special glass weaponry. Due to its transparency, it severely hinders the opponent’s reactions, reflex, and perception. By passively channelling lava nature into the weapons [glass or no], they can make it malleable and morph the shape of the weapon, such that the opponent will never ‘get used to’ the range. Any stone or earth which weapon users hit with glass weapons will automatically be broken down into sand and melted into glass, leaving traces of the user’s chakra in the “wounds” such that the user can remotely activate glass techniques from those locations.
- Assassins can turn glass into glass dust which they can utilize sand jutsu with. Beyond being lighter/faster and sharper than normal sand, this can also be mistakenly breathed in by the enemy if they hit, are hit by, or are near the splash radius of a sand or glass techniques. If inhaled, the glass will rip apart the target’s lungs.
- Genjutsu Users can use glass as their medium for illusions, both altering what people see through their glass jutsu as well as altering their genjutsu to become physical embodiments. An example of the first case is creating a glass wall which the enemy will look through and see nothing where the user actually is or creating holograms for the targets, bending light through the glass. The second case is when using the False Place Technique to make the area look different, the user creates a thin barrier of sand and glass where their illusion encompasses. The benefit of this is that there needs no longer be a trigger for genjutsu to activate, such as eye contact, however it can now be shattered by a strong enough impact [equal to genjutsu’s rank]. While the process is instantaneous and unnoticeable, creating a glass illusion makes a distinct noise, like unsheathing a sword. Glass jutsu can be formed out of glass illusions [shattered or not]. As the illusions are now physical manifestations, they cannot be dispelled via Kai or self-inflicted injury.
- Puppeteers are capable of creating glass puppets, practically invisible in nature and lethal if covered in poison. Glass puppets can not only by repaired by nearby sand, but also be morphed to be given glass blades, changing the lengths of limbs or weapons, and so forth.
xxxxxPASSIVE ABILITIES • Sand to Glass: Can heat sand into molten glass passively. • See Strengths
xxxxxTECHNIQUES
• Glass Make Technique C-Rank Create an object from molten glass. Can be a sword, needle, or just a pretty cup.
• Glassassination Technique C-Rank Simple technique which creates, or launches, a long fragile needle of glass from either a sandy area, the user’s mouth, their glass weapon, or otherwise. This needle can pierce flesh easily, even that which is reinforced heavily, however it can easily be broken from the sides. As its thin and barely visible, this is useful for surprise attacks or defense against those charging. It can’t inflict heavy damage, but will definitely poke some holes in the target.
• Hot Hand Technique C-Rank One of the only heat-orient techniques for glass users, this technique creates two tendrils or arms of glass which can reach out and grab targets. In daylight it can’t be seen, but is red hot in the shade. Can be manipulated for two posts. Decently fast. Water will cool the molten glass into just glass.
• Glass Barrier Technique C~B-Rank This creates a thin glass window which is typically perfectly transparent. Can absorb C~B-Rank damage before shattering.
• Glass Prism Technique B~A-Rank Creates a pyramid of glass. While, from the outside, this can take only C~B-Rank damage, the inside can take A~S-Rank damage. For this reason, this is typically used to capture or contain rather than defend. For targets within this pyramid, Genjutsu Users can bend the light and inflict genjutsu using light-based holograms.
• Glass Clone Technique A-Rank This technique creates a molten glass sculpture with the shape of the user, though only Genjutsu users can make it look like the user in color. Otherwise, in light, it is practically invisible and has the user’s stats. B-Rank blunt damage [such as taijutsu or earth-type] will shatter the clone, while A-Rank for other sorts of damage. In the shade, it is red hot.
• Glass Maze S-Rank Create a multi-level labyrinth of glass with a quarter-mile diameter. Each wall is reinforced so that only A-Rank techniques can break the glass. As the maze itself is practically invisible, it is difficult for many to navigate. The user cannot passively move through the maze either. Can be utilized for numerous genjutsu.
• Glass Eye Technique B-Rank Gathering sand or molten glass into a floating mass, the user creates a floating eyeball-like sphere of a foot in diameter. Only one lens can be utilized at a time, can move and aim. Puppeteers, however, can use chakra strings to manipulate multiple lens at the same time, each acting as a puppet or be utilized in a puppet. For 5 chakra a post, this eye creates a spotlight using katon chakra within it to create white-hot light and channel it through the lens. The focal area is about a meter in diameter and will instantly ignite and burn anything within it. Clothes, hair, skin. 3rd degree burns.
• Death to Ants Technique SS-Rank Only usable with the sun present. Creates a large lens of 50 meters in radius in the sky which will create a 25 meter bright spot on the surface below it. Anything in this area will ignite and burn, resulting in third degree burns and sometimes massive fires. This spot is stationary unless the user is a puppeteer, at which point they spend 4 puppet slots to shift the lens and adjust the spot’s position.
• Unseen Senbon Rain Technique A-Rank A follow-up technique, this technique will shatter glass of previous techniques and will heat the shards into molten glass before molding them into thousands of glass senbon which will all launch themselves at high speeds to the target or targeted area. Assassins can use this technique with sand jutsu via glass dust, Genjutsu can use this with their glass illusions, Weapon can use their glass weapons, and puppeteers can use this with their glass puppets. Obviously, the larger amount of glass used, the more senbon are created. Senbon made from puppets will carry any poison the puppet was laced in.
xxxxxADDITIONAL COMMENTS Lava Swimmer Technique can be used to phase through glass. Lava Swimmer costs two ranks less for this bloodline.
Glass illusions are not restricted to visual techniques. Nausea and other feelings can be stimulated via dizzying images or otherwise, and sounds can be created by vibrating the glass surroundings.
Glass weapons are deceptively powerful, despite not seeming to be very integrated into glass techniques. Instead it enhances the user’s own combat abilities as a supplement. Invisible weapon, adaptive and unpredictable.
This is a more specialist-orient lava bloodline, so molten glass will typically lose out to lava techniques of the same size or rank in sheer strength and density.
xxxxxRESTRICTIONS • Only Weapon, Assassin, Genjutsu, and Puppeteer Classes. • Sand Sub-Element
xxxxxMEMBERS Head: HEAD HERE • • • •
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Posted: Wed Oct 19, 2016 8:28 pm
xxxxxxxxxxKasaiton [ Let Fire Rain From the Sky ] xxxxxHISTORY HISTORY HERE xxxxxDESCRIPTION The Kasaiton are masters of high energy matter manipulation, using charged particles and heat to create plasma and concentrated laser bursts. The plasma takes on the shape of a blue flame, behaving like fire, with none of its weaknesses or drawbacks, pretty much an elementally neutral fire style, while laser is created by condensing these charged particles into a single, straight path, tightly packing the particles. The color of the laser is stylized to the users own preference. The Kasaiton use this combination of elements to wear down and degrade their enemies defenses, making them superior siege ninja as well as battlefield snipers, using their laser techniques with pin point accuracy. The more skilled Kasaiton have even begun to use reflective surfaces and crystals to bend and refract their laser attacks, making it difficult to find a safe place to hide from them, even in an urban environment. The Kasaiton also boost excellent short range defensive capabilities due to their ability to expel charged plasma from any part of their body at will, making close range combat difficult without prior preparation on the part of the attacker. xxxxxRULES • Must be Ninjutsu • Must Have Katon, Raiton, and Suiton as Elements • Unlock Laser Sub element at Gennin and Plasma Sub element at Jounin xxxxxWEAKNESSES • Most techniques are AoE heavy, making team fighting very difficult without harming allies • Very limited arsenal at lower ranks xxxxxSTRENGTHS • +25 CP • Gains Access to the Plasma and Laser Sub-Elements. Plasma (very energetic fire for all intensive purposes) behaves like Fire with none of the drawbacks and Laser (self explanatory). The user can also choose to bounce or refract Laser attacks off of metallic/crystalline surfaces. xxxxxPASSIVE ABILITIES • Can't Touch This: Once every 3 posts you can forcibly expel all of the Plasma in your body outward, damaging and burning anything near you as well as throwing them back. For all intensive purposes, you become a living bomb. This is considered a B Rank attack and chakra can be spent to augment its strength all the way to SS. The range is limited to 5 meters though. • Living Conduit: You can fire Kasaiton Techniques from any part of your body as long as you use a full body motion when doing so, such as a kick or punch/thrust. This is only for attacks that are not required to fire from a specific body part. xxxxxTECHNIQUES Laser Sub-Element • The Sight of You Disgusts Me C-S Rank The Shinobi closes their eyes for a moment before opening them again, firing a laser from both eyes at whatever target they were looking at.
• Slashing Laser Arm B Rank The Shinobi coats their arm in a sheath of glowing energy that extends outward three feet. This blade can be used in conjunction with Bukijutsu techniques and lasts 2 posts per use unless destroyed.
• Crackling Beam D-SS Rank The bread and butter Kasaiton laser technique, the user focuses a beam of energy (laser) that shoots towards its target. It gets its name from the sound it emits as bits of electricity arc off it.
• Triple Laser Formation SS Rank Three orbs of pure energy form above the Shinobi in a triangle shape and hover there for a second before spinning, much like a sharingan. A moment later, while spinning, each of the orbs unleashes a concentrated stream of laser at the target. Plasma Sub-Element • Exploding Plasma Wave D-A Rank The Shinobi molds plasma around each hand before clapping them together, creating a wave that fires outwards from them for 10 feet (doubling each rank).
• Flashing Whirlwind A Rank The Shinobi will create a blue orb that will float into the air before spinning rapidly. As it begins to pick up speed, it fires lasers in random directions. Every post, it fires 15 different beams making moving around the battlefield freely very difficult due to the need to dodge the beams. This lasts 2 posts.
• Fearsome Burning Earth B Rank The Shinobi will stomp their foot on the ground, turning the ground around them into blue flames for 25 meters. The plasma lasts until destroyed. It does not harm the user.
• The Blue Sun B-S Rank The Shinobi creates a large orb, the size of a softball made of compressed plasma, that travels outwards from them. At a designated time of the users choosing, the orb rapidly expands to its full size, engulfing whatever it touches, turning most biological material to ash and melting metal. Fully expanded, the orb is 15 feet (+10 feet per additional rank).
• Thunderous Roaring Plasma Dragon B-SS Rank The Shinobi opens their mouth, breathing out a dragon of blue flame, crackling with electricity that shoots towards it target. This dragon can be controlled for up to 3 posts after it is created or until destroyed.
• Be Purged SS Rank The Shinobi will coat their entire body in plasma before slamming their fist on the ground, unleashing an explosion equivalent to hundreds of explosive tags with their body serving as ground zero. The explosion extends a hundred meters in every direction and what it doesn't blow away, it simply turns to ash.
• Channeling the Reaction Free to Enter Arguably the most dangerous Kasaiton technique in existence, the user will literally change the matter of their own body, causing their skin, body, and organs to take on the aspects of plasma, turning them into a flame with a humanoid shape. In this state, the user can freely fire plasma and lasers from their body, pouring chakra into them to give them a rank. This form lasts for 3 posts and can only be used 3 times throughout the users entire life. xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE xxxxxRESTRICTIONS • RESTRICTION HERE • RESTRICTION HERE • RESTRICTION HERE xxxxxMEMBERS Head: HEAD HERE • • • • [ Created by: ]
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Posted: Wed Oct 19, 2016 11:32 pm
Clan or Bloodline: Bloodline xxxxxxxxxx Doubutsuen [ Welcome to the Jungle ] xxxxxHISTORY From chakra, the Sage of Six Paths created tailed beasts. This lineage, from the ancient Senju, specialized in that ability to create life.
xxxxxDESCRIPTION DESCRIPTION HERE
xxxxxRULES • Can only be Animal Tamer • Sealing Sub-Element [Useable only with Natural Energy, so it requires time] • RULE HERE
xxxxxWEAKNESSES • Techniques not using Yajuu take time due to having to gather Natural Energy • Yajuu can be contained or controlled in the same ways that bijuu can • Abilities come with a delay, either readying chakra or gathering Natural Energy. This creates an opening to strike if one can bypass the summoned Yajuu • Can only personally Host one Yajuu/Element at a time, requiring a post to switch
xxxxxSTRENGTHS • +50 Chakra Points • Elemental Variation • Strong Support Capabilities • Strong against Jinchuuriki
xxxxxPASSIVE ABILITIES • Sage State: Due to most or all their chakra pool being spent on creating Yajuu, the Doubutsuen instead uses natural energy for their neutral skills, including that of this bloodline and other bloodlines. This means that rather than spend from a set pool, the Doubutsuen enters a Sage State. Every post they do not act themselves, they gain 10 Natural Energy Points, or NEP. This can be used like chakra. Each post after exiting the state, the NEP depletes by 20, so it cannot be stored easily ahead of time. • Hosting a Party: The Doubutsuen takes large portions of their chakra pool and uses their Yin-Yang speciality to create Yajuu, something like Bijuu. These creatures are made from chakra, and have their own nature. The Doubutsuen then seals the Yajuu inside themselves. For every 50 points of chakra in the user’s pool, the user can create a Yajuu and therefore gain a main, advanced, or sub element [Yajuu must be applied for]. Yajuu do not mix, however, so if the Host has a Yajuu of Fire and a Yajuu of Ice, the Host has 50 points of Fire Chakra which can only be used for Katon and 50 points of Ice Chakra which can only be used for Hyouton. • Usurp the Beast: The Doubutsuen can only access one element themselves at a time, AKA they can only control a single Yajuu within them at once. In this state, they are a hybrid humanoid between the beast’s form and their own. They gain access to the Yajuu’s abilities and element. To change, they must gather and pay 10 NEP, AKA do nothing for one whole post [Summoned Yajuu can fight and defend, however].
xxxxxTECHNIQUES
• Release the Beasts C-Rank Placing a hand on the ground, the user summons forth a Yajuu from within themselves. The Yajuu is bound to their control. Typically, the user can summon two at once. Releasing a Yajuu is to release a part of one’s own chakra pool, so a genin with a pool of 150 will summon one Yajuu and will be left with 100 chakra points with the Yajuu containing the 50 points split.
• Cage the Beasts B-Rank For fifteen posts, the user can seal one of his own Yajuu into an ally. This will give them the 50 points of chakra from the Yajuu. The limit, however, is that the Yajuu and the new Host have to match elements to some extent. A fire Yajuu must be placed in a Host with fire element, main or secondary. This means Yajuu of advanced elements, such as lava, must be placed in a Host with both Earth and Fire [Host does not have to have lava, simply the component elements. The Host will gain the advanced element from the Yajuu]. The Yajuu’s chakra can only be used for jutsu or abilities of the Yajuu’s element. The Host gains the Yajuu’s abilities. Cannot seal more than one Yajuu into a single Host.
• Master the Beasts A-Rank The user utilizes their mastery over Yajuu and applies it to Bijuu. Using their chakra/natural energy, the user psychically binds the movements of a target Jinchuuriki or Tailed Beast, as well as preventing temporary use of Bijuu-specific abilities [Ichibi Host can still use sand jutsu, just not demon sand jutsu]. The binding lasts one post.
• King of the Beasts SS-Rank Placing a hand on a Jinchuuriki or a Tailed Beast, the user will absorb the target. This is a heavily forbidden technique by all villages, but is the proof of a perfected Doubutsuen. The user becomes a Jinchuuriki Doubutsuen, given all abilities of the Tailed Beast absorbed, including the chakra pool addition. The chakra from a Tailed Beast cannot be utilized to create a Yajuu, as it belongs to the Bijuu. Considered by scholars as a “Potential God” as this technique does not stop at one Tailed Beast, and can potentially gather all nine Tailed Beasts into a single host.
xxxxxADDITIONAL COMMENTS Yajuu are not Sages. Hosts and Yajuu, while they don’t need hand seals, take time to charge power for techniques. Each rank, starting at D-Rank, of an ability adds 1 second to ready. For B-Rank, this would be 3 seconds. For A-rank, 4 seconds. SS-Rank, 6 seconds.
Summoned Yajuu count as summons, so only two can be out at a time. They can be variable in size, from small to giant. They cannot be stealthy, having such massive chakra and never bothering to hide it.
If using a second bloodline or clan which has chakra regen [typically because of Natural Energy], this will instead add however much to the Natural Energy gathering rate [+5 regen will make the Sage State give 15 NEP per post] as well as reduce the rate at which it drains [+5 regen will turn the typical -10 NEP per post into a -5 NEP per post].
xxxxxRESTRICTIONS • Animal Tamer only • No elements other than Yajuu • No elemental bloodlines
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: Sergeant Bloodhound ]
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Posted: Thu Oct 20, 2016 4:27 am
Clan or Bloodline: Bloodline xxxxxxxxxxTeleport [ Space Manipulation User ] xxxxxHISTORYScience b***h xxxxxDESCRIPTION Teleport is the ability to transport matter through space instantaneously. Teleport requires the manipulation and calculation of the 11th dimension, and thus require more concentration compared to other abilities. The theory behind teleportation is to get away from the 3 dimensions, find their position in the 11th dimension, and then calculate the vectors to teleport. Such calculations complexity can’t be compared to the simple manipulation and jutsu of other ninja As such once a teleporter is in pain, anxious or confused, or when the User is unable to remain calm, they'll lose their calculating ability and thus won’t be able to use teleport. Such an ability allows the user to teleport themselves and anything in their possession a certain distance in the blink of an eye. xxxxxRULES• They cannot teleport other people with the same ability due to possible contradictions in their respective calculations. • Users powers do have limits, being able to transport only a certain amount of weight, to a certain distance away from the user depending on rank. • At Jounin rank user unlocks the Move Point a type of teleporter that has the ability to teleport the things from one faraway point to another. • Users can only focus on one teleportation at a time, they can't teleport themselves while simultaneously transporting something else somewhere else. • Users may teleport enemies or allies but they must be touching them to do so. xxxxxWEAKNESSES• Only able to teleport a weight of 200lbs at Genin, 250lbs at Chuunin, 300lbs at Jounin, 350lbs at Sannin and 400lbs at SS rank. The users weight does count on the limit but anything they are carrying does. • One disadvantage of the users power is that they have to concentrate on where they, the object(s), and/or person they holds will be teleported to, while working out the spatial co-ordinates of jumping between 3-dimensional and 11-dimensional space, so any disturbance in their concentration will render their powers useless. • There is a one second lag when consecutively using the power in fights leaving the user vulnerable in that one second interval before teleporting again. • Your teleports are more versatile then Flying Thunder God but less powerful. Should they be matched up against FLG, the FLG would win. • Using multiple teleports in a post will use chakra and stack up quickly draining the users pool of chakra. • You don't have really any techniques and require something else to supplement this bloodline. xxxxxSTRENGTHS• Users have trained to hone their speed to help supplement their Teleportation. +1 Speed. • Teleports tend to be almost instant and require no hand seals allowing the user to dart around the opponent. • It can be used with pretty much any bloodline or Clan except a demon. xxxxxPASSIVE ABILITIES• Spatial Movement: Allows user to teleport themselves and anything in their possession a certain distance in the blink of an eye. Not only is the user able to teleport objects inside designated targets, allowing the user to "throw" as example spikes they carry with perfect accuracy, but they can also change their resulting orientation. The user gets one free teleport per post but must pay an additional 5 chakra stacking for anymore teleports made in that same post. (IE First cost is 5 then 10 then 15 then 20 and so on) At Jounin they get two free teleports and at SS rank the user gets three free teleports. Your teleports are able to move you a max distance of 20 meters at Genin, 40 meters at Chuunin, 60 meters at Jounin, 90 meters at S rank and 120 meters at SS ranked
• Coordinate Movement: Nicknamed Move Point, it is a type of teleporter has the ability to teleport the things from one faraway point to another. They can freely teleport an object without using any reference in their calculations as long as it's within their range. This ability is slightly slower than that of a normal teleporter due to the fact that it is more calculation-intensive. It's a more powerful version of teleportation that can move any object to the user's desired destination without the use of physical contact. The range of this technique is higher then the normal Spacial Movement, letting the user transport objects up to 300 meters. However this technique can only transport objects, though the weight limit for this is higher up to 1000kg safely. The user may actually transport up 4500kg but the user will damage their body depending on how much over the 1000kg weight. Should they transport the maximum amount of 4500kg, they will be crippled for life should they even manage to live through it. You can teleport enemies equipment and items as long as they do not have chakra and are not fully attached to them. (IE you could transport the sword in their sheath but not the Sheath itself. You could transport kunai in their ninja pack but not the bag itself. xxxxxTECHNIQUES
• Spike Fiesta A rank The user takes out a huge belt full of chakra infused spikes and rapidly fires them via teleportation. They choose a target area for the spikes to hit, as perfectly hitting a precise area with so many would be impossible. Able to fire more spikes based on rank. Genin: 50 Chuunin:100 Jounin: 150 Sannin: 200 SS rank: 300
• Mass Teleport A rank The user is able to surpass the normal limits of teleportation and teleport multiple people or objects within the normal range limits for one post. They may go over the normal weight limits for the post.
• Field of Pain A rank The user throws multiple belts of chakra infused spikes and lets them scatter across the battlefield through. They then stand up and act as a spike bed for people to step on or fall on. They stay on the field for the whole fight and can be transported via Move point.
• Anti-Skill S rank Able to teleport any chakra attack to a different location within the normal limits of teleporting. It will only fully work on attacks that are not continuous. (IE a flame dragon) You may still teleport a continuous attack but the attack will still continue, only part of it will be teleported. You may teleport the attack regardless of who's attack it is, and you may even teleported right back to them. • Judgement SS rank Judgement is the trump card of a teleporter. The user is able to teleport an object or person regardless of weight, (within reason) with no distance limit. If it is a person you must touch said person. This would allow the user to teleport whole buildings or even a battleship wherever they wanted, long as they knew a point to send said item. xxxxxADDITIONAL COMMENTSTeleporting objects may include windows, doors, tables anything that does not surpass the weight limit. Also while its not required its suggested that the user carry around spikes to teleport and use as weapons, since some of the techniques require them as well.xxxxxRESTRICTIONS• No demon, one would not be able to calculate if there was a demon screaming in their head. • Teleportation will count as a sub element, though it has no weakness nor strengths against other elements. • There can only ever be three users, and yes that is non negotiable. We don't need another magicians incident. xxxxxMEMBERSHead: HEAD HERE • • • • [ Created by: Black Fire Lord ]
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Posted: Fri Oct 21, 2016 2:33 am
Clan or Bloodline: Bloodline xxxxxxxxxxMeltdowner [ Particle Waveform High-Speed Cannon ] xxxxxHISTORYScience b***h xxxxxDESCRIPTION Meltdowner or "Atomic Destruction" with the technical classification as Particle Waveform High-Speed Cannon is an ability to control electrons. As electrons have the properties of both particles and waves, this ability allows the user to forcibly control electrons in the "ambiguous" state of an electron where it is both particle and wave, and when they strike other objects the electrons are unable to react either as particle or a wave because of their state. Normally, electrons have a mass close to zero, but because they are stuck or "stopped" at this state they take the form of a seemingly solid object, which has become a pseudo-"wall" due to the "stopped" state, and then creating a highly destructive beam of high-speed electrons that pierces through a target at the same velocity that it was fired. As it is a form of electron manipulation, the ability allows the user to affect electric attacks, allowing said user to bend their trajectory. Likewise, electric attacks can bend Meltdowner as well. The ability usually takes on the form of a high-speed beam of light that can easily melt through thick metal walls and cause things like refined alcohol to explode with its heat alone.xxxxxRULES• You are the definition of a long range character, once an opponent gets close it will be hard to to use your beams. However your attacks can thoroughly be abused to not allow any opponent to close the gap. • Your class must be the sage class and your beams color will always be green. That means your element will be considered the Electron element. • Your beams naturally are able to melt through walls, defenses and most normal materials. You can melt through chakra defenses with enough time. xxxxxWEAKNESSES• Due to the sheer extent of the power, the user needs a certain amount of time to aim in exchange, as such they can't deal with a surprise attack. • Another weakness of the ability is that despite being able to make twenty beams at SS rank, the user can only fire in one direction, the direction that they are facing. • Also, the ability can only be used on one target at a time, though it has an accuracy high enough to blow away the members of the opponent. • By its nature, it is incapable of rapid-fire, thus poor at surface occupation and saturation attacks. To compensate for the former, the user has to consciously limit themselves when using their ability and to compensate for the latter. • Users almost completely rely on their beams so physical classes should they be able to get close will have a huge edge on them. Doesn't mean they can't fire close range, just means they will be at a disadvantage. xxxxxSTRENGTHS• Those with the ability of Meltdowner have vastly increased chakra pools since their sole ability is to create beams and they developed a need for more chakra to fill in that lack of diversity. +50 Chakra • You are a jutsu powerhouse, in a 1v1 situation with a ninjutsu user your beams most likely will over power their ninjutsu. Things will eventually be melted through by your beams. A beam that hits another attack or defense will eventually melt through it, even the strongest physical defenses will be melted through. (IE Kagyua bone won't provide much of a defense since the beams would melt through it) Hitting a person without a defense will melt through them pretty quickly. So getting hit with the beams even at genin rank is still deadly. • Your beams have a good range, being able to go quite far if they haven't run into anything. You may use your beams to emit a power similar to a rocket, it can perform high-speed evasion that is fast enough to escape an explosion. Though there really no accuracy in this, you'll most likely somewhat go in the opposite direction you fired from. xxxxxPASSIVE ABILITIES• Atomic Destruction: Atomic destruction is the ability to stop Electrons and in this state they take the form of a seemingly solid object creating a highly destructive beam of high-speed electrons that pierces through a target at the same velocity that it was fired. The user is able to passively create these beams to attack with for the cost of 10 chakra per post used. The beams do not have a chakra rank. Genin: 4 beams Chuunin: 8 beams Jounin: 12 beams Sannin: 16 beams SS Rank: 20 Beams
• Don't mess with me brat: Your beams will be able to hold back attacks and destroy them after enough time. The higher ranked you are the easier and faster it becomes. You must abide by the normal rules of the beams and they must all be attacking the defense or technique. You can move but you always have to be facing the Technique or defense. You can still use other techniques but you cant turn away from the technique or Defense. Genin: Able to hold off and destroy up to A rank techniques and defenses but require two post of your beams constantly hitting it. Chuunin: Able to hold off and destroy up to A rank techniques and defenses but require one post of your beams constantly hitting it. Jounin: Able to hold off and destroy up to S rank techniques and defenses but requires two posts of your beams constantly hitting it. Sannin: Able to hold off and destroy up to S rank techniques and defenses but require one post of your beams constantly hitting it. SS ranked: Able to hold off up to SS ranked Techniques and defenses but require two posts of your beams constantly hitting it. xxxxxTECHNIQUES
• Silicon Burn E to SS The user pulls out a silicon card that can disperse their individual laser shots into multiple ones. Essentially creating a shotgun effect that spreads all across the area in front of them. Less accuracy but covers wider area.
• Last Resort A to SS The user creates a shield out of their beams that can disintegrate objects upon contact and block shock waves. It is their only real defense and can only be used once per 3 posts. It only protects in front of them however, so it suggested to use only if one has to.
• Fire Away SS rank The user fires beams at a dangerously high power rate ignoring their survival instinct. The attack will harm them based on how much power they put into it. They could even overpower a Demons Bijuudama but the attack blow away users body with the backlash. Less power won't kill them but will damage them. This technique will overpower any other ninjutsu attack or defense even an SSS ranked. However it can only be used once a battle with a month long irl cooldown. The user would lose 1/1 in stats for the remainder of the fight and lose use of an arm and leg by overpowering a SS ranked tech. Should they over power a Demon Bijuudama, they would most likely be able to kill the demon but the users body would be destroyed instantly. Same goes for any SSS Ranked tech. xxxxxADDITIONAL COMMENTS You do not have a lot of techniques normally but you don't need them. As your Passive is basically your spamable technique. Also good idea to carry silicon cards so you can use Silicon Burn. Something else to note as it is a form of electron manipulation, the ability allows the user to affect electric attacks, allowing said user to bend their trajectory. Likewise, electric attacks can bend Meltdowner as well. xxxxxRESTRICTIONS• Gotta be that Sage Class • A demon that can summon beams hell no, no demon. • xxxxxMEMBERSHead: HEAD HERE • • • • [ Created by: Black Fire Lord ]
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Posted: Fri Oct 21, 2016 8:38 pm
Behold! Clan or Bloodline: Clan? xxxxxxxxxx Seven Swordsmen [ The Great ] xxxxxHISTORY Once upon a time, the Hidden Mist Village had seven amazing swords, each one capable of immense death. These swords used to be passed down in royalty, like a heirloom, only for each possessor to meet an unfortunate end. One day, a ninja swordsman of the village came and saw that a large sword had been thrown out, to which he asked why. It was cursed, the villagers said, such that any who wield it will die. However, this swordsman wasn’t convinced, so he took the sword, marvelling at its marvelous abilities… and lived to begin a legend. The legend of the Seven Swordsmen strong enough to wield the Seven Swords of the Mist and overcome curses and misfortune in pursuit of greater strength and skill.
xxxxxDESCRIPTION Seven Swordsmen of the Mist
xxxxxRULES • Must be Weapons User Class • Only Seven, one for each sword
xxxxxWEAKNESSES • Lack in powerful ninjutsu, can only learn a single S-Rank ninjutsu, no SS-Rank ninjutsu • Each Swordsman has his or her own weaknesses • May only have three other custom weapons besides their Sword of the Mist.
xxxxxSTRENGTHS • Gain a Sword of the Seven, can choose any available, gaining unique techniques and bonuses specific to the sword • Monstrous in bukijutsu talent, halving posts to learn any weapon style.
xxxxxPASSIVE ABILITIES • +2/2 in stats. They have to lug those weapons around somehow. • +50 chakra. While they are not ninjutsu specialists, they are widely considered monsters in stamina and endurance. • Silent Killing: Trained in covert tactics and technique, the Swordsmen are capable of moving in absolute silence, stilling their heartbeat and breath as if they did were not living, or even non-existent. • Silent Killing, Part 2: Beyond just becoming dead silent on the battlefield, Swordsmen must also train to fight in environments where they cannot rely on their eyes. In this, they learn to pin-point the locations of targets by using sound, calculating the shape and weight of their friends and enemies to distinguish between different people. In addition, they can hear the sound of swinging objects, especially sharp objects cutting the wind, letting them hear the trajectories of incoming or nearby weapon movements and lending them better reflex against it.
xxxxxEXECUTIONER • Vampiric Passive Whenever the Executioner’s Knife touches blood, it will use that to repair itself as well as its wielder from any damage either has suffered recently. This merely heals physical injuries, sometimes just partially and only equal to the amount of damage done to the foe.
• Feint Attack C-Rank The Swordsman can land a normal hit against his target without fail. This won’t likely be fatal, or even very serious. However, with the Swordsman’s mastery of the blade, he can ensure this attack hits. Must be within the Swordsman’s range, which is usually fairly large given the size of the Executioner's Knife. This has a three post cooldown.
• Beheading B-Rank The Swordsman catches the foe’s melee attack in the hollow crescent of the Executioner’s Knife. Utilizing this peculiarity, the Swordsman turns this block into a counter, turning the sword with the crescent as the axis, bringing the large blade down where the foe’s neck and shoulder meets. While this can be partially avoided, it will at the very least leave a large cut on the foe’s torso or arm.
• Throw A-Rank The Swordsman catches a limb or head in the hole of the Executioner’s Knife. They use this hold to then throw the opponent in whichever direction they choose. This will not cause severe damage to any opponent, but is merely meant for the Swordsman to take advantage of terrain to corner their opponent. This has a five post cooldown.
• Execute S-Rank This is guaranteed to hit when the foe attempts to retreat [create distance] or is delayed for at least a moment [attack delay, handsigns, etc.] and is in immediate range. The Swordsman catches the foe’s head inside of the Executioner’s Knife’s hole and then goes onto spin the foe at rapid speed through the air before smashing them into the ground or some surface. If the foe is not sufficiently armored or strengthened, AKA within two strength of the Swordsman or with some armor of B-Rank+, this will kill the target. If they are armored or tough enough, then this will simply seriously injure their neck, spraining it and thus dulling the foe’s reflexes. This has a one post cooldown.
xxxxxSHARKSKIN • Gluttonous Eater Passive The Samehada, AKA Sharkskin, eats chakra. It can eat any chakra, from people or ninjutsu. Any person it “shaves”, it absorbs 30 chakra points from them and gives it to the Swordsman in chunks of 10 points per post over three posts. Ninjutsu it ‘cuts’ let it absorb half of what was put into the technique [Dependant on how much the foe actually put into the technique, not the chakra equivalent to the typical rank].
• Sweep C-Rank A simple technique perfected by Samehada wielders over the decades. The Swordsman swings Samehada in a circle around them. While seemingly normal, this reach and fullness with a blade as heavy as Samehada is extremely difficult and allows the Swordsman to defend against ninjutsu and opponents who attack from all sides. This has a one post cooldown.
• Thrust B-Rank A seemingly normal attack which only works for Samehada. Thrusting Samehada forward, the Swordsman lets the opponent escape to the sides before Samehada widens its needle-like surface, shaving any who try dodging to the sides of Samehada rather than simply back up.
• Bite A-Rank Like Thrust, the Swordsman thrusts Samehada forward at the foe. If they retreat backwards, Samehada will stretch further by half its initial length very quickly and bite the foe, eating 66% more chakra than usual [50].
• Guard S-Rank A special technique where the Swordsman takes a defensive stance with Samehada. Samehada then ‘inhales’ so much chakra in the environment that it creates a vacuum around the Swordsman, diverting all ninjutsu within 25 meters of the Swordsman toward them.
xxxxxFANG • Dual Canines Passive The electric current running through Fang enhances the Swordsman’s reflexes and dexterity immensely, such that all weapon techniques are double-cast when wielding Fang, either using them at the same time or back-to-back, for no extra cost. Fang also emits a natural flow of lightning, allowing the Swordsman to perform raiton with no handsigns using the blades as the origin, as well as redefining raiton as a weapon technique.
• Stab C-Rank The Swordsman stabs at the foe’s middle line, usually the gut, chest, throat, or head. If the foe dodges to the side, the ‘hooks’ will cut and inflict electric damage upon the foe on the side of the general targeted area. If the foe does not dodge, they get stabbed...
• Disarm B-Rank This technique has a 50% chance to remove the weapons from the foe’s hands. The Swordsman utilizes the protruding ‘hooks’ of Fang as well as its lightning to force the weapons from the foe’s hands or body. This, like all weapon techniques, is doubled up with Fang, thus both of Fang’s blades have a chance at disarming [must roll for both].
• Read A-Rank The Swordsman swings one Fang, intended to force certain actions on the foe. When performed, it is with the intent that this first Fang will not hit, however utilizes the Swordsman's understanding of combat and will allow them to define the opponent's response, within reason.
• Dash S-Rank The Swordsman will dash by the foe at a speed equal to 1.5x their current speed stat [ignoring cap], and then they’ll cut the foe with the ‘hooks’ of the Fangs. They will then utilize the ‘hooks’ of the Fangs to hook the ground or some other structure and do an absurdly tight turn around, and dash a second time at equivalent speed to their first dash. As this is doubled up, with both Fangs this will dash-and-attack a total of 4 times at high speed.
xxxxxHELMSPLITTER • Castle Breaker Passive The Helmsplitter ignores all personal defenses of the foe, such as hardened bones or skin or other kinds of armor effects.
• Charge! C-Rank The Swordsman runs toward the foe, or his destination, and nothing will stop him from making it there. Using the Helmsplitter, toughness, and dexterity, the Swordsman will break through any obstructions, leap through any openings, and scale anything in between. This puts the Swordsman, so long as they move towards the foe, into a hyperaware state which makes them able to immediately assess threats and obstacles, then act simultaneously.
• Weapon Break B-Rank When the foe brings a weapon before the Swordsman, the swordsman merely needs to slam both the hammer and the axe piece of Helmsplitter into each other to break any weapon, no matter how unbreakable it is. Can also be used on non-weapons, and has the potential to be as strong as Split in terms of ability.
• Throw A-Rank A very risky technique. The Swordsman throws Helmsplitter somewhat like bolas. This moves 3x as fast as the Swordsman. Will likely kill anyone it hits, or at least cripple them for life.
• Split S-Rank The Swordsman brings down the axe of the Helmsplitter down on the target, lodging it in. The hammer follows up, striking the axe and forcing it through, creating a great division within the target until it is either in two pieces or utterly destroyed. Typically used to bring down the walls of fortresses or even the seals of Uzumaki Masters. Legends tell that one Swordsman of Helmsplitter split an enemy army in two.
xxxxxNEEDLE • Red Thread of Fate Needle is known as the most complex of the Seven Swords. Needle’s thread is barely visible and unbreakable except, perhaps, the Helmsplitter. When Needle strikes something, the thread will entangle it, whether it be an object, person, or terrain. The thread is sewn deep through the target, so to remove it is not so simple beyond amputation. The Swordsman of Needle, utilizing the thread, can pull two or more things entangled by Needle together, including Needle itself.
• Remise C-Rank The Swordsman attacks with Needle, stabbing at the foe. However, a single avoidance doesn't work, as the Swordsman now follows up with a series of short attacks without withdrawing their arm, meaning the sword will constantly be attacking via changing trajectories and forward movement.
• Riposte B-Rank The Swordsman lunges forward, stabbing Needle forward. With a slight spinning motion on the blade originating at the wrist, the Swordsman can parry any attack except, perhaps, the Executioner’s Knife’s Feint Attack. With the parry comes the counter, which uses the parry to force the foe off-balance before homing in for a touch on the body. If one is parried, given the distance, it is extremely difficult to evade such the counter.
• Pierce A-Rank The Swordsman throws Needle like a javelin, capable of piercing any defenses, but cannot bring them down like Helmsplitter might.
• Attaque S-Rank The Swordsman twirls Needle above his or her head as they charge the foe. When entering striking range, the Swordsman whips Needle in an erratic trajectory, making it harder for the opponent to predict or react to the strike which can come from any direction.
xxxxxTROUT • Chakra Weapon Passive Wielding Trout, or the Twinsword/Hiramekarei, is to focus on powerful chakra-based ranged abilities. Essentially, this turns all weapon techniques into a ninjutsu of one rank higher, capable of competing with ninjutsu in destructive capability, typically creating a giant blade or other weapon or sharp wave from the blade of the Hiramekarei. For dual-wielding techniques, Trout can become two identical swords.
• Shield C-Rank The Swordsman hides behind Trout’s massive frame.
• Hammer B-Rank The Swordsman slams the foe with Trout's massive side, doing large blunt damage.
• Sword A-Rank Swordsman slices with Trout.
• Long Spear S-Rank The Swordsman thrusts Trout.
xxxxxSPLASH • Explosive Tendencies Passive Splash is a difficult weapon to handle, though definitely worth using. Its scroll has infinite explosive tags which are free to use. First order of business: The Swordsman is immune to these particular explosions. Second, the Swordsman can activate all tags remotely so long as he or she holds Splash. Typically, a single explosive hit from Splash is equivalent to a hundred explosive tags, AKA grenades.
• Switch C-Rank The Swordsman strokes the hilt hard with his thumb, switching the blade's side. This means the Swordsman can swap the bladed side of Splash with the explosive side, and the explosive side with the bladed side, on a whim.
• Foul Play B-Rank A very simple technique which utilizes the immense threat which Splash portrays to the enemy. The Swordsman wields Splash with a single arm and charges the foe ready to swing. A moment before the swing, however, should the foe choose not to dodge until the Swordsman is in striking distance, the Swordsman will grab the foe with his/her other hand and hold the foe in place as Splash is brought down on them. Good for quickly disappearing the inexperienced from the battlefield.
• Fast Draw A-Rank The Swordsman draws and attacks with Splash in a second. This is surprising for most foes, as Splash is a very bulky and large weapon, thus this can quickly dispose of enemies who attempt to ambush the Swordsman believing they have the upper hand with Splash still sheathed.
• WIP S-Rank ???
xxxxxADDITIONAL COMMENTS If defeated, a non-swordsman can take a Swordsman’s sword, however this counts as an implant, so all the techniques will cost double.
Can only start off with one sword. If you defeat other swordsmen, you can gain all Seven Swords and their abilities [for born Swordsmen only].
When a non-Swordsman takes a Sword, all Swordsmen will know who has it via reasons.
xxxxxRESTRICTIONS • These swords are the only special weapons the swordsmen need. • All sword techniques are balanced for that particular sword, don’t go trying to apply them to each other.
xxxxxMEMBERS Head: KATSU NAIKIRI • • • •
[ Created by: Sergeant Bloodhound ]
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Posted: Fri Oct 21, 2016 8:54 pm
Clan or Bloodline: Clan? xxxxxxxxxx Edo Tensei [ Welcome Back~ ] xxxxxHISTORY In ancient times, there existed a powerful technique to revive the dead, creating immortal creatures and ninja more dangerous than they’d ever been. While this technique has mostly been forgotten due to a international ban by all villages, there are a few undead warriors who continue to walk the plains of the living. Some are recently created, others are ancient ones who have been weakened.
xxxxxDESCRIPTION For the stubborn.
xxxxxRULES • Those who come back as an Edo Tensei can only retain one of their assets fully, or can gain two assets but are treated as having two implants instead, adopting all weaknesses included in that [Double Cost of related techniques, etc.]. If they had an implant, they can choose between that and one of their other assets. • Can’t die!
xxxxxWEAKNESSES • Regeneration of limbs or otherwise takes a full one posts to recover from. Lethal strikes will immobilize the Edo for two posts before recovering. • Abilities that prevent the user from moving are their bane. Once sealed, they can’t be revived or anything any longer. True death.
xxxxxSTRENGTHS • Literally immortal • •
xxxxxPASSIVE ABILITIES • Regeneration and immortality.
xxxxxADDITIONAL COMMENTS
xxxxxRESTRICTIONS •
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: Sergeant Bloodhound ]
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Posted: Sat Oct 22, 2016 2:40 am
Clan or Bloodline: its not like it matters what i put here xxxxxxxxxxButt ********> [ Take it like a man ] xxxxxHISTORY There was once a magical cucumber that got shoved into some rather tight spaces.
xxxxxDESCRIPTION do whatever u want cuz there are no rules
xxxxxRULES • lel, no one pays attention to the rules anyway.
xxxxxWEAKNESSES • the spiriting is willing but the flesh is weak
xxxxxSTRENGTHS • +2 Speed when pelvic thrusting • Syphilaids and d***o Subelements
xxxxxPASSIVE ABILITIES • You are an irresitible sex symbol, ******** your way through nur one rpc at a time
xxxxxTECHNIQUES
• Mayonnaise D-SS Using your mighty cucumber, you shoot out 'mayonnaise' at the target, blinding them if you hit them in the eye and infecting them with Syphilaids, which will kill them in 2-3 years.
• Rod of Destiny D-SS You charge up your mighty cucumber by infusing it with blood and then stab it into your target before unloading a nice creamy bucket of fun into them.
• The gift that keeps on giving Passive You give people herpes when you touch them. Self explanatory.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • RESTRICTION HERE • RESTRICTION HERE • RESTRICTION HERE
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
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Posted: Sat Oct 22, 2016 2:22 pm
Clan or Bloodline: BL xxxxxxxxxxHarlequin [Tree Hugger Extraordinaire ] xxxxxHISTORY The tree, a sacred tree that was created at the beginning of time, said to have created all chakra would stand tall throughout the ages. The tree provided the world with a new supply of energy that allowed them to tap into other forms, one being the form we know as chakra. Within this time, life was simple and no wars existed, within this time, the forests flourished and provided life to all creatures. Even fairies. These mythical beings were born from the sacred tree, being released out into the world when the spores from the trunk spread amongst the plant-life out into the world and grew from there. Some being smaller than your thumb and other beings big enough to live in society, they exist to bring good luck, health, and wealth to the world but were also created to bring plague, famine, and disaster to those deemed unworthy. Within this group of mythical beings, one was born from the sacred tree that would be seen as "superior" to the other fairies, and to them he/she is deemed to be Harlequin.
xxxxxDESCRIPTION You sit back mostly and cast, don't worry, you'll do great!
xxxxxRULES • You love mother nature, you aim to protect it as it is a piece of yourself. You bring good luck to people your nearest. • Your very lazy, sloth-like. You'd rather nap than do any serious hard work. • You never age, once you've reached your true prime age, you stop and never grow from there. Well, technically you do mentally but not physicially. • You are limited to 5 genjutsu, one main element, one taijutsu style, and no sub elements.
xxxxxWEAKNESSES • You, yes you yourself, are weak when it comes to fighting on your own and receive -2 to your strength. • You can only have one element, no sub element, 5 genjutsu, and 1 taijutsu style. • Your difficult to kill but you aren't immortal, death creeps closer everyday. • +1 rank weaker to fire
xxxxxSTRENGTHS • Light and Water techniques are -1 in strength against you. • Your weapon is faster than you are and moves at +1 speed more than you do. The weapon can also be materialized into this living plane almost instantaneously as well as shift in and out of its first and second form just as fast. The weapon can come to your aid and levitates just like you do and yes, it can attack and defend by your will. • Wood, Plant, Flower, Moss, Spores, any form of plant-like technique requires no handseals but does require small gestures like a flick of the wrist or closing of the hands. • You are swift in the air, able to fly with the speed of a fairy.
xxxxxPASSIVE ABILITIES
the CHASTIEFOL
• This is your weapon. It was carved from the sacred tree that you were born from and has mystical properties. On top of being able to inflict an ability called "the Disaster" on opponents, it moves much faster than you and is controlled by your will alone. It comes to your aid and protects you as you wield it. The weapon has multiple forms depending upon the situation and can switch among them near instantaneously. You can ride on your weapon or let it attack for you while you relax in the background, just be careful to pay attention to the fight. As it is carved from the sacred tree, breaking it is near impossible unless you have a strength of 8 or higher. If it breaks, outside of battle it can be reformed quickly.
the DISASTER
• You have complete control over life and death, being born from the sacred tree that was said to have been the origin of chakra. With this power, you can bring things back from the brink of death or drive them closer to it. By implementing the same amount of chakra as the rank of the opponent (or one rank higher for severe damage, +50 at Kage rank) and also by inflicting damage on them, you can increase the damage of the wound you created, making physical combat against this bloodline deadly. Small cuts to your skin can become big nonsurgical gashes, minor sleeping or weakening poisons can be turned into lethal poisons, you can even bring plants to life or drain the life from them. For instance, if you slice a genin's cheek and use B-rank chakra to increase the wound's size and depth, it'll become a harsh slice like that from an axe and stretch further out to their ear. If you make a sleeping poison and put A-rank or S-rank chakra into it, it has a stronger potency to pull the opponent into a coma or kill them. Please be reasonable when it comes to using this ability, no cutting someone with a poison-tipped blade and then putting genin-ranked chakra into said wound to turn the poison into a lethal one and kill them.The physical contact must come from you or your weapon, it cannot come from a technique (unless its a technique for the weapon) or from a random paper cut from something else.
xxxxxTECHNIQUES
• Chastiefol Form I (REST) Passive Your weapon becomes a pillow, you rest on it and your wounds heal overtime. This form cannot be used in battle.
• Chastiefol Form II (HOLD) D-SS Your weapon becomes a giant familiar that can hold opponents in place if caught, when it shifts, it guns it for the opponent in an attempt to grab them and lasts for 4 posts before having a 3 post cooldown. This technique can only be done three times during any battle situation.
• Chastiefol Form II (RUSH) B Your weapon rushes forward and bullets for the enemy to hurt them, or, it bullets itself towards you to defend you at a vicious speed.
• Chastiefol Form III (STONE) A or SS Your weapon doesn't change, but the properties of it does, if the blade of the weapon touches the opponent, then it will slowly turn a limb to stone in 5 posts, by the 5th post, the opponent's limb becomes completely rock solid. It takes SS-rank chakra to turn the entire body to stone. The few ways to truly stop the process is to amputate the limb before it spreads, avoid the attack altogether, or have a medic halt the flow of disaster-filled chakra before the 5th post.
• Chastiefol Form IV (SCATTER) A Your weapon turns into smaller forms of it, swords and spears become daggers, large chakrams become small chakrams, axes become mini hatchets. The number of these smaller weapons is always going to be 15 and still move at the same speed. From there, the smaller weapons start to chase and attack you from multiple directions that are willed by the user. This form lasts for 4 posts before needing a 3 post cooldown. NOTE: the strength of the weapons do lower, and you would need a higher-ranked technique or strength of 5 or higher to destroy them.
• Chastiefol Form V (SPORE) A Your weapon disappears and turns into spores that travel and move 10 feet around the user, the area will look as if its being surrounded by fireflies. In this area, if no protection is made, it will enter your body by any means necessary and travel throughout to damage your nervous system. While within this area, you have -2/-2 to both stats unless you leave the area or disperse the spores with a strong, higher-ranked wind technique. This form lasts for 4 posts and can only be done twice during any battle situation.
• Chastiefol Form VI (SPORE CANUS) A (medical-class only) Your weapon disappears and turns into spores that travel and move 10 feet around the user, the area will look as if its being surrounded by fireflies. In this area, if no protection is made, it will enter your body by any means necessary and travel throughout to damage your chakra system, making healing abilities null while within this field for opponents. This form lasts for 4 posts and can only be done twice during any battle situation.
• Chastiefol Form VI (SPORE MAGNUS) A (medical-class only) Your weapon disappears and turns into spores that travel and move 10 feet around the user, the area will look as if its being surrounded by fireflies. In this area, as long as nothing disperses the field like a strong wind technique, allies will be healed of their wounds, slowly each post. Healing techniques used in this area of effect are strengthened too. This form lasts for 4 posts and can only be done twice during any battle situation.
• Chastiefol Form VI (SPORE OPUS) A Your weapon disappears and turns into spores that travel and move 10 feet around the user, the area will look as if its being surrounded by fireflies. In this area, as long as nothing disperses the field like a strong wind technique, allies receive a +2/+2 stat boost while within the area of effect. This form lasts for 4 posts and can only be done twice during any battle situation.
• Chastiefol Form VII (SUNFLOWER) C Your weapon disappears and becomes a humongous stalk from the ground that reveals a huge sunflower. The sunflower releases multiple small condensed beams of light that fire continuously like a rapid-fire machine gun, each beam being 3 feet in diameter. This is mainly used to provide yourself cover, provide aggro, or give the opponent little to no time to react or devise a plan. Getting hit by these bullets of light are not recommended. It has a 3 post cooldown before being able to be used again.
• Chastiefol Form VII (SUNFLOWER MARK I) SS Your weapon disappears and becomes a humongous stalk from the ground that reveals a huge sunflower. The sunflower releases a ray of light that goes out by 6 feet in diameter and has a range of 20 feet around itself. It charges one post and then fires in the next. If your caught in this ray of light, kiss your life goodbye. From the blast, you become completely vaporized by harsh and unforgiving light, completely disintegrated to the very last atom. Its only warning is that its petals will glow a bright beautiful gold to advise when its ready. It has a 5 post cooldown and can only be done three times during any battle situation.
• Chastiefol Form VII (SUNFLOWER MARK II) SS (medical-class only) Your weapon disappears and becomes a humongous stalk from the ground that reveals a huge sunflower. The sunflower releases a ray of light that goes out by 6 feet in diameter and has a range of 20 feet around itself. It charges one post and then fires in the next. If your caught in this ray of light, AND are an ally, your wounds will be healed completely, damaged limbs, destroyed organs, poisons, cancer, all of it is healed under the ray of light. Its equivalent is like stepping into the gedo statue to heal. Its only warning is that its petals will glow a bright beautiful gold to advise when its ready. It has a 5 post cooldown and can only be done one time during any battle situation.
xxxxxADDITIONAL COMMENTS
xxxxxRESTRICTIONS • Only four can exist at a time and cannot all be of the same village • No demons, nor cursemark, not even an implant. This bloodline cannot be implanted like the Senju. • One element, one taijutsu style, five genjtusu, thats it. • No genjutsu, taijutsu, samurai, or puppeteer classes, just doesn't make sense.
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: Dat Boi Hadou ]
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Posted: Sun Oct 23, 2016 4:35 pm
Clan or Bloodline: Bloodline xxxxxxxxxxNew Normal: Luck [ Lucky Armand Tikoshi ] xxxxxHISTORY Some people are born with neither bloodline nor clan and yet, they rise to the top through any combination of wit, strength, and other skills. For some of these rare specimens, it is by luck that they survive in the dog eat dog world of shinobi super powered by secret clan techniques and inherited bloodline strengths. There is neither title nor classification for these shinobi. They're simply considered impossibly lucky. xxxxxDESCRIPTION Blessed with abnormal luck in their favor, these lucky few manage to stand on even ground with their peers. However, even their luck was granted to them by sheer luck. Being neither bloodline nor clan but rather a twist of fate, there's no way for these shinobi to control their luck. Events merely happen, be it bad luck on their enemies or good luck to the shinobi, in their favor for no inexplicable reason. xxxxxRULES • Luck cannot be controlled, so there will never be any techniques. • There are choices that can be made regarding this bloodline by both the enemy and the user depending on the passive invoked. However, these choices are made ooc by the rper. The rpc is not conscious of any choices. • Be creative with how luck effects the battlefield. So long as it does not exceed the results of the passive, anything can happen to create the situation needed to accomplish the lucky/unlucky results: a wandering shinigami that happens to block an attack but just keeps on going because it's a shinigami and not some wimpy wuss, a random rip in space-time, or the sudden appearance of a ladder thrown in from a great distance. • Gender neutral pronouns suck. We will instead be using "Armand" and "he" to describe the user. xxxxxWEAKNESSES • No techniques. • Wheel of Fortune. xxxxxSTRENGTHS • Powerful passives. • No techniques = no chakra costs. • Wheel of Fortune. xxxxxPASSIVE ABILITIES • Tempered Fate Passive Armand can choose manipulate any dice roll by one [1] in any direction. E.g. 5 can be changed to a 4 or a 6 or just remain at 5.
• Lucky Charms Passive Even the luckiest do not have a free reservoir of infinite luck. Luck can be quantified ooc as Lucky Charms, a value that the rpc Armand will not understand except in the vague sense that his luck only helps him if he helps himself. Armand may have up to seven [7] Lucky Charms at once. Every post out of battle, he loses one [1] Lucky Charm. Armand starts every fight with three [3] Lucky Charms, a number that refreshes even between multiple fights in quick succession. He may increase this number with his Lucktaker passive.
• Lucktaker PassiveFor every attack, be it melee or ranged, that hits an enemy or for every assisting technique that hits an ally, Armand gains one [1] Lucky Charm. Armand can only gain one [1] Lucky Charm per round and it must be on a hit that is not used to proc any other luck passives. • Lucky Seven PassiveArmand can expend Lucky Charms to dodge or block attacks and other harmful effects, even genjutsu. Dodging only protects himself, leaving his allies to have to defend themselves or even potentially exposing them to danger, and takes one [1] Lucky Charm. Blocking protects all allies, regardless of where they are, and takes two [2] Lucky Charms. Armand can use Lucky Seven up to seven [7] times in one fight and only once per round. He must use it every round that there is an attack that will hit him. If he manages to block and dodge all attacks that could affect him through other means, then he is not forced to activate Lucky Seven. • Unlucky Seven PassiveArmand can expend three [3] Lucky Charms to give an enemy such bad luck that they are forced to be hit by an attack or other harmful effect of A-rank or lower in a vulnerable spot (+1 rank in power, ignores all damage reduction and defenses). Armand needs to hit the enemy to proc Unlucky Seven, following the same requirements for Lucktaker to activate. Unlucky Seven can only proc on a hit that is not used to proc any of other luck passives. An enemy can be affected by Unlucky Seven up to seven [7] times in one fight and only once per round. Armand can choose when Unlucky Seven activates. However, it is the enemy who chooses what attack they are left vulnerable to. If Unlucky Seven is chosen to activate but Armand fails to land a hit, his three [3] Lucky Charms are refunded. The hits landed by Unlucky Seven cannot be used to proc any luck passives • Wheel of Fortune PassiveWhile unintentional, Armand's tampering with fate cannot go without consequences. Whenever he reaches seven [7] stacks of Lucky Charms, Lucky Seven, or Unlucky Seven (on a single enemy), the Wheel of Fortune is summoned and the technique named after it begins with two major differences. To power the S-rank technique, the chakra cost is split evenly between all participants in the battle and everyone in the area, regardless of who's looking at who, is affected. Jutsu Name: Wheel of fortune Rank of Jutsu: S Description: This jutsu rips at the very fabric of time. It appears rather silly at first, but such thought are immediately banished. First a massive pressure hits all people in the same thread as the user. This prevents the person and his opponent from moving. Then a giant wheel appears behind the user and begins to spin. It lands on a random number and that number shows the effect of the attack. This jutsu may be used once per fight. In order for this jutsu to work both fighters must be looking at each other. The effects of the wheel are listed as. 1. Both fighters get high 2. Both you and you're opponent are frozen in ice 3. The entire thread is lit on fire. 4. All ice in the thread is melted. 5. It starts raining. 6. Both you and you're opponent must announce their moves for the next two attacks. 7. All fire in the thread is instantly put out. 8. A gust of wind blows away all poison that is not inside someone's body 9. both fighters chakra is refilled 10. nothing happens, but an evil laugh fills the air.(think Nazi zombies) 11. Both fighters are only able to use taijutsu 12. " " ninjustu 13. " " genjutsu 14. " " weapons 15. " " bloodlines and clans 16. Both fighters gain the equivalent of Raise from Final Fantasy for the duration of the fight. 17. Attacks are mirrored 18. The user becomes an exact copy of the opponent for the duration of the fight. 19. The user and the opponent switch bodies. 20. The users body becomes impenetrable(inside and out) for one attack. 21. See above except the opponent is affected as well 22. both fighters bodies are cured of any ailments or injuries 23. Neither player is affected by medical jutsu 24. The winning fighter gets a Canadian accent for a month. 25. It begins pouring flowers that get in the way of everything. if you talk more than 3 words they get in your mouth. They divert attacks, They are coated in chakra so no one can see through them, and they are help to no one. Each affect only lasts until the fight is over and both people have left the area unless specified otherwise. xxxxxADDITIONAL COMMENTS Bonus points if your character's name is Armand. xxxxxRESTRICTIONS • No customs may be created for or related to this bloodline. • This is your only asset: no demons, other bloodlines, clans, or curse marks. • You must be Armand One person limit. xxxxxMEMBERS Head: Armand Tikoshi (just kidding) • • • • [ Created by: Headless Koko || Inspired by: TheFire158 ]
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Posted: Mon Oct 24, 2016 5:44 am
Clan or Bloodline: Bloodline xxxxxxxxxxThe Devourers [Almost Always Hungry] xxxxxHISTORY Thousands of years ago there existed a small family. Two Parents and a Male Child and a Female Child. While they seemed completely normal they were not. They actually unintentionally ravaged minor villages for the most part. The family constantly hungry would eat a village out of food. Then when their hunger got the best of them they would eat villagers themselves or feed off the energy the villagers had. Eventually the family was hunted down. The mother and father sacrificed their lives to allow their children to escape. From there the siblings decided it would be best if they parted ways. Splitting up they each eventually integrated themselves into villages. Learning how to do something they never needed before and control their urges or at least eat in moderation. Their lines grew and more and more of these people with the siblings blood in them were born. Eventually revealed for their unique abilities they became known only as "Devourers"
xxxxxDESCRIPTION Members of "The Devourers" are simply humans that have the blood of one of the siblings from the story coursing through their veins. This blood allows them a unique ability depending on which sibling's blood they come from. There are simply two options. Those from the Female Sibling's line are known as "Chakra Devourers" and those from the Male Sibling's line are known as "Physical Devourers" The differences between them being as simple as one is capable of eating chakra harmlessly and the other is capable of eating physical things harmlessly. More will be explained later as there are passive abilities depending on which kind of Devourer you choose.
xxxxxRULES • You must pick one base passive or the other. You can not have both. • Each type of Devourer have separate strengths, and a some separate weaknesses.
xxxxxWEAKNESSES • All members of this clan will always feel hungry, however they will be well aware whether or not they have eaten enough to sustain them. • If you go long enough, (3 RP days) without eating. You will go into a semi-berserk state where you simply begin eating everything you can eat, nigh indiscriminately. Or at least you try to. • +1 Rank Damage from chakra based attacks that hit the mouth area, inside the mouth, or directly affect a portion of the digestive system. While what you use to eat is use to physical things it is much more vulnerable to chakra. (Physical) • +1 Rank Damage/Increased Damage from physical attacks against the mouth, inside the mouth, or directly affecting a portion of the digestive system. While use to eating chakra, it is not use to taking in physical things. Even normal foods can be dangerous if not soft enough. (Chakra) • Eating something physical that is covered in chakra, or infused with chakra will make you feel sick as if you ate something that wasn't good. (Physical) • When you eat chakra directly off something physical you feel sick as if you ate something that wasn't good. (Chakra)
xxxxxSTRENGTHS • Your Mouth, Teeth, Lips, and the rest of your digestive system are virtually physically indestructible due to consistently eating just about anything that exists physically which includes knives, swords, trees, and people. You still experience pain, and chakra (Physical) • You have +1/+1 for Strength and Speed. Typically hunting things to eat them like a wild animal in some portions of your bloodline gave you a somewhat stronger and faster body than normal. (Physical) • Your Teeth are like sharp rows of small blades that can rip through flesh with ease, typically this is your weapon of choice. (Physical) • You are immune to most physical diseases or poisons that afflict you when digested as your digestive system breaks them down safely and uses them to provide nutrition. (Physical)
• Your Mouth, Teeth, Lips, and the rest of your digestive system can harmlessly take in chakra for you to eat due to the massive amount of chakra that had been eaten in the past of your bloodline. This means anything created from chakra. (Chakra) • As your body is use to eating chakra, your body also has a larger pool of chakra. +40 Chakra. (Chakra) • You may eat chakra directly out of or off something physical if you place that thing in or within an inch of your mouth. (Chakra) • Your body actually converts some chakra into the necessary nutrients needed to keep your body alive. As such you can survive off eating only chakra. You can eat your own chakra for the purpose of obtaining nutrients but that is the only purpose for eating your own chakra. Note, doing such will drain from your chakra pool. (Chakra)
xxxxxPASSIVE ABILITIES • Physical Devouring: A Physical Devourer's body heals when it eats flesh. The healing is proportionate to how much flesh is being eaten. An example would be for a large gash in the arm they would need to eat enough flesh to fill the gash that is in the arm. This is capable of regenerating limbs if the person eats another's limb. An arm for an arm. This can also heal what would be an inevitably fatal wound if the Devourer eats a whole person or animal near the size of a person before they die. Healing an organ requires the devouring of that specific organ.
• Chakra Devouring: A Chakra Devourer eats chakra and chakra constructs by opening their mouth and practically absorbing it, unless the chakra is surrounding or infused by a physical object. Chakra Devourers regain chakra equal to half the amount of chakra used from eating chakra. Chakra Devourers can not eat more chakra than they are capable of using.
xxxxxADDITIONAL COMMENTS You pick Chakra Devouring or Physical Devouring when you make the character and receive the strengths and weaknesses labeled with (Chakra) or (Physical) respectively, as well as weaknesses that are unlabeled.
xxxxxRESTRICTIONS • May only be two of each type of devourer at a time as RPCs. • There is no Head. • Physical Devourers may not use: Ninjutsu Class, Genjutsu Class, Puppet Class, or Sage Class • Chakra Devourers may not use: Taijutsu Class, Weapons Class, or Assassin Class • There are special rules, strengths, and weaknesses for a Sage Class Chakra Devourer below.
xxxxxSage Class Chakra Devourer • Sage Class Chakra Devourers may only eat chakra of their element harmlessly. • Sage Class Chakra Devourers will become very sick and even begin vomit if they eat another type of chakra. • Sage Class Chakra Devourers are capable of eating chakra of their element without the limitation of 'can not eat more chakra than they are capable of using. • Sage Class Chakra Devourers can safely eat the chakra of their element off an object that is physically infused with or surrounded by chakra without getting sick, however they can not eat the chakra of their element out of a person.
xxxxxMEMBERS
• • • •
[ Created by: Avedis Angelus ]
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Posted: Mon Oct 24, 2016 9:34 pm
- No Medical Sage. Medics have their own dedicated class, while the sages are used for mainly the combo elements so they can have an option. To have a medical sage just introduces a whole new angle to the guild, where it would be possible to have weapon sages, tai sages, etc. And I'd really not prefer that atm. - Remove the style limitation. I'm fairly certain medical class is at/below four styles as a limit at the moment. You could say alternatively that they cannot learn weapon styles, if that's what you were going for. - +25 chakra at most. - Heavenly Mirage must be visible to the naked eye. It makes sense in JoJo for them to not be visible, but to give anything in NUR such an ability after we've hit chakra sensing so hard is an insta-kill for most characters in the guild now. - Their passive is too open-ended. The most they would be able to use for free is like the B-rank usage. Anything higher is too strong. Furthermore, you can only use the techs relative to the path you chose. I don't want Crazy Diamond using Golden techs. - Both the temporary stat buffs of the stands need to go away. - Both stands need to have stats that scale with your rank, not set ones. - Crazy Diamond's first passive cannot interact with opponent's techniques. - Crazy Diamond's strength isn't high enough to punch through two people Lol - 300km/hr is faster than the movement speed of the absolute fastest shinobi in NUR. Considering this is meant to be used by a Medic nin, whose speed likely isn't nearly that value, giving them an asset that far surpasses max speed is extremely overpowered. Please look at the speed system and logically apply the speed of the stand's punches to the NUR systems. - Raibu [Live] - This technique is extremely broken atm. The ability to reflect the damage done onto an object from an opponent--especially combined with the passive--is a frighteningly efficient method of auto-killing an opponent. What I'm going to say is that I'd really like for the damage reflection ability to go away entirely. This would certainly allow you to lower the chakra cost of this ability, but the idea that attacks are systematically reflected at the opponent is extremely powerful. - Junban [Turn] - This doesn't repair holes in the body then, since there's no object within the body to replace? I.e. someone got impaled, but the item that impaled them was removed. Also, if used to heal severe injuries, goes on a three post CD. If used to heal higher level injuries in combat, the pain debilitates the user, making them unable to use any other techniques that post. - With both of the punchy punchy jutsu, do you end up having to spend 60 chakra, or 40 to use an A-rank tech in combination with them? The wording is a little weird lmao - Golden Wind Requiem needs a range, duration, and to be elaborated on heavily. If the opponent attacks you outside of the range of this aura, is their attack effective? How long does it take this aura to spread/does the opponent have time to leave the AoE if they're within range when it activates? Also, if an SS-rank technique hits you, does it dispel the transformation, or does it do damage to you so the transformation can remain? - Naosu [Cure] - A severed head? Lol Also does this only apply to damage that Crazy Diamond causes, or does it apply to all damage? - Hyuzu [Fuse] - When they fuse with the object, is their hand/leg/whatever just trapped inside of the object, or is it literally a fusion? So their hand or whatever is actually fused with like stone or just stuck in there? - Blind Bull - Elaborate on how sharpened the user's other senses are. Also, in order for you to say that Dorararararara can be used more often, it would imply that the initial technique had a cooldown in the first place. Change Dorararararara to B-rank chakra cost while in this state.
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Posted: Mon Oct 24, 2016 9:46 pm
- Cotton's weaknesses and resistances are way too convoluted. If I were you, I would pick and choose like two weaknesses and two strengths in terms of elements to simplify it. For example, it could be weak to fire[burns it], and water[bogs it down/makes it slower], and be strong against earth[moves around it without being harmed] and wind[wind flows through it's openings without hindering it much]. Lightning could be a neutral element. Bringing combination elements into the mix when this is considered an atypical element isn't really necessary. Furthermore, any rank boosts that the cotton gained from main elements must be removed. - Sheep summons cannot give rank reduction to cotton technique costs. - May not manipulate the clothing of an opponent. Their chakra is considered to be intertwined with their clothing from extended physical contact, and is therefore not able to be hijacked by manipulation. - They can be a sheep sage, but it retains all the bonuses and strengths/weaknesses of the sage class. No rank boosts. I would make Sheep Sage mode at the bottom of the bloodline if you wish to have it be a separate entity. - Smothering Assassination needs to either have its cost upped, or have its effectiveness lowered. Opponents will be able to prematurely end the assassination with a tech of equal rank, same as everything else. - Wall technique blocks one tech of equal rank. Same as most every other shield tech in the guild. - Counting sheep technique lowers speed by 1. Cotton sticks for a max of three posts, not five. - Cotton clone has 2/3 user's stats. It's made of cotton lol. - Black sheep technique should be changed entirely. Chakra absorbing is a rare ability, and I don't want it randomly inserted into bloodlines. Please come up with a different concept for this jutsu. - Wool is not soft.
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Posted: Mon Oct 24, 2016 10:04 pm
- Most of your weaknesses are irrelevant. The weakness to loud sounds is mostly mitigated by Jounin rank, though it's not even bad at Chuunin rank. Overall, I feel that your weakness section is lacking for the level of detection the bloodline gives, considering the second and fourth weakness should be under restrictions. If you fleshed out the weakness to loud sounds/cut down how easily resistant you are at higher ranks, I would be more satisfied with them. - Just like sharingan, having some form of perception does not mean your reflexes are automatically better. I can understand balance, as it's a utility that relies on the sense of hearing, but your reflexes would not immediately benefit from this. A point was made to remove it within other dojutsu for this reason, and so I'll be doing it here as well. - Cut down the hearing ranges. Max I want is S-rank at 50 meters. Decrease them proportionally. - With slicing current, remember that attacks that total its power in chakra will still defeat. - Resonate lasts a max of two posts per use. - Speed of sound lasts for three posts. - Shattering falsetto either needs to have its range nerfed, or it needs to shoot forward in one direction for a longer range, similarly to the Lion's Roar in Kung-Fu Hustle, since I think that's what you're going for. Either nerf it to fifteen meters in all directions, or up to one hundred feet[whatever tf that is in meters] in one direction.
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Posted: Mon Oct 24, 2016 10:33 pm
- You can tell what cardinal direction people are in with Death Comes, but nothing overly specific. - Move the description of Corruption from rules to passives. - Elaborate that shadow bolt does corruption damage with the splash - Put soul siphon down to 3 yards at D, and have it increase by 2 per rank. - Rune of destruction has a faint outline while camouflaged. - Fell Armor is destroyed after taking an attack of equal rank tyty - Death and Decay 5 meter radius, 2 post duration. - Dark Metamorphosis, cut to B-rank, remove speed. Flight for three posts. - Make the phantoms destroyable for 5 chakra. Last wave makes four to round out to the even 30 chakra you spend on the tech. - Elaborate that the Zombies in the Night of the Living dead don't require chakra to kill, since it's not specified in there. Minions: - Ghoul needs to be lowered to 4/5, victim falls unconscious after 7 posts. - Dark Ritual: Atronach needs to be limited to two post's duration. - 6/6 for the Hellguard. - Bahamut can use any combination of these special abilites in a total of seven usages before he is dispelled.
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