Name of Jutsu: Spirit of Ice Rank of Jutsu: S-rank Jutsu's Element: Ice Jutsu Type: Ninjutsu Do you want you Jutsu added to the Guild List: Nope.jpeg Description: Upon activating this technique, glowing, electric blue lines will form across the user's body. The temperature, humidity, and freezing factor of the area about twenty feet around them will decrease dramatically. Opponents within this area will not only be weighed down from the extreme cold, but the amount of frostbite will cause their muscles to slow, reducing their stats by -1/-1 while inside this twenty foot radius. This increases to -2/-2 if the technique is boosted to SS-rank. For each rank boost, the chilling radius extends an additional five feet per rank, to a max of thirty at SS.
The second post after activation, A fifteen foot shroud of near-subzero temperature will form around the user in a shape of their choosing. If the shroud remains at fifteen feet, its defensive power is weakened by a rank. However, if the user condenses this shroud within five feet of their body, its defensive power will return to the rank that the technique itself has taken. This shroud is manipulable by the user, making it a versatile offensive and defensive tool. Objects--and opponents--that come into contact with the shroud will be coated in ice equal to one rank below the shroud's power. Meaning that--if the shroud is A-rank, they will be coated in B-rank ice. Unlike most ice, the ice from the shroud can be physically shaken off, meaning that fast opponents could strike the shroud, realize their mistake, and suffer only minor frostbite as a result.
Regular chakra cost is required to activate the shroud, and it lasts for three posts before 50% of the chakra cost must be repaid to extend the duration another three posts. The chilling radius is now increased to ten feet outside of the shroud, that being the -1/-1 effect.
By spending an additional 50% chakra upon activation, the user may dramatically increase the size of their shroud, up to a fifty foot radius instead of thirty. The defense will upgrade to same rank with the expenditure of chakra.
Because of the nature of the ice,ice jutsu may be cast from the body of the shroud as though Kaisen were using them himself. RP Sample:
Name of Jutsu: Extreme Freezing Blade Rank of Jutsu: B - S Jutsu's Element: Ice Jutsu Type: Ninjutsu Do you want you Jutsu added to the Guild List: Nup Description: A potent technique for the amount of chakra spent casting it. Using their mastery over ice--as the Master Sage--the user of this technique will condense their hyouton chakra into a ten [fifteen at A, twenty at S, forty at SS]-foot long blade of unimaginably cold ice. It is cold enough to give opponents severe frostbite on contact.. Slashes from the blade will generate waves of freezing energy that extend up to 120% of the length of the blade. However, this comes at a trade-off; the waves are less concentrated, meaning that their power is considered one rank below the level of the blade slashing them.
Because the blade itself is so cold, it has a freezing factor attached to it. Any object that comes in contact with one of the blades will be frozen in a five foot diameter from the point of contact.
The blade lasts for five posts before chakra must be spent again. Two blades may be created in the same post for 1.5x regular chakra, as it is more cost-efficient to create them simultaneously. RP Sample:
Name of Jutsu: Extreme Freezing Spear Rank of Jutsu: S Jutsu's Element: Ice Jutsu Type: Ninjutsu Do you want you Jutsu added to the Guild List: Nup Description: Another of Kaisen's particular ice techniques. See: Lanza del Relampago for reference. Upon using this technique, a subzero spear of ice will take shape in one of the user's hands. This is one of the most highly concentrated ice techniques in the world, and is capable of crashing through techniques of one rank higher than its own, unless it's a fire-based attack. This spear--when thrown--travels at 3/4 of the user's speed. Upon impact, the spear will explode outward in a fifty [one-hundred if SS-rank] foot radius. The temperature of the air within that icy explosion is enough to flash-freeze and instantly stop the hearts of all within the blast radius.
After throwing, the user may split the spears into three or five. If three spears, each is considered one rank weaker. If five...two ranks weaker. RP Sample:
(If requested)
Posted: Sat Jul 12, 2014 1:56 pm
[ACID]▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
Users can create, shape, and manipulate acidic liquid. Like most forms of specialized bending, Acid bending is more potent than regular waterbending, and serves a very simple purpose with extreme efficiency; destruction. Like water, acid benders can manipulate the shape, strength, and even acidic nature of their substance to a certain degree. Extremely high levels of acidity would require a further expenditure of Chi, however.
xSAIKEN{therokubi} In the anime, Saiken also seemed to be kinder and not as self-serving and malicious as most other tailed beasts, as when Utakata asked for its help to save Hotaru it seemed to willingly comply; and later it simply receded back into Utakata without trying to take him over. Because of this, Saiken is seen as one of the more compliant, peaceful Bijuu, and one of the easiest for a host to befriend.
Its primary method of fighting is via acidic water and sludge bombs.
xDESCRIPTION Saiken resembles a large white, with a slight light blueish tint, bipedal slug with stubby arms and feet. It has two prominent optical tentacles (eyes) and hole-like openings as a mouth. Its entire body is covered in a slimy substance. During the last remaining days of the Sage of the Six Paths, Saiken was much smaller than its present-day self, but was still much larger than the Sage.
xSTAGES
Stage 0 Upon activating the 'Zero' stage of Saiken's power, the host's body will begin to rapidly generate and secrete a strange, slime-like substance. Any contact with this slime will immediately let the opponent know that there's something amiss; this acid is potent enough to give skin third degree burns with only a couple seconds of contact. If given a long enough time, it can eat through most organic materials, making fighting the Rokubi host a nightmare at close range. Other than that, the host gains +1/+1 to their stats past the cap. Manipulation of the acid is increased to 80 feet.
Stage 1 Stage one is reserved for the first, second, and third tails of the Rokubi. Once the first tail emerges, the host's body will begin to take misty, acidic outline of Saiken. The mist surrounding the user extends in a five foot radius, and is more potent than the acid mentioned in the previous stage. Manipulation of the acid is increased by 40 during this stage, up to 120. If the host enters this stage without mastering it, they can still break free with assistance from a close friend, but the risk is still quite high for the reward.
Stage 2 After the fourth tail has awakened, the host will enter the secondary stage of all Bijuu host development. Their body will be covered in a dark, pulsing, vein-like energy, crimson in hue. Their eyes will be white, and their body shaped in the outline of Saiken. Contact with this energy will severely burn the opponent on contact, and extended contact can sear through their flesh and kill them outright. Acid manipulation up to 160. If the host enters this stage without mastery, they can only be returned with demon suppression techniques.
Stage 3 The use of stage three for the Rokubi host means one of two things. Either Saiken has taken over your body and attained freedom at the cost of your life, or the host and demon have formed a mutual relationship and decided to work together for each other's benefit. If this happens, the host gains the ability to fully transform into their Bijuu. In this case, the host will become Saiken, one of the larger Bijuu. Their body will constantly leak a powerful acidic slime capable of melting nearly all organic substances on contact. Enemy ninja that come in contact with Saiken's slime will find themselves hard-pressed to come out on top. Only in this stage does the Rokubi host gain access to the last technique; Bijuudama. Acid manipulation maxes out at the cap of 200 feet.
↷ fighting style Saiken's host gains the ability to use Acidic jutsu in order to overwhelm their opponent. The acid of the Rokubi is extremely powerful, trumping even the acid of the Terumi bloodline's boil element. Once the host creates the acid, they may also freely manipulate it with restrictions listed below.
xPERSONALABILITIES
Kuzaraseru Gasu (Corrosive Gas) Rank || C The Six-Tails releases a dense gas composed of a highly corrosive alkaline substance from its mouths, strong enough to disintegrate a tree that got caught in it instantly.
Kuzaraseru no Tsuba (Corrosive Spit) Rank ll C A skill that allows the Rokubi to gather up a mixture of his corrosive slime and saliva and hurl a rather large ball of it at the enemy at 80 MPH. Once it hits a solid object, it will splash and cause minimal damage to the area in a 10 foot radius.
Acidic Foam Barrier Rank ll C If the Rokubi is ever hurt, or needs time to think of what to do next, he can summon acidic components from the earth. Next he will cause it to foam up, encasing the user within the barrier. This can be used as a barrier or a prison. The slightest touch will burn anyone but the user, even another bijuu.
Explosive Acid Clone Rank ll C A clone of the user that can take 2 solid hits before it explodes, sending the Rokubi's acid everywhere, in range of course. Its a great trick, though if the opponent has already experienced it before, then they would most likely avoid it.
Saiken's Swamp Rank ll A A rather fearful skill of the Rokubi's, it allows the bijuu to break the ground around him (50 feet) and fill in all of the cracks with his acid. The acid will burn through the simple rock in a matter of seconds, leaving only small stepping stones of rock left. The acid will dry out in 10 posts. Though the acid is just as capable as the acid used in his spit.
Acid Rain Rank ll A - SS The Rokubi will shoot out a acidic gas cloud with a much higher density than the other into the sky. Once it mixes with the clouds, rain will come slowly at first. Then it will start to pour down. With the power to completely ruin the ecosystem in the area for years, it makes this one of the Rokubi's signature skills. If given SS chakra, the gas will surround around an entire village, causing the acid rain to pour down onto the entire village. Those caught in it can be easily killed. Though it weakens the Rokubi considerably for days. The host will not be able to draw out power from the Rokubi for two days in real life.
Bijuudama - Tailed Beast Ball Rank ll SSS After focusing a--simply put--colossal amount of chakra in front of the mouth, the host will aim it and fire in the form of a wide beam of raw destructive power. The result would be wide-spread damage beyond belief, and it could even be said that this is the strongest single-aim technique to ever exist. It is the ultimate attack of all Bijuu, and takes 150 chakra for one use of the technique. As such...the use of this technique is recommended only for dire situations, as it takes immense amounts of chakra just to perform.
RESTRICTIONS:
• Rokubi never runs out acid.
• There are some materials the acid can not melt through.
• Acid that the Rokubi host creates can also be freely manipulated within 40 feet. This range is increased by 40 more feet for every stage of the demon in use, up to a max of 200 feet.
• Makes host impervious to all acids and poisons.
• Acid Permeation: The user is able to sweat out small amounts of acid in the case he is trapped, or bound by ropes.
xxxxxHISTORY The Origins of the Mythical Beast Tamers Date back to long before the time of the ninja. A Group of like minded individuals decided to Tame some of the most powerful creatures to help them survive. As time passed, these creatures began to die off in the wind, with the Tamers breeding them in secret to keep the power of these beasts to themselves.
xxxxxDESCRIPTION The Mythical Beast Tamer Clan is a clan that specializes in the taming of Mythical Creatures such as Dragons and Hydras.
xxxxxRULES • +20% chakra Reserves • +1/+1 to your Base stats when within 50ft of your Mythical Beast. • You get a Custom pet that is a mythical Creature, at Genin it is simply a Baby or younger version of the beast, but as your rank up, the creatures matures into adulthood. The Mythical Creature that becomes your pet is dependent on your Elements, Sub Element, or your Bloodline. • Animal Tamers with this Clan have their pets replaced by these Creatures, however, the pets stats and jutsu usage are equal to 1 rank higher for these shinobi. • You can Summon of Mythical Beasts to you anytime, for no cost, so long as they are in the same Area as you (Village/Country)
xxxxxWEAKNESSES • Your Mythical Beast you own has it's own set of rules to follow, and is based on your own Elements, as such, it's weakness is usually the same as your own. • All Techniques your beast perform are drawn from your own chakra supply. Your pet may have a supply of its own [if] you have only one beast. • Mythical Beast Tamers may not obtain summons. • Mythical beast tamers rely heavily on their partner; if their beast is killed, it deducts 20% of their chakra supply permanently.
xxxxxSTRENGTHS • Stronger, Faster, and More chakra • A powerful Creature that fights alongside you. • If only using one beast, it gains a rank boost to what it would normally be, and a pool of chakra that increases relative to its rank. These buffs are not applied to custom pets; they should have their own advancement systems.
Genin: [20] Chakra Chuunin: [40] Chakra Jounin: [60] Chakra Sannin: [100] Chakra SS-rank: [150] Chakra
xxxxxPASSIVE ABILITIES • Beasts of Old: Each Mythical Beast tamer can summon any one of the Beasts below, but can only summon 1 at a Time (Animal tamers can summon 2 at a time). Beasts whose elements are not your own can only use jutsu 1 rank below your own. The List of creatures Available are as Follows (Reference pictures are simply to show what the beast looks like as an Adult, you are free to find one for yourself for your own beast):
Kind of Animal: Dragon Special abilities: Flight, Tough Scales (Can block jutsu below its rank), Powerful Claws (As sharp as any blade), Fire Breath Beasts strength: 5/6/7/8/9 Beasts speed: 3/4/5/6/7 Beasts Element: Fire Taijutsu or Ninjutsu the Beast knows: Can use Any Fire jutsu of its rank or lower. All techniques cost 1 rank less chakra for the Dragon. This does not apply to it's unique bonus. Unique Bonus The Dragon can fire a Ball of fire at an Opponent. The Strength and speed of the fireball depends on the Dragons Maturity. Baby Dragons (Genin) can only shoot Fireballs of Red flame, that move at a speed equal to it's own, and are only as powerful as a B rank technique and cost B rank chakra. Young dragons (Jonin) can choose to shoot a Blue Fireball, that moves at a speed equal to +1 higher than it's own and is equal to a A rank technique in strength and cost. Adult dragons (Kage) can Shoot a White Fire Spear, that moves at a speed equal to +2 of it's own, and are S-rank strength and cost.
Kind of Animal: Hydra Special abilities: Multiple Heads, Powerful Water Jutsu Beasts strength: 4/5/5/6/6 Beasts speed: 4/5/6/6/7 Beasts Element: Water Taijutsu or Ninjutsu the Beast knows: All Water jutsu of up to 1 rank higher than it's owner. All Water jutsu are fired from it's mouth. All Water techniques cost 1 rank less chakra for the Hydra. Unique Bonus The Hydra is born with Multiple Heads. The number of heads it has increases as it matures. As a Baby, it has only 2 heads, but this increases as it matures, gaining an extra head for every rank up the Tamer gains. Each head Can perform it's own jutsu, and aim at a different Target. While the Hydra lacks a solid defense, it instead makes up for this with a passive regeneration, allowing it to heal from almost any wound. The only way to permanently kill the hydra is to pierce it's heart. Reference Picture
Kind of Animal: Wyvern Special abilities: Flight, Claws, Poison Barbs Beasts strength: 3/3/4/4/5 Beasts speed: 6/7/8/9/10 Beasts Element: Wind Taijutsu or Ninjutsu the Beast knows: All Wind up to it's rank. All techniques cost one rank less chakra for the Wyvern. Unique Bonus The Wyvern's unique Bonus takes form in the Poison Barbs and Spines sticking out from it's body. This poison coats their body, and instantly vaporizes the moment it makes contact with something, be it an opponent or even if hitting the ground too hard. Breathing in this poison Slows the body down and weakens the muscles, reducing the stats of those effected by -2/-2. Those Who are normally Immune to poison are only half effected by this Poison. The Tamer is immune to this poison. Reference Picture
Kind of Animal: Nemean lion Special abilities: Nigh indestructible fur, Razor Sharp Claws Beasts strength: 5/6/7/8/9 Beasts speed: 3/4/5/5/6 Beasts Element: Lightning Taijutsu or Ninjutsu the Beast knows: All Lightning techniques up to it's rank. Lightning Techniques cost 1 rank less chakra. Unique Bonus The Unique bonus of the Nemean Lion takes form in it's fur and claws. It's Fur takes can only be pierced by a blow of either 8/9/10/11/12 strength (-2 less if charged with Wind), or a jutsu of A/A/S/S/SS rank strength, or by a Wind technique of one rank below. Its claws can cut through normal Weapons as if it were a blade of grass, and can cut through Techniques and physical defenses of it's rank. Reference Picture
Kind of Animal: Earth Golem Special abilities: High Strength, High durability Beasts strength: 10/11/12/13/14 Beasts speed: 1/1/2/2/3 Beasts Element: Earth Taijutsu or Ninjutsu the Beast knows: All Earth jutsu up 1 rank higher than it's rank. Earth jutsu cost 1 rank less chakra for it to perform. Unique Bonus The Earth Golems Unique Bonus allows it to not only regenerate from any Wound cast upon it as long as there is earth available to regenerate from, but also Split its self into more for no cost. All Stats are shared equally between the Split parts. Reference Picture
These Five are simply the Base five beasts available to a Tamer, you may apply for your own mythical Beast type, by using the following Format in the Bloodline Application thread along with your standard application.
[b]Kind of Animal:[/b] This is the Mythical Creature you wish to make your Beast partner [b]Special abilities:[/b] What makes your Beast Mythical? [b]Beasts strength:[/b] Your beasts Strength stat. The Number format for each rank is as follows, G/C/J/S/SS. So with 1/2/3/4/5, at Genin, your beasts has a Strength of 1, at chunin it has 2, etc. [b]Beasts speed:[/b] Follows same system as Strength stat above. [b]Beasts Element:[/b] What element is your beast centered around? [b]Beasts Element:[/b] What is the Element that best represents your Beast. [b]Taijutsu or Ninjutsu the Beast knows:[/b] What jutsu can it know? this is measured either Up to it's rank, or a maximum of 1 rank higher than it's self. [b]Unique Bonus[/b] What unique skill does this beast have? This is a Special Technique unique to the beast, or a special Passive unique to the beast.
Name: Itsuwari Speed: 12 Strength: 13 CP: 350 Elements: Wind and Earth up to Michio's rank Type of Jutsu Used: Ninjutsu Unique Custom Jutsu:
1) Human Transformation: -- Itsuwari can transform into a human form for no chakra cost. Using this form enables him to focus his destructive power into a human body, removing his weakness to AoE attacks in his full form. When in human form, Itsuwari can use any technique in Michio's arsenal for 1.5x the regular cost. A secondary use of this ability is to condense himself to a form small enough to even fit into Michio's hand if need be. This way, traveling with his companion is much easier than usual for a creature his size.
2) Dust Breath: E - SS -- After inhaling deeply, Itsuwari will exhale a cloud of earthen dust from his lungs to the ground below. Enemies that breathe in this dust will find it starting to attach to the sides of their bronchial tubes, esophagus, inner lungs, etc. If enough of this dust is accumulated (three posts of breathing it in), it will start for form a layer inside of their lungs, requiring medical attention from a medical ninja of at least chuunin skill. If the opponent remains within the cloud for five posts, the dust will form a solid layer around the inside of their lungs, preventing the expansion and contraction required to take in air; without immediate medical care from at least a Jounin-rank medic, the opponent will die of suffocation.
3) Razor Wind: E - SS -- With a mighty flap of his wings, Itsuwari unleashes a hurricane-power blast of wind at his enemies. This wind possesses both blunt and slicing force, with the higher ranks of the skill putting shame to even the highest-ranking wind release jutsu. A-rank and above, this skill alone is capable of clearing entire stretches of forest with no difficulty at all...at SS-rank, this jutsu becomes a catastrophe.
4) Energy Cannon: S - SS -- Like most users of natural energy, Itsuwari possesses an attack that unleashes raw chakra. After gathering a tremendous amount of chakra near his mouth, Itsuwari will release it in one of three forms; multiple, smaller spheres of exploding energy, an explosive beam of varying concentration (thinner is better at slicing, thicker at aoe, etc), or a single, extremely powerful sphere of chakra, one of the few attacks in the guild comparable to a tailed beast's Bijuudama. The combined force of any of these variants--at SS-rank--is capable of leveling a large portion of a village.
5) Tail Smash - A - SS -- After coating his tail with chakra, Itsuwari will bring his tail down upon the ground with the force to send down a debilitating shockwave, leveling forests and stone in its wake. Any opponent unfortunate enough to get caught under their tail will be...dead. Unless they're some kind of megatitan cyber robot mechahitler, but that's their only chance.
This merged form can be entered for up to five posts per battle, and has a maximum use of once per week RL. While combined, the pair may use all the techniques from both their arsenals.
CP to Summon: Varying chakra costs mentioned below. NE to Summon: 30
Genin: 8/9 150 CP [60 Chakra to summon] Chuunin: 9/10 200CP [70 Chakra to summon] Jounin: 10/11 250CP [80 Chakra to summon] Sannin 11/12 300CP [90 Chakra to summon] Kage: 12/13 350CP [100 Chakra to summon]
Background/Story/Personality: Itsuwari has lived with Michio for as long as he can remember, and serves as his main council in times of hardship. For being just as old as his human comrade, the Quetzalcoatl is incredibly wise, and offers valuable guidance to Michio on numerous occasions.
Perfect Sage mode is obtained automatically; this is Michio's personal summon, they were synced optimally almost at birth.
Stat Bonuses +4 Strength/ +1 Speed past cap
Appearance Changes After activating the sage mode, the user's skin will take a slightly darker hue, with black lines forming all over the surface of their body. Similarly to ancient coatl of legend, the user of this sage mode is able to disassemble and reassemble their body, much like a puzzle. Additionally, a pair of ethereal coatl wings will form on the user's back, enabling flight. While in the sage mode, it's completely impossible to kill Michio unless his entire body is destroyed at once. The rock and dust that forms him will automatically repair him upon receiving injury.
xxxxxxxSage Mode Jutsu
Ancient Dust 25NE - After expending the Nature Energy, the sage will summon a cloud of dust around their body, to a radius of thirty feet around the user. This dust can be manipulated, and has the same properties as Itsuwari's dust generating technique, which can also be manipulated by the sage. This is the base ability of the sage mode, and directly ties into the rest of the skills used in the sage mode. Varying amounts of Nature Energy can be applied to this dust to make attacks of varying size and power, essentially solidifying it into stone for mock Doton attacks. Size and potency scales with NE use. More dust can be generated at a cost of 10 NE per extra twenty foot radius. Suffocation rules are similar to Itsuwari's skill as well.
Earthly Freeze 10NE - After surrounding an opponent with the dust, the user of this skill then has the ability to form a solid coating of stone around them, requiring a strength of at least 10 to break through. A double layering of the coating could prove fatal, requiring a solid 18 strength to escape from unscathed. Otherwise, repeated struggling for a period of two posts--no matter the strength--will shatter the stone coating. As a warning before this skill is used, the dust in the immediate area will begin to quiver around them, almost as though it were distorting their view of the outside area slightly. This quivering happens for the brief period of one second, leaving them little time if they're already trapped within the dust.
Earthly Execution 25 NE - If an opponent has been coated in the Earthly Freeze, it is then possible to start this skill. After spending Nature energy, the stone coating around the opponent will begin to fuse with their flesh, beginning a process of most painful petrification. It will start with the skin, taking one post to fuse with the most outer layer of their body, further restricting movement. The second post, the final layers of their outer layer will turn to stone, gradually moving the process inward, until finally, their limbs are completely solidified after three posts. At four posts, all has ended. The opponent's body is completely turned to stone, erasing their life from the world. In order to escape this skill, the opponent must break out of the initial stone layer during the first post after this skill was cast. If they can't do that, the outermost layer of their skill will be stone, and their movements frozen, rendering them helpless to the process.
Posted: Sun Mar 15, 2015 4:21 pm
-UNDER CONSTRUCTION. REVAMPS OP-
xxxxxxxxxxNamida [ Negate, Dissect, Destroy ]
xxxxxHISTORY Members of the Namida bloodline--having originated in the Water and Cloud countries as a thriving family--were ostracized due to their birthright. Instead of a crown, or some sort of political status, the inheritance given to a member of the Namida family is a special kind of chakra called 'Kyuuyou'. Because of this special chakra within their body, the Namida family find themselves unable to use nearly any Ninjutsu. Only the ones that are essential for battle are within their grasp.
It was because of this ability that the Namida family was shunned by the rest of the ninja world. Because they were oddities. In this age, they have spread throughout the world, fleeing from what would be their killers had they chosen to remain during the days of the Blood Red Mist. Their numbers are few, but those that remain carry a notable level of strength.
xxxxxDESCRIPTION Because of the special nature of their chakra, the Namida cannot use any ninjutsu other than five non-elemental ninjutsu--listed below. Because of this, their combat specialization lies in the more...physical aspects. However, their chakra has a very special ability in return; the ability to expend their own chakra to negate the ninjutsu of others. To put it simply, their chakra is...thick. It almost feels heavy to others who experience it. This was the second--and seemingly less-feared--of the two aspects of the Kyuuyou. Whoever came up with this assumption was a fool, however.
xxxxxRULES • You can only use the three basic academy jutsu, as well as Wall Walking and Water Walking. The only other jutsu you can learn is Genjutsu: Kai at Chuunin rank.
xxxxxWEAKNESSES • Physically Inclined: Besides the few midrange, chakra-based attacks that the Namida have in their jutsu list, their ranged attacks are quite limited to weapon-based projectiles and those sorts of attacks. • Genjutsu Resistance: No matter what your class, you are not resistant, nor are you weak to Genjutsu. This inhibits the passive abilities of some classes, and enhances others.
xxxxxSTRENGTHS • Physicality: Members of this bloodline gain a +1/+1 to their base stats because of the focus on physical aspects that they've undergone. • Chakra Power: Ninjutsu are basically useless against them so long as they have chakra. Their techniques are dense enough to weigh down incoming opponents due to their chakra's density. • Born with a naturally higher chakra pool (+60)
xxxxxPASSIVE ABILITIES • Ninjutsu Negation: By expending chakra equal to the chakra spent by the opponent, the user of this passive ability can negate a Ninjutsu attack used by their enemy. This passive cannot be used to negate Genjutsu or sealing techniques. This value can be lowered like a technique, meaning that it's possible to spend less chakra to negate an opponent's technique.
• Chakra-Enhanced Combat By expending C-ranked chakra while performing an action, one can increase the force behind the movement. For example, a chakra-enhanced punch has more power for that one movement (+1 strength), or a sudden burst of speed can become even faster (+1). This boost extends past the cap, but each individual movement costs C-ranked chakra.
xxxxxTECHNIQUES
• I Reject Your Essence Genin-Rank When this technique is used, it can take any form the user wishes, really. Whether it be a spherical shield, a frontal shield, or even a wave of energy, the effect doesn't change. When this wave impacts a Chuunin-rank or lower Ninjutsu technique, it nullifies that technique. Being hit with this technique is similar to being smacked with a baseball bat in terms of blunt force.
• Fall to Your Knees Jounin-Rank This technique utilizes the rather heavy nature of the Kyuuyou. A fifteen foot area around the Namida is weighed down extensively. Ninjutsu techniques of A-rank and lower that enter this field are nullified. Because of it's dual-purposing, the weighing down effect also works on other ninja. It would be similar to putting three hundred pounds of pressure on them. Meaning that the technique is much more effective against lower ranking ninja.
• Catch! Jounin-Rank After making a 'peace' symbol with their fingers, a small, glowing sphere will form between the fingers. The user of this technique can whip this ball at surprisingly quick speeds, allowing it to take opponents by surprise. When it makes physical contact with an object, the ball expands into a fifteen foot, swirling maelstrom of ultra-dense Kyuuyou. If an opponent is engulfed by the Kyuuyou, it destroys 30 of their chakra points.
• My Solid Mass of Nope S-Rank The use of this technique is quite simple. By extending their palm, the user will let loose a powerful, cylindrical blast of Kyuuyou. It has the frontal power to nullify nearly all ninjutsu attacks, and anyone hit by this beam...its quite similar to being hit by a truck. The blunt physical trauma would be devastating. In terms of size, it's about ten feet wide and tall.
• Kyuuyou SS-Rank This is the signature technique of the Namida bloodline, and the one that gave them their nasty reputation. After a post of concentrating chakra between the middle and index fingers, the Namida will throw it into the air. When the sphere has risen to about fifteen feet--which takes a very short amount of time--it will expand rapidly outward into a fifty foot sphere. If the opponent is caught in this sphere, escape is almost impossible. Because this technique combines both natures of the Kyuuyou, opponents will feel much heaver while within this sphere, suffering a (-2) to their speed. During each post, the Kyuuyou will destroy (20) chakra until they manage to escape. At absolute maximum, this sphere lasts for ten posts. However, hitting the sides of the Kyuuyou with A, S, and SS-ranked techniques reduces this post count. A-ranked jutsu reduce it by one post. S-ranked jutsu reduce it by three, and SS-ranked jutsu reduce the time by seven posts. After using Kyuuyou, the Namida can only stay in battle for three more posts before they must flee battle or risk passing out.
xxxxxADDITIONAL COMMENTS COMMENTS/CLARIFICATIONS HERE
xxxxxRESTRICTIONS • Cannot use any Ninjutsu, Genjutsu, Medical, Sealing, or Sub-Element other than the six mentioned above. • Without the use of elemental chakra, practical applications of this bloodline are also quite restricted.
xxxxxMEMBERS Head: HEAD HERE • Kurozawa Avient-Spriggs ( SuperKawaiiOrpheus ) • • •
Birth Country: The South (Wind) Country of Residence: The South (Wind) Position: Citizen Social Class: Upper
Race: Human Alignment: Neutral XXXXXXXX{ appearance } Personality: Vikar is extremely...smart-alecky. Rarely holds back from making a ridiculously sarcastic comment, and only holds his tongue in the face of those with much higher standing; obviously, they would be the ones capable of beating the tar out of him.
(story here)
Take on warfare: Loyalty to Village- Theme song: Height: Weight: Build: Hair Color: Eye Color: Complexion:
XXXXXXXX{ personalXinfo } Relationships: XXXXL I K E S City: Country: Culture: XXXXD I S L I K E S City: Country: XXXXXXXX{ backgroundXstory }
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XXXXX▇▇♚▇▇┈┈┈┆POWER▇▇X X XXXXXXXX{ abilityXinfo} Class: Rank: Chakra: Elements: Sub-Element(s):
Bloodline: Clan:
Speed: Strength:
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Universal • Start with Clone, Substitution, and Transformation
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Posted: Thu Jul 30, 2015 4:05 pm
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Name of weapon: Direct Drive/The Shadow Your Rank: Chuunin Who owns the weapon: Ren Akashi Where it was found/Who made it: Made at the family forge, a weapon for him and him alone. Users Class: Weapon The Range of the weapon: Within a thread at max range, indirectly. Weakness: Extremely close-ranged unless you feel like almost literally shitting chakra. Limited options of attack without having to use a bunch of jutsu to unlock the other abilities. Description: We'll start with Direct Drive, then The Shadow afterward. Direct Drive is Ren's signature blade. One thing to be noted is that both of these weapons are capable of freely using the 'Kuroko' ability of the Kiseki no Sedai Kekkei Tota up to once per six posts. A decently strong ability between the two of them, but nothing overly significant.
Back to the matter at hand. Direct Drive has a peculiar ability called 'Battle Stamina'. While wielding Direct Drive, when Ren uses a bloodline ability or spends a post in combat, one of the markings along the edge of the blade will light up. The blade has fifteen markings in total, but the abilities may be activated as soon as three marks are lit, with more significant effects occurring with the more marks you expend. The mark abilities will be listed below, but it is also notable that the blade itself is extremely difficult to break, being at least an 8 on the mohs scale.
Markings: 5 - Exceed - The 'Exceed' ability boosts Ren's physical capabilities for a brief period, not considered a 'passive' per say. For a single post, he gains +1/+1 to his stats, his blade lengthening by another three feet with an extremely thick, even sharper aura of yellow energy. For this one post, expect a furious flurry of strikes; he's ready to slice you cleanly in half.
10 - Runed Blade - By expending ten charges, Ren may cast one jutsu from the Kiseki no Sedai list of 30 chakra or less for free.
15 - The King's Court - By expending all fifteen charges, Ren coats the battlefield in a strange, almost ethereal energy. Within this space, all of Ren's 'Misdirection' abilities from Kuroko are much stronger, and it becomes nearly impossible for the opponents to resist the distraction, even if they fall prey for only a second or two. While the King's Court is active, Ren's defensible area--along with anyone else in ZONE--is doubled.
Finally, opponents in the King's Court feel the overwhelming presence of the court's master upon them. A punishment for taking too long to wrap up the battle. The opponent's body is strained while inside, and each technique they use costs an additional 5 chakra while inside the space. Don't battle the king in his court. The King's Court lasts for five posts, and may only be used once per battle.
The Shadow: The shadow is very similar to Direct Drive in that it follows the same marking system, with a couple key differences; it gains a mark on its own once every other post in combat, and only gains marks otherwise when Ren uses one of the final three techniques in the bloodline list, his Ace Skill, or when one of the abilities on Direct Drive is activated. Meaning that marks are typically much more time-bound to obtain on The Shadow than Direct Drive. The Shadow--likewise--has less abilities that can be used with the marks, but it has two separate abilities from the marks as well: - The shadow can be freely manipulated by Ren. - The shadow--when used in combination with Hayama--empowers the technique to the point where the thundering noise is almost unbearable. Prolonged exposure to this effect for at least ten posts can result in permanent deafness. That's how terrible the booming noises become.
Now, onto the abilities of the marks: 1 - Recall - By expending one mark, Ren may either summon The Shadow to himself or be reverse summoned to it. 5 - Copy Cat Enhanced - The effects of copy cat--those being the gradual advantages over an opponent as a battle progresses--gain +1 to their original values. The perception boosts are instead treated as being one stage higher than they were before.
Rp Sample:
Posted: Thu Nov 26, 2015 6:16 pm
Chakra: 250 Speed/Strength: 10/8 Direct Drive: 0 The Shadow:: 0 Posts in Combat: 0