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A literate and semi-literate Naruto-based role playing guild. Active in 2024! 

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Cute Things In Jars

Anxious Poster

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PostPosted: Sat Dec 01, 2018 4:24 pm
As we come to the end of our first full calendar year as a guild, we cant help but look back at all the stuff we've done. Several systems have been revamped, a ton of new roleplayers have joined the family, and we've finally started our first official SR based story arc. But even through all of this, something feels missing... what could it be?

Oh, that's it! It's your ideas. Let's face it, this guild would be nothing without its members. And to show our appreciation, we're dedicating the whole month to you and your ideas. For the first two weeks of December, members can submit ideas for custom or revamped bloodlines, classes, styles, you name it! Everything except for core systems are open to change.

After the two weeks are up, the members will then vote on the three ideas they would most like to see implemented into the guild. Crew will then work with those winners to make sure everything is balanced and, once completed, make them official guild content.

Each member may submit as many ideas as they can come up with in the two week window, but please keep them to one submission per post [posted as a reply to this thread] and please put the content in a spoiler tag to avoid page stretching.

Please be sure that all submissions adhere to current standards for the type of submission [ie a custom/reworked bloodline should have three optional PAs to go along with it]

NOTE: You do not need to win to be implemented into the guild. If crew likes your idea, we may still run with it even if you dont win ;D

Alright everyone, get to creating. It's time to leave your mark on the guild!

Fore any questions concerning the event, please contact me either here on Gaia [SB5K] or on the discord [@Morse]

PRIZES
[note: Even if a crew member is voted into top 3, crew members cannot claim contest rewards. Said reward will be given to the next ranking MEMBER]

1st Place: 100 Chakra, 100 Stamina, 1 PA [to be divided among characters as seen fit]
2nd Place: 100 Chakra and 100 Stamina [to be divided among characters as seen fit]
3rd Place: 50 Chakra and 50 Stamina [to be divided among characters as seen fit]  
PostPosted: Sat Dec 01, 2018 4:49 pm
You know what's almost never done in a bloodline? Poisons. I feel like medical bloodlines/ biological poisons are almost unheard of, and as a Medical Class Crazy Lady (TM) that is a travesty.

I suggest something along the lines of the bloodline here. NEWTS. NEWWWWWWTS.
 

Koresephone

Winter Specter

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Cute Things In Jars

Anxious Poster

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PostPosted: Sat Dec 01, 2018 5:31 pm
Jack Class
User Image - Blocked by "Display Image" Settings. Click to show.

___Description:
Where some Shinobi spend their time specializing in one specific set of skill, you have devoted your time to rounding out your abilities to cover a broad range of situations. You might not have a flashy bloodline, mastery over the five elements, or superhuman reflexes, but you can hold your own with the best of them in any field. You are the jack of all trades; a swiss army knife of the ninja world.

___Notes / Reminders:
β€’ You cannot select this class if you possess a bloodline. (You do not need to be of this class if you have do not have a bloodline, though.)
β€’ When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
β€’ Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)

___Specialization:
β€’ If this class is taken as the first and second class, you may pick 2 of its disciplines. Additionally, you receive an additional four [+4] custom slots, can learn two additional [+2] techniques per post [four additional [+4] at A-rank], and may learn one of the following class restricted technique groups up to B-rank: Medical, Sealing, or Sensory.


Quote:
    Disciplines:
Master of None: You are versed in a wide variety of shinobi techniques. Because of your broad training, you can easily fill in roles that usually need a specific type of ninja. With this technique, you may go on any mission with a class restriction even if you are not that class, but your rewards are reduced by one fourth the amount [if a mission grants 100AC, you gain 75 etc.]

Right Tool For The Job: At the beginning of each combat encounter, the Jack may select one type of technique. For the duration of that fight, techniques of that selected type have their costs reduced by ten [-10] to a minimum of five [5], while all other techniques have their costs increased by ten [+10].

Generic: Sure, you have an elemental affinity like every other ninja, but, for some reason, you've really taken a shine to Maruton techniques. If you take this Discipline, your Maruton techniques gain Overwhelming.


-_-_-_-β”œ D - r a n k ─
-_-_-Base β—‹ Energy β—‹ Pools:
-_-_-_-β€’ { 125 } chakra.
-_-_-_-β€’ { 125 } stamina.
-_-_-Passive β—‹ Benefits:

-_-_-Base β—‹ Jutsu β—‹ Limits:
-_-_-_-β€’ [ 02 ] Ninjutsu slots.
-_-_-_-β€’ [ 02 ] Genjutsu slots.
-_-_-_-β€’ [ 01 ] Taijutsu Styles.
-_-_-_-_-or
-_-_-_-β€’ [ 01 ] Bukijutsu Styles.

-_-_-_-β”œ C - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +25 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +20 } stamina.
-_-_-Passive β—‹ Benefits:

-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ +02 ] Ninjutsu slots.
-_-_-_-β€’ [ +02 ] Genjutsu slots.
-_-_-_-β€’ [ +00 ] Taijutsu Styles
-_-_-_-β€’ [ +00 ] Bukijutsu Styles

-_-_-_-β”œ B - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +20 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +25 } stamina.
-_-_-Passive β—‹ Benefits:

-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ +02 ] Ninjutsu slots.
-_-_-_-β€’ [ +02 ] Genjutsu slots.
-_-_-_-β€’ [ +01 ] Taijutsu Styles.
-_-_-_-_-or
-_-_-_-β€’ [ +01 ] Bukijutsu Styles.

-_-_-_-β”œ A - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +30 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +25 } stamina.
-_-_-Passive β—‹ Benefits:

-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ +04 ] Ninjutsu slots.
-_-_-_-β€’ [ +04 ] Genjutsu slots.
-_-_-_-β€’ [ +00 ] Taijutsu Styles.
-_-_-_-β€’ [ +00 ] Bukijutsu Styles.

-_-_-_-β”œ S - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +25 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +35 } stamina.
-_-_-Passive β—‹ Benefits:

-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ +04 ] Ninjutsu slots.
-_-_-_-β€’ [ +04 ] Genjutsu slots.
-_-_-_-β€’ [ +01 ] Taijutsu Styles.
-_-_-_-_-or
-_-_-_-β€’ [ +01 ] Bukijutsu Styles.

-_-_-_-β”œ S + r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +35 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +30 } stamina.
-_-_-Passive β—‹ Benefits:

-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ +06 ] Ninjutsu slots.
-_-_-_-β€’ [ +06 ] Genjutsu slots.
-_-_-_-β€’ [ +01 ] Taijutsu Styles.
-_-_-_-_-or
-_-_-_-β€’ [ +01 ] Bukijutsu Styles.
 
PostPosted: Sat Dec 01, 2018 6:45 pm
Speed Release: Rework

Revision: 1 || Status: OPEN
_________________________________________________________


Shounin no Gouzoku Clan β€’ Speed Release
Size means nothing to Jinton users

User Image


___History:
Quick, agile, & money making is the merchant's social class, but one family has stood apart from the rest. With a long lineage & trustworthy qualities, the short Shounin no Gouzoku Clan can make more money in a week than most will see in their entire lifetime. Those in the family are mostly non-blood related, but that certainly doesn't stop them from being one cohesive clan. With long hours ahead of them, and even longer hours of work behind them, their movements have created a special set of techniques under the heading of Jinton β€’ Speed Release.

___Traits:
β€’ Requires the Wind Element

___Optional Personal Attributes:
Gotta Go Fast: Speed increases a slight amount based on the body rank of the user. Accumulates to a supreme boost upon reaching S+ ranked.

Mercantile Mastery:Able to decrease the post requirement for missions based on the body rank of the user. D-ranked missions reduce D-ranked missions, etc. The chart below elaborates further. In addition, confers a slight ryo boost based on the body rank of the user and the mission partaken. These mission reductions only apply to job missions that fall under gathering and crafting {Botany, Mining, Crafting Trees}. Bonus ryo is still granted even if the ryo for the mission is 0.
D-ranked missions: -1 post to complete, +25 ryo
C-ranked missions: -1 post to complete, +50 ryo
B-ranked missions: -2 posts to complete, +100 ryo
A-ranked missions: -2 posts to complete, +200 ryo
S-ranked missions: -3 posts to complete, +400 ryo
S+ranked missions: -4 posts to complete, +800 ryo


Optimal Efficiency:
Able to decrease the post requirement for specific missions based on the body rank of the user. D-ranked missions reduce D-ranked missions, etc. The chart below elaborates further. In addition, confers a slight ryo boost based on the body rank of the user and the mission partaken. These mission reductions only apply to job missions that fall under anything other than those of crafting and gathering. {Cook, Medical, Anbu, Gladiator, Teacher, etc} Bonus ryo is still granted even if the ryo for the mission is 0.
D-ranked missions: -1 post to complete, +25 ryo
C-ranked missions: -1 post to complete, +50 ryo
B-ranked missions: -2 posts to complete, +100 ryo
A-ranked missions: -2 posts to complete, +200 ryo
S-ranked missions: -3 posts to complete, +400 ryo
S+ranked missions: -4 posts to complete, +800 ryo


___Techniques:
Jinton: Shuriken no Jutsu [ Speed Release: Shuriken Technique ]
Rank: X : : Complex

The Speed Release version of throwing objects. Projectiles thrown using this technique are given a slight [1] increase in speed per rank of the technique.

Jinton: Senkakusha no Inzou [ Enlightened Person's Hand Signs ]
Rank: D : : Spiritual

By infusing their hands with chakra, the movements of them are completely blurred. Only hand seals can be made with this kind of speed. Cannot be used for other offensive or defensive purposes. Lasts for [2] posts, and is considered 'supplementary.'

Jinton: Shunshin no Jutsu [ Speed Release: Body Flicker Technique ]
Rank: D : : Training

The Speed Release user trains their ability to utilize the body flicker technique of any variation. This training allows for body flicker to be used in place of remaining substitution jutsus

Jinton: Ritān [Speed Release: Return ]
Rank: X : : Complex

Allows the user to Dash from point A to Point B then Back to Point A linearly if so desired. At near shunsin like speed. Doing so causes a fierce wind gust to occur like that of a backdraft that can cause those who are of a body rank lower than the X amount spent to be sent flying back towards or away from the user unless they have a stance to otherwise prevent it. Can only be used twice in a fight. This did what fuuin shunsin essentially does. It's already consuming a shunsin to begin with so it might as well become a larger utility.

Jinton: Ecological no Jutsu [ Speed Release: The Ecological Technique ]
Rank: C : : Spiritual

The Speed Release ninjutsu version of the Oinin's Fuuin technique physically slows down those within the 30 meter radius, even the caster. All people within the range lose a moderate amount of speed. Last for four post.
After the duration ends, all people affected gain a moderate increase in speed for two post.
This is just that, the Ecological technique. Its redundant. Replaced with the following.


Jinton: Ji-akuma [ Speed Release: Speed Demon ]
Rank: C : : Spiritual

This Speed Release technique causes its user to move at rate fast enough that other living things appear to be moving just that much slower by comparison. Because of the rate at which the Jinton user is moving the opponent is denied their reflex bonus for evasion. This lasts a total of [3] posts before dispersing.


Jinton: Kaze Kaiten no Jutsu [ Speed Release: Wind Rotation Technique ]
Rank: C : : Spiritual

The user applies speed chakra to both of their arms. They then spin them counter clockwise as they blur into the form of miniature tornadoes. Wind is then pushed from the direction of the arms in a steady stream which can be used to topple and push back enemies and their attacks. This technique can also be used to propel a user away from an attack twenty feet. This technique for the sake of collisions is treated as a wind ninjutsu, and shares the same elemental strength and weaknesses as wind ninjutsu.

Jinton: Gōri-ka no Jutsu [ Speed Release: Streamline Technique ]
Rank: B : : Spiritual

The user charges their body with speed chakra and twirls in place. Eventually they become a spiral of their chakra color. They then flow through the air as a spiraling, phantom like force. If the user collides with anything then the technique immediately ends. If anything is within ten feet of where the user flies, however, then it is picked up by the turbulence of the user's spiral and spins around the user's form. The user can maintain this form for four posts. This technique is treated as [complex] for the purpose of collisions. While in this form the user may throw projectile weaponry.

Jinton: Garu Kansei no Jutsu [ Speed Release: Gale Trap Technique ]
Rank: B : : Spiritual

The user charges themselves with wind chakra. They then dart around a ten meter parameter around the target. The speed which the user moves allows them to create a whirlwind which extends up to fifty feet in the air around their opponent. The user cannot depart from the whirlwind or else the technique is nullified. The user also cannot use any other jutsu while maintaining the tornado. The user, however, may still throw projectile weaponry toward their opponent. Collisions with the tornado are treated as collisions with fuuton jutsu. Collisions with the casters projectiles are treated as simple unless otherwise stated. However, the opponent has a heavy decrease in reflexes while the user is maintaining the tornado as it is difficult to keep an eye on them. The technique can be kept up for four post. if you're spinning in circles one would believe your reflexes would actually decrease. Interactions with the actual runner should remain spiritual as its stated they are charged with wind chakra, but the reflexes of the opponent trying to draw a bead on the runner would prove more difficult.

Jinton: Chienhan'nō [ Speed Release: Delayed Reaction ]
Rank: B : : Spiritual

After taking a blow the user slows down areas of their or another's body that has accrued significant damage delaying the effects of said damage. This is however, incredibly painful in some instances. Example the user realizes they will recieve a cut, they slow down that area of their body and recieve the cut. The cut however, starts to form slowly the damage and the bleed occurs [2] posts after the technique is used. However during this time they are feeling every extent of the pain caused by said injury multifold. In the case of poisons the user can slow down the onset periods making it take twice as long to take effect.


Jinton: Subayai ōtō [ Speed Release: Rapid Response ]
Rank: B : : Spiritual

The opposite of Chienhan'nō this causes wounds to bleed out faster or poisons to rapidly spread through a body at double the pace. It is also a method of bypassing pain in favor of agitating a wound. In the case of small injuries the ability can be used to reach a clot faster assuming the injury wouldn't have caused the individual to bleed out accelerating natural healing.


Jinton: Takusan Hoshi no Jutsu [ Speed Release: Many, Many Stars Technique ]
Rank: B : : Spiritual

The direct opposite technique of the Jinton: Shuriken no Jutsu, this creates a 20ft bubble at a location that slows down all airborne objects & entities to a crawl. Decreases the speed of all objects in a twenty foot diameter around the user by a heavy amount. Defensively this can defend against projectiles B-rank or lower by slowing them enough to evade anything higher destroys the bubble, Offensively allows the user to 'delay' their activations before releasing the bubble at an opponent. Example. User sets up Hoshi no Jutsu. Throws a series of projectiles for their first and second offensive activations, then next post does the same, the first two offensive projectiles still creeping through, then the barrier is released and all four offensive projectiles are sent flying at full speed. Ideal for ambushes and tactical plays, terrible for the heat of the moment. Activations can be delayed up to three posts before they're all executed simultaneously.

Jinton: Eikyō no Jutsu [ Speed Release: Impact Technique ]
Rank: A : : Complex

Requires a body flicker. The user gains a great distance from their target. Then, they mark themselves for a racer's position as they charge speed chakra through their body. The user then darts as they close the distance between their opponent and themselves. Gains a supreme boost in speed during the use of this technique. During the point of collision, all speed DR increases are applied to strength stat. After the use of this technique, all of the user's DR increases for speed are ignored for three post. This technique has a limit of twice per fight.

Jinton: Awa no Gawa no Jutsu [ Speed Release: River in the Sky Technique]
Rank: A : : Spiritual

The direct opposite technique of the Jinton: Ecological no Jutsu, this physically speeds up to those within a 30 meter radius, even the caster, to grant a double supreme in speed while a supreme decrease in reflex is added due to the mental capacity of the targets not being increased proportionately. The technique lasts for five posts. After the duration, everyone affected as their speed greatly reduced for three post.


Jinton: Shirukurōdo [ Speed Release: Silk Road]
Rank: A : : Spiritual

Imparts the users speed descriptives up those within a 30 meter radius, as an active increase. The user has their reflex mimic their current speed for the duration. The technique lasts for five posts. After the duration, everyone affected has their speed greatly reduced for three post after coming down from the high.


Jinton: Mueishō [Speed Release: Shadowless Flight ]
Rank: A : : Complex

Hiruko used this technique to move at very fast speeds, rapidly striking his opponents at various angles while avoiding any opposition. Allows the user to combo their opponent with multiple attacks. These attacks are punches and kicks imbued with speed chakra. 20 strikes at E-ranked strength are landed from all directions. Should the first strike of this technique land, the others are guaranteed to connect.

Jinton: Antatchaburu [Speed Release: Untouchable ]
Rank: S : : Spiritual

The Jinton user dedicates their entire post to moving at a rate so fast that it can evade nye near everything. This consumes all the Jinton users activations in a post but evades all attacks made against them at a godlike level of speed where the opponent's movements are like that of a snail's pace. This may only be used [2] times per battle.


Jinton: 'Jutsu zya nai' no Jutsu [ Speed Release: 'No Techniques' Technique ]
Rank: S : : Spiritual

The pinnacle of Speed Release is to stop all chakra formation within a 30 meter radius, by causing a Mobius 'skin' of slow movement on those within the radius of the caster, including the caster. It affects only chakra molding & forming. Simple movements & the like are not affected in the least. Lasts for twelve post or until the user cancels it. allows for only simple attacks to be used during its duration.

Jinton: Masatsu no Jutsu [ Speed Release: Friction Technique ]
Rank: S+ : : Simple

This technique can only be used after twelve speed release techniques have been used. The user's body stores a bit of chakra from each of the speed techniques they used. Now, by only using stamina, they are able to use the excess chakra from their body to land a single, devastating attack. This technique is strong enough to collapse several buildings, as it is all of the built up kinetic energy the user has stored into one, final strike. The user's arm which they use the strike with is broken the moment they land this punch on something solid, if striking the air will literally cause a gale force wind parting clouds and tear into the ground leaving devastation in its path from the shockwave. If hitting a person they are sent flying six miles away minimally if they aren't grounded.. This technique can only be used once per fight. The user is able to maintain this technique for three post in case it is dodged and no collision occurs. if forsaking the shockwave.

User Image
[img]https://image.ibb.co/cfNWDQ/Shounin_no_Gozoku.png[/img]
 

NecroPlant

Trash Gardener


NecroPlant

Trash Gardener

PostPosted: Sat Dec 01, 2018 8:25 pm
Blue text means new with no omission, red implies there were omissions or are critiques to be removed in post that are justifications if not reasons for certain changes.

Blood Release Rework



Saiketsu β€’ Drawing Blood
Bending life's red wine

User Image

___H i s t o r y:
Formulated by the Ketsueki clan of Water Country's outer lands; the art of Saiketsu is a specialty seen only by those who are deemed worthy by the clan's higher-ups. The Ketsuki were secluded, silent, and extremely picky. Forging few bonds, making less friends, and allowing little to none to join their ranks. This was not only partial to their attitudes, but also because of their feeling that only the purest of the pure be allowed to learn their particular skills and abilities. Those who managed to scramble a position in the Ketsueki clan were not only pure of heritage, but possessed incredible potential in all physical chakra arts.

The main reason for the Ketsueki's picky behavior was in fact a direct result of the requirements of their clan jutsu. The Saiketsu jutsu, or technique of drawing blood, demands that the user have at least above average chakra control and wealth. Saiketsu pulls the blood from a wound on the user's body, shapes it, and hardens it into a gem like stasis. Although the act of pulling blood is possible with non-elemental chakra, without manipulation over water it cannot be crystallized and made a useful weapon. A method made infamous, and held secret, by early members of the Ketsueki clan. Recently the Ketsueki clan has extended its prowess beyond crystallization and to a greater extent have discovered there is a benefit in using the life force of others for their own gain. Harkening to vampires of old a subsidiary of the original Ketsueki have arisen since the happenings of the blood moon.


___T r a i t s:
β€’ All Saiketsu users have Suiton [ Water ] as one of their chakra elements.
β€’ Saiketsu users learn 1 extra Suiton [ Water ] ninjutsu per post.
β€’ Saiketsu users regenerate blood very quickly. This can be used to offset bleeding, but does not regenerate enough to offset arterial wounds.


___R e s t r i c t i o n s:
β—‹ Saiketsu usage isn't available until mid-teenhood. ( Character age must be 14+. )


___Optional Pas:
Optional Pas:
β€’ Bloody Augmentation: For every body rank, starting at D, the user may choose three [3] suiton jutsu. These jutsu may be added to the bloodline list and no longer consume slots. Their effects are identical to their normal counterparts and are performed with blood instead of water. They are also treated as if they are bloodline jutsu for the purposes of determining cost and relative strength.
β€’ Blood Moon Magic: Use of blood as a component can be quite costly no matter who or what you are, but the Saiketsu learned that their own Chakra need not be the only fuel for their jutsu. Especially when it is so abundant. Blood Moon Magic allows a Saiketsu user to use the opponents blood rather than just their own to fuel techniques the Saiketsu user uses so long as it's no longer in contact with the opponents body and has been around for one post. Taking this Pa will grant a pair of fangs hearkening to the day of the blood moon and while not necessary will come with possible vampiric tendencies. Grants access to Kenketsu.
β€’ Power of Blood: Saiketsu users can perform Suiton [ Water ] and Saiketsu jutsu without the need for handsigns. Instead these are replaced with either verbal commands or somatic gestures. Furthermore users start with an additional 100 chakra.


___T e c h n i q u e s:
Status Bleeding:
Saiketsu techniques involving crystalized blood impart a bleeding debuff. As the opponents bleeding gets worse the Saiketsu relishes in more ammunition. All stacks of bleeding are cured with a single use of a healing jutsu or something similar that would cease the bleeding. i.e cauterization, first aid, field triage, etc. The Saiketsu user also applies a stack of bleeding on themselves whenever they use a Saiketsu technique. Unless they do something similar to stop it. i.e Crystal Clot however, the penalties they accrue are less than an opponent's due to their ability to generate blood faster reducing the bleeding they sustain by [5] to a minimum of [0].
___ Dose 1: Target loses {5} Stamina Per post
___ Dose 2: Target loses {10} Stamina Per post
___ Dose 3: Target loses {15} Stamina Per post
___ Dose 4: Target loses {20} Stamina Per post
___ Dose 5: Target loses {25} Stamina Per post
___ Dose 6: Target loses {30} Stamina Per post
___ Dose 7: Target loses {35} Stamina Per post
___ Dose 8: Target loses {40} Stamina Per post
___ Dose 9: Target loses {45} Stamina Per post
___ Dose 10: Target loses {50} Stamina Per post

Akaishi [ Red Stone ]
Rank D
The act of crystallizing one's own blood. After drawing blood from their pores, or wounds in anyway, the user will shape it then pump additional chakra through it, in order to make it as hard as stone and as sharp as a typical blade. The basic form of Saiketsu is really only good for small amounts of blood, with which one can form small projectiles. However the higher ranks are capable of creating much much more blood.
β€’ Requires [5] posts to learn.

Chi Soujuu [ Blood Manipulation ]
Rank: [X]
Blood Manipulation is the loose manipulation of blood. Following suit of other elemental manipulations. The freely manipulated blood is treated as simple in collisions but like all jutsu unaffected by DR.
___ Rank E: Small Bleed (Slit palm, etc)
___ Rank D: Significant Bleed ( Small Puddle A Pint)
___ Rank C: Serious Bleed ( Large Puddle, Three Pints )
___ Rank B: Grievous Bleed ( A Tub Worth of Blood, Several Pints)
___ Rank A: Red Wedding ( Close to a pond of Blood )
___ Rank S: Genocide ( A Lake of Blood )
β€’ Requires [5] posts to learn.

{Requires Blood Moon Magic}
Kenketsu : [ Blood Donation ]
Rank : None
Blood donation is a simple technique that extracts [20] stamina from the opponent via any method that requires physical touch popular one being a bite from most Blood Moon Magic types, common being drawing from a targets wound from direct touch. It can only be done once per post but that extracted stamina and blood can then be used to fuel techniques acting as the blood and chakra requirement. It can be kept in a pool or otherwise but disappears at the end of combat. This translates into feeding outside of combat, and is frowned upon heavily even among other members who've adopted this technique. The max pool of foreign blood that can be stored is [100].
β€’ Requires [5] posts to learn.

_______________________________________________________________

Sasu no Hari [ To p***k with a Needle ]
Rank: E
The user draws a small amount of blood from their pores, allowing them to create a very small needle. This needle is thin and only stretches about 3 inches- basically a sewing needle. Its main purpose is simply to pierce the user in order to draw additional blood. By using this method the following three technique are treated to cost [-5] less chakra as the needle also stimulates blood flow in the user.

Arei no Hari [ Array of Needles ]
Rank: D
The user takes aim with a single hand and then launches 15 stone red pin needles from the pores of that hand. The array of needles once having made contact with the target then burrow into the flesh causing increased bleeding and adding increased difficulty in their removal. Applies [1] stack of bleeding.

Shinku Wa [ Crimson Ring ]
Rank: D/B
With a flick of the hand, the user draws their own blood and flings a sharp ruby disc roughly the size of the palm. When the ruby disk makes contact with flesh it shatters causing it to sheer skin to produce more blood. By paying a B-rank amount of chakra the ruby disk can be manipulated in flight and can increase in size to about the width of the average human body. It can then shrink if there's something in its center either locking a target in place or begin to spin shredding into skin further. Applies [1] stack of bleeding or [1] stack of bleeding per B-rank of sustain if the target it captured.

Ikatsui Tsume [ Grim Claw ]
Rank: C
The user surges blood from either of their hands which will wrap around the fingers of the user, crystallizing when they've stretched out about eight inches. Grim Claw whenever it strikes an opponent will draw blood adding to its length each time. Increasing from eight inches to up to four and a half feet long. Attacking with the grim claws in tandem with hard or soft physical attacks will have the attacks treated as complex for interactions. Applies [1] stack of bleeding

Ken no Rubi [ Ruby Weapon ]
Rank: X-A :: Spiritual
Draining a good amount of blood from either hand, the user is able to create a blood red weapon of any shape they choose. This essentially follows the criteria of Mizu no Yaiba [ Water Sword ] only capping at A and having no limitations to the design of the weapons produced. Applies [1] stack of bleeding.

Blood Wave
Rank: C :: Complex
Description: With Ken no Rubi [Blade of Ruby] active, the user can create a crescent shaped wave of blood, five feet wide by one foot long, that can travel up to about 100ft before dissipating. A hit from it can be as strong or possibly even stronger than a normal blow. [Per every stack of bleeding the user has the Blood Wave is treated to have a mild increase in strength]

Blood Wall
Rank: X :: Spiritual
Description: By combining chakra, and blood, in the hands of the user. The user can then force that blood to burst forth in the form of a thin wall in front of them. This wall takes on the rank at which it was used at. This wall is three square feet in size per rank. the wall can also be formed from any blood that may happen to be currently pooled in the area. this was worded weird if it takes on the rank it was used at that would just make it spiritual.

Chi Pa-ji [ Blood Purge ]
Rank: B
The user places a hand over an open wound, slowly funneling any foreign or poisonous agents. Unfortunately, this process takes a small amount of time one post This removes two doses of a poison or other contamination from the user per use of this technique. This can also prove to do the opposite and accelerate any foreign poisonous agents that may be inside a body.

Aka Kouseki Keppei [ Red Crystal Clot ]
Rank: B
Whenever a severe wound is dealt to the Saiketsu user, they are able to almost instantaneously crystallize this wound to prevent excessive blood loss. Note that this does not heal the wound, and it does not remove the pain or physical limitations caused by the wound. If the user is stabbed in the leg and uses this to crystallize the wound, it will not make it so they can run at full speed again.This simply keeps the user from reaching the point of Exsanguination due to wounds. Cures all self inflicted stacks of bleeding,

[Chi - Yuketsu]
Rank: B
If there is a willing or...unwilling unconscious participant the Saiketsu user can act as a blood transfuser either taking blood from one individual and placing it into themself or another. Following the same steps as Blood Purge. In the event of oneself blood type isn't necessary as the Saiketsu user has the unique ability to be a universal donor and recipient simultaneously. However it does matter if acting as the conduit to transfer blood from one individual to another. Often times a Saiketsu will refrain from donating their blood as even slight crystallizations in it can prove fatal to most normal folk. Cures a stack of Bleeding if receiving blood, adds a stack of bleeding if donating blood.



[Chi - Saikuru {Blood Cycle}] {Requires Blood Moon Magic}
Rank: B {Does not Consume Chakra}
The user can opt to cure the opponents bleeding statuses in doing so converts their bleeding statuses into Chakra equal to the current level of bleed they were subjected to. The opponent heals an immediate amount of stamina while the user gains that in chakra. Example Opponents bleed is currently at [-25] per post the total stamina they've lost from blood loss is [-75] assuming one stack of bleed was applied per post to get there. The user then collects [75] chakra from that accumulated bleed from the opponents blood pool. The opponent is no longer bleeding and restores [25] stamina.


Aka Harinezumi no Sujou [ Birth of Red Porcupine ]
Rank: B :: Spiritual
From any conscious position, the user will flood their body with chakra, pressing small amounts of blood from every pour. In a flash moment, the user will then crystallize every single strain of blood inching from their flesh. This hasty maneuver offers a wonderful defensive retaliation. It should be noted that this technique does not have very impressive range, stretching only about 6-7 inches. Applies two stacks of bleeding on opponent if in melee range.

Sabi Kougake [ Rust Colored Gauntlet ]
Rank: A :: Spiritual
By forcing all of the blood from a single arm to rise and wrap, the user is able to generate a protective and offensive armament. A full arm length hunk of crystallized armor. The tip of the gauntlet is typically twisted and divided into a trio of drill-like fingers, while the length is a series of five plated discs. Strikes with the gauntlet impart two stacks of bleeding on a target. If destroyed the user can give themselves five stacks of bleeding to form a new one immediately without having to pay the cost again. This can only be done once. After being destroyed again a cost must be paid again to create another

Akahagane [ Red Steel ]
Rank: A (Augmentation)
Realizing that stone wasn't exactly the sturdiest of materials, the Ketsueki clan developed a method to increase the strength and durability of their techniques. By applying additional chakra to their jutsu in thin twisting layers, the Saiketsu user is able to make their end product as tough as steel and as sharp as a fresh blade. Once learned this allows the user to use all Saiketsu jutsu which manifest in a physical form, to be used one rank higher than before. However the cost does increase with the rank of the jutsu. This technique can either increase the rank of a Saiketsu technique or increase the amount of bleed it induces by [1] to an opponent


Kekkon Shinryu [ Divine Dragon Stained with Blood ]
Rank: S
Making total use of the blood within the arms, the user releases a harsh straightforward torrent of blood- shaped like a menacing eastern dragon -upon the target. Rather than causing direct damage, if this dragon manages to make contact with its target, it will attempt to drive itself into the enemy's veins. Traveling throughout the body, the dragon will attempt to reach the heart chamber of its victim where it will begin to slowly close its maw upon the heart itself. As the dragon's fangs sink into the enemy's heart, the deliverance of the final bite is controlled fully by the whim of the user. Needless to say, this technique could easily be used for torture or blackmail. The technique can only affect a single being at any given time. Inflicts 5 Stacks of Self Bleed
 
PostPosted: Sat Dec 01, 2018 10:50 pm
combo class thing
Hey Everyone! So for my submission idea, I was thinking of making bonuses based on the combination of classes. As we all know doubling down on one class rewards certain bonuses. However, there are no rewards for having two separate classes. Therefore, I decided to try and make my interpretation of rewards based on the merging of classes. I also decided to buff up some of the double class perks which weren't on snuff with the others. So I hope you all like this and that it gets through!

Ninjutsu – Ninjutsu: If this class is chosen as the first and second class, then you can choose two of it's disciplines. In addition ninjutsu cast by this specialization are cheaper in cost as determined by the users body rank. At body rank D and C costs are reduced by five[5]. At body rank B and A, costs are reduced by ten[10]. Finally at body rank S and S+ costs are reduced by fifteen[15] These reductions DO NOT stack and override their previous totals. (D+C -5, B+A -10, S beyond -15). Gains +2 ninjutsu slots per rank.
Ninjutsu – Genjutsu: Able to Korabo Ninjutsu and Genjutsu, where one piece of the ninjutsu acts as the catalyst to catch the opponent within the genjutsu. Cost two activations. Ninjutsu and Genjutsu cost five chakra less.
Ninjutsu – Taijutsu: Able to perform ninjutsu through somantic gestures. Allows complex and spiritual taijutsu to gain overwhelming.
Ninjutsu – Bukijutsu: Allows the user to gain +2 ninjutsu per rank. Allows complex and spiritual bukijutsu to gain overwhelming.
Ninjutsu – Sealer: Allows for elemental seal techniques to be treated as overwhelming. Gives ninjutsu and sealing – 5 off of cost.
Ninjutsu – Worker: Able to gain the enchantment branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Ninjutsu – Bloodline: Elemental bloodlines are given overwhelming. Able to gain learning reductions on ninjutsu based on reductions given by bloodline.
Ninjutsu – Medical: Once every three post the user is able to korabo ninjutsu and medical ninjutsu to turn a medical ninjutsu into a projectile. Ninjutsu and medical cost -5 chakra to perform.
Ninjutsu – Performer: Able to kai one rank higher while playing an instrument. Genjutsu with a sound based component are one rank weaker when used on the user.
Ninjutsu – Puppeteer: Gains +1 puppet point per rank. Ninjutsu and puppetry cost five chakra less.
Ninjutsu – Sensor: Able to gain one additional custom slot.
Ninjutsu – Tamer: Pets gain access to any benefits the tamer has in regards to ninjutsu (overwhelming on elements, additional elements, etc).

Genjutsu – Genjutsu: If this class is taken as the first and second class, then you may take two disciplines from this class. Additionally, the number of senses you are able to utilize in techniques increases by 1. This still cannot increase the number of senses a technique may effect beyond 5. In addition genjutsu cast by this specialization are cheaper in cost as determined by the users body rank. At body rank D and C costs are reduced by five[5]. At body rank B and A, costs are reduced by ten[10]. Finally at body rank S and S+ costs are reduced by fifteen[15] These reductions DO NOT stack and override their previous totals. (D+C -5, B+A -10, S beyond -15).
Genjutsu – Ninjutsu: Genjutsu: Able to Korabo Ninjutsu and Genjutsu, where one piece of the ninjutsu acts as the catalyst to catch the opponent within the genjutsu. Ninjutsu and Genjutsu cost five chakra less.
Genjutsu – Taijutsu: Able to gain one rank stronger resistance toward genjutsu of touch base. Gives +2 genjutsu slots per rank.
Genjutsu – Bukijutsu: Able to gain one rank stronger resistance toward genjutsu of touch base. Gives +2 genjutsu slots per rank.
Genjutsu – Sealer: Genjutsu and Sealing techniques take five chakra less to perform. Gives the user a unique technique.
Technique Name: Everlasting Nightmare
Technique Type: Sealing
Technique Rank: B
Description: The user makes contact with the opponent which causes a seal to form at the point of contact. This seal is bound with a genjutsu which last for the duration of the battle. Even when the genjutsu is kai’d, it will re-cast itself after three post. Requires the Unsealing Technique used at a B-ranked break the technique.
Genjutsu – Worker: Able to gain the enchantment branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Genjutsu – Bloodline: Able to gain learning reductions on genjutsu based on reductions given by bloodline. Allows genjutsu and bloodline techniques to be korabo’d together so that the bloodline technique operates as the korabo of the technique. Cost two activations.
Genjutsu – Medical: Genjutsu of Visual base are one rank easier to break out of. Genjutsu and Medical cost five chakra less to perform.
Genjutsu – Performer: Gains and additional sense to the genjutsu used. Genjutsu performed through instruments cost 10 chakra less.
Genjutsu – Puppeteer: Able to korabo the activation of mechanisms and genjutsu so that the mechanism counts as the catalyst of the genjutsu. Cost two activations. Genjutsu and puppetry cost five less chakra to perform.
Genjutsu – Sensor: Genjutsu duration is increased by one post. Genjutsu of the chakra sense influence are one rank weaker against the user.
Genjutsu – Tamer: Pets can use genjutsu. If a chance encounter, the pet can use one genjutsu the user knows.

Taijutsu – Taijutsu: If this class is taken as the first and second class, then you may take two disciplines from this class and start with 1 additional taijutsu style. Additionally, all Formless is treated as Complex for interactions with other techniques. Taijutsu techniques gain overwhelming when colliding with techniques of same rank.
Taijutsu – Ninjutsu: Able to perform ninjutsu through somantic gestures. Allows complex and spiritual taijutsu to gain overwhelming.
Taijutsu – Genjutsu: Able to gain one rank stronger resistance toward genjutsu of touch base. Gives +2 genjutsu slots per rank.
Taijutsu – Bukijutsu: All taijutsu and bukijutsu techniques cost five less chakra for spiritual, five stamina less for simple, and either or for complex. Simple techniques of either are treated as overwhelming.
Taijutsu - Sealer: Able to utilize any seal through physical contact. Seals used by this method have their duration increased by one.
Taijutsu – Worker: Able to gain the Armor-Crafting branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Taijutsu – Bloodline: Bloodlines with taijutsu attributes gain overwhelming. Able to gain learning reductions on taijutsu based on reductions given by bloodline.
Taijutsu – Medical: Able to heal themselves one rank higher on medical jutsu. Spiritual and complex taijutsu cost five less chakra, and medical cost five less chakra.
Taijutsu – Performer: Able to make visual genjutsu one rank stronger when performing performance through dance. Gains two genjutsu per rank.
Taijutsu – Puppeteer: Gains one puppet point per rank. Able to gain reductions to learning taijutsu based on puppetry reductions.
Taijutsu – Sensory: Direct contact with your opponent allows you to know their chakra / stamina levels. Detects any hidden information on their person upon contact.
Taijutsu – Tamer: Gains one Tamer Attribute. Able to have pets learn one taijutsu style the user does not know. If Chance Encounter, gives them access to one taijutsu move.

Bukijutsu – Bukijutsu: If this class is taken as the First and second class, then the user takes 2 disciplines from this class, as well as start with 1 additional bukijutsu style. Additionally, all Locked Formless is treated as Complex in regards to interactions with other techniques. Bukijutsu techniques are treated as overwhelming against techniques of the same rank.
Bukijutsu – Ninjutsu: Allows the user to gain +2 ninjutsu per rank. Allows complex and spiritual bukijutsu to gain overwhelming.
Bukijutsu – Genjutsu: Able to gain one rank stronger resistance toward genjutsu of touch base. Gives +2 genjutsu slots per rank.
Bukijutsu – Taijutsu: All taijutsu and bukijutsu techniques cost five less chakra for spiritual, five stamina less for simple, and either or for complex. Simple techniques of either are treated as overwhelming.
Bukijutsu – Sealer: Able to utilize any seal through contact with their weapon. Anywhere the user touches with their weapon the user can place a seal on. Seals used by this method have their duration increased by one.
Bukijutsu – Worker: Able to gain the Weapon-Crafting branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Bukijutsu – Bloodline: Bloodline techniques with bukijutsu attributes gain overwhelming. Able to gain reductions on learning bukijutsu based on reductions given by bloodline.
Bukijutsu – Medical: Able to heal themselves one rank higher on medical jutsu. Spiritual and complex bukijutsu cost five less chakra, and medical cost five less chakra.
Bukijutsu – Performer: Able to make visual genjutsu one rank stronger when performing performance through dance. Gains two genjutsu per rank.
Bukijutsu – Puppeteer: Gains +1 mechanism per rank. Able to gain reductions to learning bukijutsu based on puppetry reductions.
Bukijutsu – Sensory: Direct contact of the user’s weapon with your opponent allows you to know their chakra / stamina levels. Detects any hidden information on their person upon contact.
Bukijutsu – Tamer: Allows Pets to use Bukijutsu the user knows. If the pet is of chance encounter then the pet can gain use one technique the user knows of bukijutsu.

Sealing – Sealing: If this class is taken as the first and second class, you may pick 2 of its disciplines. Additionally, fuuinjutsu and kuchiyose used by this specialization are cheaper in cost as determined by the user's body rank. At body rank D and C costs are reduced by five [5]. At body rank B and A, costs are reduced by ten [10]. Finally at body rank S and S+ costs are reduced by fifteen [15] These reductions DO NOT stack and override their previous totals (D+C -5, B+A -10, S beyond -15). Gains +2 fuuin slots per rank.
Sealing – Ninjutsu: Allows for elemental seal techniques to be treated as overwhelming. Gives ninjutsu and sealing – 5 off of cost.
Sealing – Genjutsu: Genjutsu and Sealing techniques take five chakra less to perform. Gives the user a unique technique.
Technique Name: Everlasting Nightmare
Technique Type: Sealing
Technique Rank: B
Description: The user makes contact with the opponent which causes a seal to form at the point of contact. This seal is bound with a genjutsu which last for the duration of the battle. Even when the genjutsu is kai’d, it will re-cast itself after three post. Requires the Unsealing Technique used at a B-ranked break the technique.
Sealing – Taijutsu: Able to utilize any seal through physical contact. Seals used by this method have their duration increased by one.
Sealing – Bukijutsu: Able to utilize any seal through contact with their weapon. Anywhere the user touches with their weapon the user can place a seal on. Seals used by this method have their duration increased by one.
Sealing – Worker: Able to gain the Scroll Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Sealing – Bloodline: Gains learning reductions to sealing equal to reductions of bloodline class. Gains a technique exclusive to this cross.
Technique Name: Curse of the Family
Technique Type: Sealing
Technique Rank: B
Technique Description: The user places a seal upon the ground. Any bloodline the user has cannot be accessed by any opponent which is in contact on the same surface as the user as touched. If this technique is used on the opponent themselves then they lose access to any bloodline the user has. Last until the fight is over or until the Unsealing Technique is used at a B-rank.
Sealing – Medical: Able to cast medical and fuuin through somantic gestures. Gains a reduction of five chakra to both sealing techniques and medical.
Sealing – Performer: Genjutsu which utilize sound are enhanced to one rank stronger. Able to cast sealing and genjutsu for five chakra less.
Sealing – Puppeteer: Gains one additional puppet point per rank. Elemental scrolls used in puppet arsenals are considered overwhelming in power.
Sealing – Sensory: Able to keep yourself from being sensed by techniques of B-ranked or below. Gains a reduction of five chakra to both sealing and sensory techniques.
Sealing – Tamer: Allows pets to learn sealing jutsu the user knows. If the pet is of the chance encounter then the pet is able to have one sealing technique added to its technique roster.

Worker – Worker: If this class is taken as the first and second class, you can choose two of the disciplines. Reduces the cost of all worker based missions by two. Items with weaponized abilities forged through crafting have their effects treated as overwhelming.
Worker – Ninjutsu: Able to gain the enchantment branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Genjutsu: Able to gain the enchantment branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Taijutsu: Able to gain the Armor-Crafting branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Bukijutsu: Able to gain the Weapon-Crafting branch regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Sealer: Able to gain the Scroll Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Bloodline: Able to gain the Technology Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Medical: Able to gain the Pharmaceutical Chemist regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Performer: Able to gain the Toxin Chemist regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Puppeteer: Able to gain the Mechanism-Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Sensor: Able to gain the Scroll Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Worker – Tamer: Able to gain reductions on two chosen crafting branches by one post.

Bloodline – Bloodline: If this class is taken as the first and second class, you may pick 2 of its disciplines. Additionally, bloodline cast by this specialization are cheaper in cost as determined by the users body rank. At body rank D and C costs are reduced by five[5]. At body rank B and A, costs are reduced by ten[10]. Finally at body rank S and S+ costs are reduced by fifteen[15] These reductions DO NOT stack and override their previous totals. (D+C -5, B+A -10, S beyond -15). Able to create custom dojutsu (either expansion or original concept), for a bloodline with two passive abilities and two techniques associated with it.
Bloodline – Ninjutsu: Elemental bloodlines are given overwhelming. Able to gain learning reductions on ninjutsu based on reductions given by bloodline.
Bloodline – Genjutsu: Able to gain learning reductions on genjutsu based on reductions given by bloodline. Allows genjutsu and bloodline techniques to be korabo’d together so that the bloodline technique operates as the korabo of the technique. Cost two activations.
Bloodline – Taijutsu: Bloodlines with taijutsu attributes gain overwhelming. Able to gain learning reductions on taijutsu based on reductions given by bloodline.
Bloodline – Bukijutsu: Bloodline techniques with bukijutsu attributes gain overwhelming. Able to gain reductions on learning bukijutsu based on reductions given by bloodline.
Bloodline – Sealing: Gains learning reductions to sealing equal to reductions of bloodline class. Gains a technique exclusive to this cross.
Technique Name: Curse of the Family
Technique Type: Sealing
Technique Rank: B
Technique Description: The user places a seal upon the ground. Any bloodline the user has cannot be accessed by any opponent which is in contact on the same surface as the user as touched. If this technique is used on the opponent themselves then they lose access to any bloodline the user has. Last until the fight is over or until the Unsealing Technique is used at a B-rank.
Bloodline – Worker: Able to gain the Technology Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Bloodline – Medical: Once every three post the user is able to korabo bloodline ninjutsu and medical ninjutsu to turn a medical ninjutsu into a projectile. Ninjutsu and medical cost -5 chakra to perform.
Bloodline – Performer: Able to perform bloodline ninjutsu through instruments and performances. Bloodline techniques and genjutsu are reduced by five.
Bloodline – Puppeteer: Able to make human puppets at one rank the lower cost. Can make human puppets as Tier Two puppets.
Bloodline – Sensor: Able to sense without any technique if someone has the same bloodline as the user within a thirty foot radius. Bloodline and sensory techniques cost five chakra less.
Bloodline – Tamer: Pets are able to use the bloodline techniques of the user. If chance encounter, then they may specify their techniques based around the bloodline of the user.

Medical – Medical: If this class is chosen as the first class and second class then you may choose two disciplines from this class. Additional medical technique slots can be converted to and from Ninjutsu/Genjutsu slots. You may convert 10 Ninjutsu/Genjutsu slots to 1 Taijutsu/Bukijutsu slot. Additionally, Medical jutsu cast by shinobi of this discipline are cheaper in cost as determined by the users body rank. At body rank D and C costs are reduced by five[5]. At body rank B and A, costs are reduced by ten[10]. Finally at body rank S and S+ costs are reduced by fifteen[15] These reductions DO NOT stack and override their previous totals. (D+C -5, B+A -10, S beyond -15). Able to choose one ninjutsu discipline instead of picking both disciplines from sealing class.
Ninjutsu – Medical: Once every three post the user is able to korabo ninjutsu and medical ninjutsu to turn a medical ninjutsu into a projectile. Ninjutsu and medical cost -5 chakra to perform.
Genjutsu – Medical: Genjutsu of Visual base are one rank easier to break out of. Genjutsu and Medical cost five chakra less to perform.
Taijutsu – Medical: Able to heal themselves one rank higher on medical jutsu. Spiritual and complex taijutsu cost five less chakra, and medical cost five less chakra.
Bukijutsu – Medical: Able to heal themselves one rank higher on medical jutsu. Spiritual and complex bukijutsu cost five less chakra, and medical cost five less chakra.
Sealing – Medical: Able to cast medical and fuuin through somantic gestures. Gains a reduction of five chakra to both sealing techniques and medical.
Worker – Medical: Able to gain the Pharmaceutical Chemist regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Bloodline – Medical: Once every three post the user is able to korabo bloodline ninjutsu and medical ninjutsu to turn a medical ninjutsu into a projectile. Ninjutsu and medical cost -5 chakra to perform.
Medical – Performer: Able to perform medical techniques through the performance of dance. Medical and genjutsu have the reduced cost of 5 chakra.
Medical – Puppeteer: Gains access to the Pharmaceutical and Toxin crafting branches regardless of branches chosen. Chosen branches each have their worker based missions reduced by one.
Medical – Sensor: Able to heal a ninja one rank higher while sensing them. Medical and sensory skills are reduced in cost by five chakra.
Medical – Tamer: Pets are able to learn medical jutsu. If chance encounter then the pet may add one technique to their roster as one of the medical techniques the user knows.

Performer – Performer: If this class is used as both the first and second class, you may choose two disciplines from this class. Additionally, at D-C Rank, all illusions cost 5 less chakra to perform through your chosen performance. At B-A Rank, this cost reduction increases to 10 chakra. At S Rank and beyond, it increases further to 15 chakra. Benefits do not stack. You also gain a second performance type. Able to choose one discipline from genjutsu class instead of both disciplines coming from Performer class.
Ninjutsu – Performer: Able to kai one rank higher while playing an instrument. Genjutsu with a sound based component are one rank weaker when used on the user.
Genjutsu – Performer: Gains and additional sense to the genjutsu used. Genjutsu performed through instruments cost 10 chakra less.
Taijutsu – Performer: Able to make visual genjutsu one rank stronger when performing performance through dance. Gains two genjutsu per rank.
Bukijutsu – Bloodline: Bloodline techniques with bukijutsu attributes gain overwhelming. Able to gain reductions on learning bukijutsu based on reductions given by bloodline.
Sealing – Performer: Genjutsu which utilize sound are enhanced to one rank stronger. Able to cast sealing and genjutsu for five chakra less.
Worker – Performer: Able to gain the Toxin Chemist regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Bloodline – Performer: Able to perform bloodline ninjutsu through instruments and performances. Bloodline techniques and genjutsu are reduced by five.
Medical – Performer: Able to perform medical techniques through the performance of dance. Medical and genjutsu have the reduced cost of 5 chakra.
Performer – Puppeteer: Able to treat the puppet as an instrument for performance purposes. Genjutsu and puppetry cost five chakra less.
Performer – Sensory: Genjutsu of the chakra sense are one rank easier to break. Genjutsu and sensory techniques cost five less chakra.
Performer – Tamer: Pets and tamer are able to break genjutsu one rank higher if the genjutsu has a sound sense to it.

Puppeteer – Puppeteer: If this class is chosen as the first and second class, you may choose 2 disciplines. Any extra puppet Jutsu slots may be converted into different types of slots. In addition, the user also begins with four additional Puppet Points. Puppetry techniques, formless, and mechanisms cost 5 less chakra at D-C, 10 at B-A, and 15 at S and beyond.
Ninjutsu – Puppeteer: Gains +1 puppet point per rank. Ninjutsu and puppetry cost five chakra less.
Genjutsu – Puppeteer: Able to korabo the activation of mechanisms and genjutsu so that the mechanism counts as the catalyst of the genjutsu. Cost two activations. Genjutsu and puppetry cost five less chakra to perform.
Taijutsu – Puppeteer: Gains one puppet point per rank. Able to gain reductions to learning taijutsu based on puppetry reductions.
Bukijutsu – Puppeteer: Gains +1 mechanism per rank. Able to gain reductions to learning bukijutsu based on puppetry reductions.
Sealing – Puppeteer: Gains one additional puppet point per rank. Elemental scrolls used in puppet arsenals are considered overwhelming in power.
Worker – Puppeteer: Able to gain the Mechanism-Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Bloodline – Puppeteer: Able to make human puppets at one rank the lower cost. Can make human puppets as Tier Two puppets.
Medical – Puppeteer: Gains access to the Pharmaceutical and Toxin crafting branches regardless of branches chosen. Chosen branches each have their worker based missions reduced by one.
Performer – Puppeteer: Able to treat the puppet as an instrument for performance purposes. Genjutsu and puppetry cost five chakra less.
Puppeteer – Sensory: Able to pay one less cost on the generic dodge technique when dodging a technique the user can sense at a thirty five feet distance from the user.
Puppeteer – Tamer: Able to select one puppet which operates on its own like a puppet as either a lifelong partner or a chance encounter. Puppet must be approved in the puppet forum. All mechanisms of the puppet need to be approved.

Sensory – Sensory: If this class is chosen as the first and second class, you may choose 2 disciplines. If you choose Zoom and Resolution, then their limitations are negated. Sensory jutsu do not require an activation to use provided that they do not perform any additional offensive attacks. Able to choose a discipline from ninjutsu class instead of both of them having to be from Sensory class.
Ninjutsu – Sensor: Able to gain one additional custom slot.
Genjutsu – Sensor: Genjutsu duration is increased by one post. Genjutsu of the chakra sense influence are one rank weaker against the user.
Taijutsu – Sensory: Direct contact with your opponent allows you to know their chakra / stamina levels. Detects any hidden information on their person upon contact.
Bukijutsu – Sensory: Direct contact of the user’s weapon with your opponent allows you to know their chakra / stamina levels. Detects any hidden information on their person upon contact.
Sealing – Sensory: Able to keep yourself from being sensed by techniques of B-ranked or below. Gains a reduction of five chakra to both sealing and sensory techniques.
Worker – Sensor: Able to gain the Scroll Crafting regardless of previous branches chosen. Chosen branch has mission reductions of 2 post.
Bloodline – Sensor: Able to sense without any technique if someone has the same bloodline as the user within a thirty foot radius. Bloodline and sensory techniques cost five chakra less.
Medical – Sensor: Able to heal a ninja one rank higher while sensing them. Medical and sensory skills are reduced in cost by five chakra.
Performer – Sensory: Genjutsu of the chakra sense are one rank easier to break. Genjutsu and sensory techniques cost five less chakra.
Puppeteer – Sensory: Able to pay one less cost on the generic dodge technique when dodging a technique the user can sense at a thirty five feet distance from the user.
Sensory – Tamer: Pets are able to learn the sensory technique of the user. If Chance Encounter then the user is able to add one additional sensory technique the user knows.

Tamer – Tamer: If this class is taken as the first and second class, then you are allowed to choose two disciplines from this class. In addition, your character is able to grant something called a tamer attribute. These tamer attributes may be used to increase one stat by a mild amount. This attribute then increases in ability at B and S-ranked, so that the increase goes from a mild at D, to a heavy at B, and finally a supreme boost by S-ranked. Techniques used by the pet are treated as overwhelming.
Ninjutsu – Tamer: Pets gain access to any benefits the tamer has in regards to ninjutsu (overwhelming on elements, additional elements, etc).
Genjutsu – Tamer: Pets can use genjutsu. If a chance encounter, the pet can use one genjutsu the user knows.
Taijutsu – Tamer: Gains one Tamer Attribute. Able to have pets learn one taijutsu style the user does not know. If Chance Encounter, gives them access to one taijutsu move.
Bukijutsu – Tamer: Allows Pets to use Bukijutsu the user knows. If the pet is of chance encounter then the pet can gain use one technique the user knows of bukijutsu.
Sealing – Tamer: Allows pets to learn sealing jutsu the user knows. If the pet is of the chance encounter then the pet is able to have one sealing technique added to its technique roster.
Worker – Tamer: Able to gain reductions on all crafting branches by one post.
Bloodline – Tamer: Pets are able to use the bloodline techniques of the user. If chance encounter, then they may specify their techniques based around the bloodline of the user.
Medical – Tamer: Pets are able to learn medical jutsu. If chance encounter then the pet may add one technique to their roster as one of the medical techniques the user knows.
Performer – Tamer: Pets and tamer are able to break genjutsu one rank higher if the genjutsu has a sound sense to it.
Puppeteer – Tamer: Able to select one puppet which operates on its own like a puppet as either a lifelong partner or a chance encounter. Puppet must be approved in the puppet forum. All mechanisms of the puppet need to be approved.
Sensory – Tamer: Pets are able to learn the sensory technique of the user. If Chance Encounter then the user is able to add one additional sensory technique the user knows.

And finally, if Jack Class gets into the guild, then consider the piece below as the cross Jack class perk. Also edited this to add in a Scholar option.

Jack: Select one additional discipline of a class aside from the chosen class instead of having a discipline from Jack Class. Tamer and Puppetry are excluded from being chosen as classes aside from the chosen class, (as in, if you’re taijutsu / Jack, then you cannot take a discipline of puppetry). However, you can still be Tamer / Jack and pick into ninjutsu.
Scholar: Select one additional discipline of the chosen class instead of having a discipline from Scholar.
 

Mattysandwich

Dedicated Sex Symbol

6,275 Points
  • Generous 100
  • Befriended 100
  • Somebody Likes You 100

NecroPlant

Trash Gardener

PostPosted: Sat Dec 01, 2018 11:46 pm
Academic Scholar Class

___Description:
The Academic Scholar is an individual who specializes in one particular thing. They are in all aspects a master of a single craft and they are a master at its tutelage. Someone who has dedicated their life in seeing the fruition of others at their own expense.


___Notes / Reminders:

β€’ Selecting this class requires you select an expertise, if dual classed your expertise is automatically that of the class that was dual classed. You gain the slots only in accordance to your expertise and all others are effectively 0. Expertises are, Eiseijutsu, Kugutsu, Ninjutsu, Genjutsu, Fuuinjutsu, Sensory, Taijutsu, and Bukijutsu. Nin,Fuuin,and Sensory share the same slot gains but have separate learning bonuses.
β€’ When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
β€’ Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)

___Specialization:
β€’ If this class is taken as the first and second class, you may pick 2 of its disciplines. Additionally, you may opt to provide your learning reductions in full to others regardless of expertise.


Quote:
    Disciplines:
Know it All: Your learning no longer is limited to your expertise. All learning posts are converted into a learning increase that applies to all becoming Learn Everything X faster. I.e This Discipline would convert the learn Bukijutsu +3 from a Bukijutsu class to Learn Everything +3 on top of the learning provided by the Academic Scholar Class.

Hands On Learning: The rate of which you learn techniques increases by +2. You can confer a benefit of a +2 learning increase based on your area of expertise to others. Gain a bonus [4] Customs dedicated to your expertise.

Savant: All techniques under the area of your expertise are treated as overwhelming in determining collisions. They recieve a reduction to techniques in their expertise as though they had specialized in a single class. At body rank D and C costs are reduced by five[5]. At body rank B and A, costs are reduced by ten[10]. Finally at body rank S and S+ costs are reduced by fifteen[15] These reductions DO NOT stack and override their previous totals. (D+C -5, B+A -10, S beyond -15)


-_-_-_-β”œ D - r a n k ─
-_-_-Base β—‹ Energy β—‹ Pools:
-_-_-_-β€’ { 100 } chakra.
-_-_-_-β€’ { 100 } stamina.
-_-_-Passive β—‹ Benefits:
Learn {Expertise 1 Post Faster}
-_-_-Base β—‹ Jutsu β—‹ Limits:
-_-_-_-β€’ [ 0 ] or[ 10 ] Ninjutsu slots.{Expertise Ninjutsu}
-_-_-_-β€’ [ 0 ] or[ 10 ] Genjutsu slots.{Expertise Genjutsu}
-_-_-_-β€’ [ 0 ] or[ 10 ] Kugutsu slots. {Expertise Kugutsu}
-_-_-_-β€’ [ 0 ] or[ 10 ] Eiseijutsu slots. {Expertise Eisei}
-_-_-_-β€’ [ 0 ] or[ 01 ] Taijutsu Styles. {Expertise Tai}
-_-_-_-β€’ [ 0 ] or[ 01 ] Bukijutsu Styles. {Expertise Buki}

-_-_-_-β”œ C - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +20 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +20 } stamina.
-_-_-Passive β—‹ Benefits:
Learn {Expertise 2 Posts Faster}
-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ 0 ] or[ 08 ] Ninjutsu slots.{Expertise Ninjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Genjutsu slots.{Expertise Genjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Kugutsu slots. {Expertise Kugutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Eiseijutsu slots. {Expertise Eisei}
-_-_-_-β€’ [ 0 ] or[ 01 ] Taijutsu Styles. {Expertise Tai}
-_-_-_-β€’ [ 0 ] or[ 01 ] Bukijutsu Styles. {Expertise Buki}

-_-_-_-β”œ B - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +20 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +20 } stamina.
-_-_-Passive β—‹ Benefits:
Learn {Expertise 3 Posts Faster}
-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ 0 ] or[ 08 ] Ninjutsu slots.{Expertise Ninjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Genjutsu slots.{Expertise Genjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Kugutsu slots. {Expertise Kugutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Eiseijutsu slots. {Expertise Eisei}
-_-_-_-β€’ [ 0 ] or[ 01 ] Taijutsu Styles. {Expertise Tai}
-_-_-_-β€’ [ 0 ] or[ 01 ] Bukijutsu Styles. {Expertise Buki}

-_-_-_-β”œ A - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +25 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +25 } stamina.
-_-_-Passive β—‹ Benefits:
Learn {Expertise 4 Posts Faster}
-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ 0 ] or[ 08 ] Ninjutsu slots.{Expertise Ninjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Genjutsu slots.{Expertise Genjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Kugutsu slots. {Expertise Kugutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Eiseijutsu slots. {Expertise Eisei}
-_-_-_-β€’ [ 0 ] or[ 01 ] Taijutsu Styles. {Expertise Tai}
-_-_-_-β€’ [ 0 ] or[ 01 ] Bukijutsu Styles. {Expertise Buki}

-_-_-_-β”œ S - r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +30 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +30 } stamina.
-_-_-Passive β—‹ Benefits:
Learn {Expertise 5 Posts Faster}
-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ 0 ] or[ 08 ] Ninjutsu slots.{Expertise Ninjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Genjutsu slots.{Expertise Genjutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Kugutsu slots. {Expertise Kugutsu}
-_-_-_-β€’ [ 0 ] or[ 08 ] Eiseijutsu slots. {Expertise Eisei}
-_-_-_-β€’ [ 0 ] or[ 01 ] Taijutsu Styles. {Expertise Tai}
-_-_-_-β€’ [ 0 ] or[ 01 ] Bukijutsu Styles. {Expertise Buki}

-_-_-_-β”œ S + r a n k ─
-_-_-Energy β—‹ Pool β—‹ Increases:
-_-_-_-β€’ Maximum chakra pool: { +40 } chakra.
-_-_-_-β€’ Maximum stamina pool: { +40 } stamina.
-_-_-Passive β—‹ Benefits:
Learn {Expertise 6 Posts Faster}
-_-_-Jutsu β—‹ Limit β—‹ Increases:
-_-_-_-β€’ [ 0 ] or[ 12 ] Ninjutsu slots.{Expertise Ninjutsu}
-_-_-_-β€’ [ 0 ] or[ 12 ] Genjutsu slots.{Expertise Genjutsu}
-_-_-_-β€’ [ 0 ] or[ 12 ] Kugutsu slots. {Expertise Kugutsu}
-_-_-_-β€’ [ 0 ] or[ 12 ] Eiseijutsu slots. {Expertise Eisei}
-_-_-_-β€’ [ 0 ] or[ 1 ] Taijutsu Styles. {Expertise Tai}
-_-_-_-β€’ [ 0 ] or[ 1 ] Bukijutsu Styles. {Expertise Buki}

 
PostPosted: Sun Dec 02, 2018 3:57 am
Salamander Summons


Sanshōuo β—ˆ D Rank β—ˆ Chakra: 300 β—ˆ Stamina: 200
Sanshōuo is a regular sized salamander that wears a ninja vest with a blank scroll attached. Classified in the lowest tier of salamanders, their primary use for a contract holder typically being covert message delivery. The particular benefit of these salamanders is the very reason they make superior messengers; they're unbelievably fast.

Ability: Sonji Atsukawa [ Slippery Hide ]
Being the low tier salamander that Sanshōuo is, he only has one real advantage to avoid predators; blinding fast speed. His species of salamander move at S Rank speeds, but without much in the way of anything offensive. His oily skin helps him become a blur when he runs, nigh uncatchable as he seems to jet across the land.

Distraction | Rank: D | Cost Chakra
Sanshōuo will quickly kick his hind legs, launching sand and dirt up in a large cloud, obscuring view for an escape or set-up opportunity.

Deception | Rank: D | Cost: Chakra
To help escape his enemies, Sanshōuo will zigzag lightning quick around an enemy, drawing their attention or evading pursuit as they run away. The use of this technique creates intangible after images of Sanshōuo which aid in throwing off the enemy.

Deviation | Rank: D | Cost: Stamina
Sanshōuo's only offensive technique, he will launch himself toward an enemy and attempt to slap the enemy with his tail in the face, capable of knocking a normal shinobi on their butts.


Kitokage β—ˆ C Rank β—ˆ Chakra: 550 β—ˆ Stamina: 200
Kitokage is a decently large red-orange salamander wearing a baby blue scarf and an eyepatch covering a scarred eye, as well as a wakizashi on her back, about the size of a human. The liveliest of the salamander summons, she is inquisitive and energetic. Kitokage loves water, and can most often be seen swimming in a lake at the sagelands.

Ability: InbijiburΕ« [ Invisibility ]
Due to Kitokage's natural affinity to water, she has learned how to meld out of view, just as a drop is enveloped by the sea. Once per three [3] posts, Kitokage may become completely invisible, not accounting for dōjutsu. If a technique is used by, or one hits her, the invisibility will be broken. Can only be used twice per battle.

Adaptation | Rank: D | Cost: Chakra
Kitokage will in essence project a water clone of herself that is merely a mirage of water that will mimic her current movements and direction. Used mainly as a set-up for invisibility, or throwing an assailant off course.

Single Step | Rank: C | Cost: Chakra
[Requires active invisibility.] Once Kitokage is in an optimal position, she will launch herself in the air towards her target, aiming to slice from the neck to the opposite side waist. Invisibility breaks once the sword swing begins. Negates any reflex bonus' the target may have.

Water Pulse | Rank: C | Cost: Chakra
Kitokage will fire a large ball of water at a target, similar to Teppoudama.


Mei Mei β—ˆ B Rank β—ˆ Chakra: 800 β—ˆ Stamina: 250
Mei Mei is a winged blue and green-spotted, two-headed salamander roughly the size of a bus. Mei Mei is a hunter gatherer for the salamander tribe, and as such she is an accomplished warrior in both combat and stealth.

Ability: HachΕ«bikan [ Beautiful Reptile Sight ]
Being one of the tribes top hunters, Mei Mei has learned to track and hunter her prey better than almost every salamander alive. As long as the contract signor is within 30 feet of Mei Mei, they will be granted the two heads visual prowess at the same time as a pseudo-dōjutsu. The summomers iris' will turn yellow, and their pupil will morph to that of a snake's. This allows the shinobi to see two things; the chakra network (including color and bloodline, excluding Combo Kekkei), and heat signatures. This ability may only be active for three [3] posts, and can only be used once per battle.

Double Dragon | Rank: B | Cost Chakra
Thanks two having two heads, Mei Mei is twice as cunning. Firing a fireball from one head and a wind blast from the other, Mei Mei will korabo the two in to an overwhelming ball of swirling flames towards her target.

Buffer Zone | Rank: B | Cost: Chakra
Launching herself in to the air above the summoner, Mei Mei will beat her wings. Everything up to B Rank body is be blown backwards 40 feet but a tremendous downforce unless anchored in the ground in some way, excluding the summoner.

Flint & Steel | Rank: B | Cost: Chakra
Using one head to spit oil in a line on the ground, the other will shoot a weak flame, igniting it as a wall of flames. A decent zoning technique, it's secondary usage is to coat something in the oil and set it alight for various utility purposes.


Shiromari β—ˆ A Rank β—ˆ Chakra: 900 β—ˆ Stamina: 500
Shiromari is a massive salamander that, when summoned, explodes into a violent whirlwind. Very few people have ever seen Shiromari outside of his chaotic state, leaving many to never know what he truly looks like. Once summoned, Shiromari will begin to spin violently, leaving only his glowing red eyes showing atop a white whirlwind that conceals his body. Easily the most violent and aggressive of the salamanders, he will fight anyone and anything with unending vigor. The last salamander that challenged him was Ibuse, who took the title of Master from him.

Ability: Senpuukikō [ Whirlwind Armor ]
Shiromari is an excessively violent salamander, capable of destroying entire towns by himself while thrashing around. Due to his constant movement, a strong whirlwind surrounds him at seemingly all times. All projectile weaponry and taijutsu have no affect on this shield of wind, evidence of how dangerous he is in combat. This shield is treated as a defensive wind ninjutsu for interactions.

Uroboros | Rank: A | Cost Chakra
While inside his hurricane defense, Shiromari will begin to spin, amplifying the speed of his shield. Launching himself toward an enemy in a myriad of directions, Shiromari will try to crash in to the target and send them flying.

Lash | Rank: A | Cost: Stamina
The vortex isn't all that Shiromari can fight with. Even though nobody has seen his full body, some have seen his tail. Shiromari will stick his tail out of his shield as he spins, turning him in to a bladed top, an efficient defense. Can only be used while stationary.

Wind Shear | Rank: S | Cost: Chakra
Shiromari will slash with both front claws, though most cannot tell. Two large claw slashes made of wind chakra will launch from the shield toward the target almost simultaneously.


Ibuse β—ˆ S Rank β—ˆ Chakra: 850 β—ˆ Stamina: 850
Ibuse is a colossal, grey venomous salamander that is large enough for multiple shinobi to ride on his head comfortably. It is a myth known through out the sagelands that Ibuse is the immortal enemy of Ginda; the master of the snakes. More than capable of holding his own in a fight, Ibuse can destroy scores of trees with a simple flick of his tail. Some say he can even fight multiple Sannin level shinobi due to his immense strength and size. Due to Ibuse's immense sense of pride, any contract holder that wishes to summon Ibuse must be able to withstand his poison in some manner, or stand toe-to-toe with him in battle.

Ability: SanchΕ«doku [ Acidic Poison ]
Ibuse is the master of Salamanders, and he achieved that feat by simply being the most dangerous. Ibuse's skin is coated in acidic venom, that when touched has the potential to dissolve anything through completely. If the venom isn't removed with medical ninjutsu in five [5] of the target's posts, it will eat through whatever it is in contact with. If bitten by Ibuse and the venom is introduced to the bloodstream, the victim will experience what feels like flames coursing through their veins where their blood once was, effectively paralyzing the target through pain alone. The only way to cleanse this venom is with a special antidote found only in hospitals, as it is resistant to medical ninjutsu in terms of healing. If not healed within ten [10] of the target's posts, the victim will die. This venom works against all summons (not against demons), provided they aren't immune to poisons, and prevents Ibuse from being poisoned himself in any way.

Poison Mist | Rank: S | Cost: Chakra
Ibuse will exhale a purple cloud of poisonous mist in a fan shape for 25 feet, which can be used to surround himself if desired. This mist is stagnant once exhaled, and cannot move on it's own, lasting two [2] posts. It can be dispelled with wind ninjutsu techniques. Anyone who inhales this poison will receive a slight decrease to all DRs for each post they remain in contact with the mist, starting at one with a maximum of 12 reductions. It is possible to negate the effects of the poison with some kind of gas mask. To heal the effects of the poison, medical ninjutsu or a trip to the hospital will do the trick.

Subterranean Salamander | Rank: S | Cost: Stamina
Using his extremely strong legs, Ibuse will burrow his way underground. Due to his size, the ground will tremor up to 50 yards away, disrupting any concentration used. When he breaches the surface, Ibuse will normally try to catch his target from below, swallowing them whole. If not attempting to eat the target, Ibuse may launch upward, hitting the victim with extreme force, launching them high in to the air.

 

CircaNineOne


RobinBankz

Dapper Noob

PostPosted: Sun Dec 02, 2018 5:51 am
COMING SOON!!! MAYBE?

DA WOLVES WANT YOU!!!

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The Timberlands:
Forest of the Wolves (Ōkami no Mori)


The Timberlands are a large untouched and unexplored forest located near the mountains and not to far from the Vastwood. The forest has always been said to be dangerous and none have ever returned from venturing in. There are legends of great wolves that live there due the intense howling that can be heard on a full moon. Thriving on their ecosystem, in that forest, the wolf is the apex predator, and that will never be challenged.

Any soul brave enough to venture into The Timberlands, must face all their worst fears during the trek through. If they manage to face them all and come through alive, they will find themselves in the Forest of the Wolves. Any sign of fear or hesitation and the journey will surely be over before it even starts. The Wolves cometh. Are you ready?

Current Contract Holder:

Summoners:



Wolf Summons!!!
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                                T-H-E ~ W-O-L-V-E-S ~ C-O-M-E-T-H

                                "Pup" β—ˆ D Rank β—ˆ Chakra: 300 β—ˆ Stamina: 200

                                - Pup is exactly that, a young eager gray wolf pup who for some reason has better senses than any other wolf. Pup can see, hear, smell, taste, and feel more than any other wolf can and he makes use of this everyday. He however, is still just a pup and doesn't have the experience or skill like the other wolves. That doesn't stop him from trying to be useful in some way shape or form though. Pup acts like an "accessory" as in he rides around on his summoner and directs them in the way of the sense in the best way that he can. Only really knowing how to sense things, Pup is the perfect companion for those in need of a tracker.

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                                Ability: Puppy Power!

                                - With Pup on either the shoulder or head of his summoner, Pup can link his senses to the user increasing them immensely. Vision, hearing, smell, and taste are doubled however, the summoner is [1] rank more susceptible to all genjutsu due to this increase. This increase lasts as long as Pup is on the summoners upper body.

                                Techniques:

                                You Can't Hide From Me | Rank: C | Cost: Chakra
                                Pup links his summoner with his unqiue abilty. For the next [3] posts, the user can see chakra signatures as well as being able to determine the rank of the technique or rpc. This view also allows the user to see things that would normally be hidden to the naked eye.

                                A Young Pup Rises | Rank: C | Cost: Stamina
                                Pup links with the summoner giving them all of his stamina as a gift for a limited time. The summoner will be able to perform simple bukijutsu or taijutsu techniques pooling from his stamina pool. This effect only lasts for [5] posts or until stamina is used up. After using this technique, Pup returns to Ōkami no Mori due to exhaustion.

                                Scrappy Who?! | Rank: D | Cost: Chakra
                                Pup gives the summoner a small boost in courage allowing the user to increase a stat of their choosing by a mild amount for [3] posts. This effect cannot stack.

                                Asena β—ˆ C-rank β—ˆ Chakra: 200 β—ˆ Stamina: 550

                                - Asena is a large black wolf (small car) that vicously protects her pack. The summoner always has a handful with her due to her wild maternal nature. She believes anyone she cares about is her pup and will attack without warning if she feels they are in danger. She is a dangerous close range fighter that will draw attention to her rather than her pup. She is stern and wise and knows all about rasing pups and children.

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                                Ability: Don't You Touch My Pup!

                                - Asena likes to stay as close to one of her pups as possible, never leaving their side. She does this in order to protect them at any and all cost. While within a certain range of her, the summoner gains a boost to fortitude. The boost is moderate while within [5] yards of Asena. The summoner however, has their strength decreased by the same scale.

                                Techniques:

                                Take Me Instead | Rank: C | Cost: Chakra
                                Asena lets out a mighty howl that attracts all chakra based attacks to Asena instead of the summoner. This effects all ninjutsu regardless of rank, and redirects the jutsu or chakra based projectile to Asena.

                                A Mother's Love | Rank: B | Cost: Complex
                                Asena pours chakra into her body basically becoming a shield for the duration of the post. She is able to block up to B-Rank techniques for the remainder of the post. Has a [3] post cooldown. Can only be used [3] times per battle.

                                Heavy Handed Affection | Rank: B | Passive
                                Asena's formless strikes are filled with so much passion and strength, that they litterally feel like "tough love". All her formless strikes gain the ability to deeply wound the target causing them to bleed non stop until healing is applied. This increases cost of her formless strikes by [5] per rank.


                                Balto β—ˆ B-rank β—ˆ Chakra: 525 β—ˆ Stamina: 525

                                - Ah Balto. A legend among wolves, Balto is a scrappy brown wolf and an experinced hunter and predator. He is large (small car) but more scrawny as he is always moving. This doesn't affect his ability though. Not in the slightest. His role in the pack is to find and bring back food. He is very calm and patient. He hides in the shadows until it's time to fight in the open, and that's where he is truly dangerous. When faced with an impossible situation, he'd rather die than run away without his prey.

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                                Ability: The Legend Of Balto

                                - When Balto is summoned, for the first [3] posts, he and the summoner gain a moderate boost to speed and reflexes. Afterwards, the summoner will lose a mild amount of fortitude for the following [2] posts.

                                Techniques:

                                Go For The Throat | Rank: B | Cost: Complex
                                Balto will pounce his opponent slashing or biting vicously at the targets neck. The pounce can come from up to [10] yards away and causes to target to lose one activation on the next post if landed. The move is more so desgined to catch and pin while causing some damage. Due to the percision needed to land, this technique cannot be a fatal blow and will cause mild bleeding at most.

                                Mush! | Rank: A | Cost: Stamina
                                Balto increases his and the summoner's speed by a great amount. This increased speed lasts for [5] posts and can only be used twice per battle. Afterwards, their speed is reduced by a mild amount for [3] posts.

                                Balto's Pride | Rank: A | Cost: Complex
                                Balto will pour chakra into his claws and teeth making them sharper and more dense. This chakra also causes the target to gain an effect that causes them to become heavier and heavier. Each strike that lands will double the targets weight slowing them down for [2] posts. The weight can only be doubled twice. Lasts for [5] posts.

                                Lupa β—ˆ A-rank β—ˆ Chakra: 1000 β—ˆ Stamina: 400

                                - Lupa is a very special case. She is not a wolf at all. In fact she is a coyote who was taken in by the pack. She is about the size of a mountain bike. Lupa is really good with both Ninjutsu and Genjutsu and she also can attack when need be. She is timid due to her not being a wolf, but still adored by the pack. Because of this, she swore loyalty to the pack, and fights for the pack only. She has an ability similar to Pup's but she uses it quite differently.

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                                Ability: Spiritual Bonds

                                - Lupa bonds with the summoner the moment she is summoned. The summoner gains access to her techniques while Lupa gains access to the summoner's affinities and can apply them to her formless attacks at the cost of [5] chakra per rank making them complex.

                                Techniques:

                                Affinity For The Weak | Rank: A-S | Cost: Chakra
                                Lupa uses her bond with the summoner to fire off chakra bullets of whatever affinity the summoner has. The bullet is about the same size as the C-Rank fireball but does rank appropriate damage. The bullet also loses all weaknesses, but cannot benefit from superiority either. (Can be used by summoner.)

                                Wait...You're Not A Wolf! | Rank: A | Cost: Genjutsu [Chakra, Instant, Sight/Sound]
                                Lupa uses a genjutsu that causes the target to see her as the summoner, and the summoner as Lupa. When trying to strike the wolf (summoner) they are hit with an intense amount of pain. When trying to attack the summoner (Lupa), the attack goes through as normal. If Lupa is hit, the genjutsu ends but the attacker feels the damage they did to Lupa. The jutsu has an upkeep cost of [30] chakra per post, and ends when Lupa is hit, the technique is Kai'd or Lupa is unsummoned. (Can be used by summoner.)

                                We Fight As One | Rank: A | Cost: Passive
                                Lupa can Korabo with the summoner (or pets and puppets) or with the summoner's allies with "Affinity For The Weak" at anytime regardless of the summoner's Korabo level.

                                Fenrir β—ˆ S-rank β—ˆ Chakra: 800 β—ˆ Stamina: 900

                                - Fenrir is a gigantic worg who is in charge of the pack. He is the apex predator of The Timberlands. This is even known to the Rabbit Clan of the Vastwood. Given that he is as old as the forest itself, Fenrir has done quite a bit for the pack. He protects them with his massive size and fury. Has a leader mentality as well as two sons, Skoll and Hati (doublewide trailer sized), that are obedient and loyal. Fenrir is an old stubborn wolf who will not budge once a decision is made. Due to his age and wisdom, he usually lets his sons or a member of the pack take charge and sits as more of a final say than a first word.

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                                Ability: Leader Of The Pack

                                - Fenrir's and the summoner's formless strikes are treated as complex to simple techniques and gain a small de-buff that reduces the targets reflexes by a slight amount per contact made. The de-buff can stack and be refreshed up to a supreme reduction. Lasts for [3] posts. All formless however is increased by [5] per rank. This effect extends to Skoll and Hati as well.

                                Techniques:

                                Howl | Rank: S | Cost:Chakra
                                Fenrir let's out a huge howl that intimidates everyone other the summoner. The summoner's allies are affected by this technique too. The howl is so mighty and loud that anyone who hears it (besides the summoner) loses an activation on the next post as well as receive a moderate decrease to strength lasting for [3] posts. The howl can also break anyone who hears (including the summoner) it out of genjutsu if the genjutsu is A-Rank or lower. Can be used once every [3] posts and only [3] times in a battle.

                                Skoll and Hati| Rank: S+ | Cost: Chakra
                                Fenrir will call forth either Skoll or Hati and allow them to take over in the fight for him. They both have [1] unique technique that takes over Fenrir's "Howl". They pull from Fenrir's chakra and stamina pools. Fenrir cannot make activations during this technique and both Skoll or Hati are limited to two activations. Each wolf is usable only once per battle. Lasts for [5] posts. If Fenrir is unsummoned, so are Skoll or Hati.

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                                Skoll β—ˆ A-rank (Red): Cost: Stamina
                                Sol (Sun Chaser): Skoll can rapidly pursue a target and show up behind them. This technique can also be used after a movement based technique like shunshin so long as the summoner can visibly see the target. (S-Rank)

                                Hati β—ˆ A-rank (Blue): Cost: Chakra
                                Mani (Moon Howler): Hati can launch a variation of ninjutsu attacks at the target. The attack is up to the summoner, being that is a known technique, but it can only cause up to B-Rank damage (The technique can be of higher or lower rank, but damage is augmented to B). However, the ninjutsu used will home in on the target with deadly precision. (S-Rank)
 
PostPosted: Sun Dec 02, 2018 2:11 pm
"New" Clan #1



The Junsei Clan
Perfect visage of humanity's evolution

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___Background/History:
Originating from a prominent family of shinobi specializing in medical ninjutsu, the Junsei clan developed their healing arts to a terrifyingly masterful degree. The secret arts they developed and eventually perfected after many, many generations resulted in techniques capable of manipulating the user's body as deeply as on a genetic focus. Now, in the modern era of shinobi, the Junsei family is spread far and thinly throughout the world using their techniques, typically hiding, amongst the mortals while extending their own lifespans and changing their appearances.

___Traits:
β€’ Any changes made to the body can be reversed without extra cost/effort.

___Restrictions:
β€’ Must be Medical Class
β€’ Cannot select Junsei for the Bloodless Kin trait's secondary clan access.

___Optional PAs:
β€’Magical Science: The Junsei does not need to be medical class to learn and use clan techniques. Junsei ninja are able to access medical ninjutsu techniques as though they are a single medical class, regardless if they have medical class. If you have this pa and medical class, then you can learn medical ninjutsu as though you were double medical in terms of limitations.
β€’Eternal Perfection: Regeneration and Resistance abilities' effects are automatically applied and paid for (after learning to use them). Also, all Junsei clan techniques can be activated without performing hand seals or needing other forms of chakra molding.
β€’Genetic Diversity: Junsei clansman with this PA can have +1 implant and any/all implant they have can have techniques learned up to their current body rank.

___Abilities:

Regeneration
Rank: B
Type: Spiritual
Official Description: The clan member has reached the point to where they can manipulate the cells in their body, up to the point where they can heal a variety of wounds. The user will focus the necessary chakra into the process of mitosis and cytokinesis to reproduce cells at faster rate and merge them together in order to completely heal the wound. This can even be used to reattach or replace lost limbs or organs if needed.
Guild Description: The user can heal a number of non instantly-fatal wounds depending on their body rank. For every body rank, the user can heal +1 wound, starting at 1 at D-rank body with the ability to learn B-rank jutsu.

Resistance
Rank: Variable
Type: Spiritual
Official Description: A process that is activated once a foreign substance (beneficial or detrimental) enters into the user's body. The Junsei's body begins to manipulate tiny white blood cells, neutrophils, within their body using chakra to immobilize anything foreign and stops the spreading of such rendering it completely harmless. Afterward, the lymphocytes will begin to make a complete copy of the substance which causes the body to recognize it as safe and adjust the body to its presence.
Guild Description: Any hazard or medicine which the user's body comes into contact with will be neutralized by the Junsei's body at a cost appropriate to the tier of the substance being countered. Thereafter, the Junsei becomes completely resistant to that substance. Can be learned at D-Rank body.
β€’ Light: D-Rank Chakra Cost
β€’ Medium: B-Rank Chakra Cost
β€’ Heavy: S-Rank Chakra Cost

Shapeshift
Rank: A
Type: Spiritual
Official Description: The Junsei clansman utilizes their abilities of cellular manipulation to manipulate their genetics to the point that they can alter their appearance and other physical attributes (voice, etc.). This highly advanced transformation skill allows the user to permanently change to another form, regardless of what that form might be.
Guild Description: The user cannot take a form that exceeds a physical size of 30ft in any dimension. If not returning to their original form, the user must repay the cost of this technique to transform again. Must be in a perfectly healthy state to use this ability.

___Techniques:

Rough Skin
Rank: X
Type: Spiritual
Official Description: Through the manipulation of the collagen and elastin cells with their skin, the user can harden their skin into a nearly impenetrable barrier. However, due to the compounding of skin cells forming quickly, the body discolors to a shade of gray due to the growth. The skin provides an excellent defense physical and chakra-based attacks. This technique is vulnerable around the joints to keep the user's movement uninhibited.
Guild Description: The skin's reinforced form only remains active for six [6] of the user's posts before the cells revert back to normal unless the cost is repaid to maintain this state. The rank of chakra paid protects the Junsei from bodily harm from a technique(s) up to the same total rank's worth of damage; counts as spiritual Medium Armor for interaction with bukijutsu/taijutsu. However, physical force is not negated by this technique (a high strength attack could still send one flying).

Vibrating Strike
Rank: X
Type: Complex
Official Description: A simple process, focused into a specific area in the body which can direct a physical attack, created by the cellular vibration in the skin and muscles, through chakra, into a violently moving force to disrupt the solidarity of most obstacles.
Guild Description: Must pay equal to the same cost as the Hard Formless or taijutsu technique it is being used with. The enhanced attack will be enabled to destroy defensive techniques and structures one rank higher. Also, any enemy that is struck will suffer from shattered bones and other internal damage relevant to the contacted area. This enhancing vibration only lasts for a single strike for any unarmed Hard Formless or taijutsu.

Shark Skin
Rank: C
Type: Spiritual
Official Description: Through the same method of manipulating the collagen and elastin cells in the skin as with the Rough Skin technique, the user adjusts how much was originally used in order to give it the property of shredding upon touch in either direction. This modification alters the basic shape of their limbs and body only slightly as sharp, protruding spikes line up and down the skin now.
Guild Description: Rubbing, scraping, etc. interactions with the user's skin to other surfaces cause one [1] inch deep lacerations on surfaces up to the same toughness as rock; metal only gets surface scratches. Must be used while Rough Skin is active and remains active as long as Rough Skin is in use unless the Junsei chooses to revert their skin to a less jagged state.

Shark Skin Projectile
Rank: C
Type: Simple
Official Description: While Shark Skin is active the user can cause a moderate amount of their spiked flesh to protrude to the point of sticking straight up on their body and launch them off in a single or multiple directions.
Guild Description: Can launch up to 20 projectile flesh spikes per use. If used five [5] times then Shark Skin must be reactivated due to the spikes consumed for this technique. Each spike has enough penetrative power to become lodged in the flesh of an unarmored/unprotected opponent and will cause further internal harm if not removed.

Hazard Injection
Rank: B
Type: Spiritual
Official Description: With this technique the Junsei can recreate and inject any organic hazard they have gained an immunity to thanks to the Resistance ability into another person. Syringe-like needles grow at their fingertips to allow for injection.
Guild Description: See Official Description. Only organic hazards may be recreated for use.

Muscle Fortification
Rank: A
Type: Spiritual
Official Description: The Junsei clan has developed techniques to not only transform and heal but also to augment their bodies. This skill allows them to reinforce and better stimulate their muscles to maximize their physical power output to an unnatural degree. However, their is a heavy drawback which leaves the user significantly weaker after using this technique.
Guild Description: For six [6] posts all Hard Physical, Taijutsu, and Bukijutsu techniques are treated as spiritual for the duration of this technique. Also, all contact techniques carry enough force to violently throw opponents with a lower body rank away up to 30 feet, half that for opponents of equal body rank, or at least off-balance/stagger enemies of higher body rank. After the duration ends, the Junsei suffers a great (-5) decrease to Strength and heavy (-4) decrease to Fortitude for the rest of the battle. Can only be used twice per battle.

Genetic Symbiosis
Rank: S
Type: Spiritual
Official Description: With this skill the Junsei can integrate genetic material they have obtained into their body. The obtained cells, organs, or body parts will be flawlessly integrated into theirself with this technique. Special genetic material (as described by the Implant System are also viable options if the user has the available Implant Slot(s).
Guild Description: See Official Description. Follow Implant System guidelines for obtaining any kind of implant material.

Health Preservation
Rank: S+
Type: Spiritual
Official Description: The multiplication of all cells at once is the final layer of protection for a Junsei who has mastered their manipulative cell ability. Within Health Preservation, the user can focus their body's chakra supply into the rapid regeneration of cells to recreate any substance in their body, so long as their heart is not immediately stopped upon damage. The speed of the regeneration from the outside appearance is unbelievable, but from the inside it is breathtaking.
Guild Description: Allows the user to completely return their body to a fully healthy, unharmed, and unhindered state. Not only does this heal injuries but it also removes all active instabilities (statistical debuffs, genjutsu, etc.). The healing process does not finish until the end of the user's following post; it costs one activation in the first and in the second post. However, it can be completed in the first post if two of the user's activations are expended in the post it is used instead of one.

___The Junsei Clan:
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(Open)


 

Regenki

Versatile Tactician


___youwillknownihilism

PostPosted: Sun Dec 02, 2018 4:05 pm
Sound Sight
Kenzen'na kōkei Clan

Unparalleled Sensory Oppression

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___The History of the Kenzen'na Kokei:
Otosan clan began within the City Hidden in Darkness, a byproduct of twisted experiments that occurred during the Great War. Due to their cities lack of light, many of the ninja who came from the city were blind and unable to fight the bright attacks of the ninja in the upper world. But there was one clan who seemed to have a unique ability to fight the takeover none the less. This clan had developed a bat like sonar within their senses, a pattern of vibration given off their bodies that gave them a pulsing sight and allowed them to identify objects. This clan won its respects during the war, remaining hidden under the mountains. But a few younger ninja have ventured beyond the city, bringing with them their unique bloodline.

___Kekkei Genkai Description:
The Otosan clan is blind, however their bloodline is a doujutsu derived off of sonic vibrations given off by objects and humans. Otosani clan members can then use this to help them identify ninja, and navigate through areas. These frequencies are ultrasonic, undetectable to all but their clan due to their highly sensitive ears which then translate the frequencies into a β€œsight” derived of sound. It is used so they can navigate regions and identify others. This superb hearing also led to them developing a new type of sound attacks. As they grow to learn to use the abilities of this sight, they can alter the pitches to leave others under various effects. While they can mold chakra, they have been known to be more aligned towards physical things.


___Rules:
● Members of this clan MUST be naturally blind. There is no work around.
● You Must be a Sensor class to have this bloodline, or even implant it.
● You are able to hear and detect anything within a thread you occupy, even ninja in stealth, unless they have specific debuffs against hearing them. Those techniques that do mask sound must match your rank, or they will fail.
● Otosan are typically of EXTREMELY high intelligence.



Traits
● Members of this clan can identify people via their β€œaura,” the natural vibration they give off while they are within Sound Sight range.
● Due to their blindness, the Otosan clan is immune to sight based genjutsu.
-They can't see. As a trade off, sound based genjutsu are a rank more effective on them when they are the primary sense.
● Clan members may learn an additional Sensory and Wind jutsu per post.
● Members of this clan can speak to others using soft vibrations in their inner ear. These can never be harmful, but they are inaudible (besides the intended target) unless someone with the dojutsu is also present.
● At D rank, when the bloodline manifests, your hearing is precise, and paints an echolocation-like image of your surroundings that is even more vivid for those who can see in some ways. Similar to the byakugan, everything within a sphere above and below ground that makes a sound, or even makes contact with anything you too are touching is painted instantly in your view. The range for your Soundsight scales with rank, but even outside of that dome of total sensory awareness you can still hear macro sounds, feel footsteps and the like. It just isn't precise.

At D rank: 50 meters
At C rank: 100
B Rank: 200
A Rank: 300
S rank: Entire threads are subject to your Sound Sight. NOTE: No matter how quiet you claim to be, something on or in you is making a sound. You could reasonably whisper outside of the given ranges and not be detected, but running or yelling would for sure give you away.


Optional PAs
● Sensate: With this pa, you are allowed to circumvent the rule that you must be of sensory class, but your soundsight is forever restricted to only giving you precise information within 50 meters of yourself.
● Audio Blur: Anything within your sensory range can be, at will, muted of sound entirely. So long as you focus on a single target their sound will completely be erased. This has both an offensive and defensive effect, and as such it takes a single supplemental activation to maintain per post.
● Focused Reserves: +100 Chakra.


___Sound Sight Techniques:

Disorientation
Rank: D
By using their chakra to manipulate an opponent’s natural vibrational frequency, they can cause their vision to waver. This is useful to avoid attacks and cause mild effects such as nausea and dizziness. Any opponents speed rank is cut slightly by this technique. This jutsu lasts for 3 posts.

Soundwave
Rank: D
The user of this jutsu claps their hands together, or does something that requires making abrupt noise, to create a wave of sound. Like a wave of wind it can strike objects in the air and halt their progress. This jutsu also can be used to push opponents back 2m.

Echoing Steps
Rank: D
The user can alter the frequencies of an area to conceal their own allies noise while echoing the sounds of an opponent. This allows them to move silently until they attack, or more easily expose an opponent. Can cover up to three people, and after its initial cast, doesn't have a cost to upkeep.

Kaze Senbon no Jutsu (Wind Needles Technique)
Rank: D
This jutsu uses low frequency sound waves to manipulate air particles. It increases the density of the air around the user’s hand into several small air pockets and then fires these pockets at high velocity toward a certain target. The wind is usually formed on top of the user’s finger and shot at will. It can be shot with dozens at the same time, and do not have to move in a straight line. However it is easier to spot than most needles due to the vacuum of air that it creates and lets the opponent see it.

Pitch of Hell
Rank: C
This jutsu alters a frequency from ultrasonic to a high pitch squeak that can damage an opponents hearing temporarily (3 posts), completely deafening them. This pitch can also be used against summons to bring them to their knees for that duration.

Kaze no Yari (Wind Spears)
Rank: C
This jutsu combines the principals Kaze no Senbon wiith greater chakra control. In effect, it creates multiple spears of wind that may be fired together or independently. The spears simply hover near the user until their usage anytime within three posts, and up to a dozen of these may be created. Every three are equal to a single E ranked attack, so unless they all strike the same target they won't typically break defenses.

Feedback
Rank: C-A
This jutsu makes a constant rain of sound that sound like huge explosions happening all around, while also creating a constant shockwave 10 feet around themselves. This hampers hearing hugely, and disables any attacks coming at the user. It lasts for five posts, or until the user ends the effect. These affects do not harm the user, and they can move while it persists. Anyone who comes within range of the shockwave will find their skin rended as they are shoved backwards up to ten feet by it.

Sound Mask
Rank: B
This jutsu alters a person’s frequency so that they take on the voice and general appearance of another ninja. This alteration can even fool sensory jutsu to think a ninja isn't who they are. This disguise can be held up to 10 posts unless discovered.

Noise Pollution
Rank: B-S
This jutsu creates a solid wave of sound that travels somewhat slowly. This wall has a middle C pitch that is rather loud, and rebounds just about anything that comes in contact with it violently, if it doesn't clash with or overpower it. It can be manipulated by the users chakra. Lasts Four posts.

Oto Shield
Rank: B
This jutsu creates a shield made of sound around the user that can block all B-ranked and lower techniques, and dampens all sound in the area with it's noise. It does not move, however, and only extends to five feet around the user. This shield can be maintained up to 4 posts.

Kaze no Ransu (Wind Lance)
Rank: B
In this new incarnation of the Kaze no Sen, the user creates a single, long air bolt of extreme density and power. It then is launched at high velocity toward a target. As it approaches the target, the user may choose to have the lance separate into several hundred needles much like those described in Kaze no Senbon.


Slicing Pressure Trap
Rank: A
This jutsu creates a tunnel of slicing sound which covers an area of 5 meters wide and several hundred deep and high. This tunnels wind can cut flesh to ribbons, and slice through all defenses of its rank or lower. It will rage around a target area for 5 posts before ending in a violent, ear drum rupturing burst. It also deafens all those caught inside of it as well.

Torture of the Body
Rank: A
A burst of sound that alters a persons pitches to cause a series of pains to shift through their nerves on contact, causing pain similar to being cut by alcohol dipped knives. If moves like a ball of sound.

Dog Whistle
Rank: A
Most commonly used against animal summons this creates a frequency that is painful for animals to hear, immobilizing them completely for three posts. Has a five post cooldown between successful uses.

Kaze no Hitoame (Rain of Wind)
Rank: A
The user once again compresses air using sound waves, only in this case, several Kaze no Ransu are created. The usual form of this jutsu involves the creation of these Ransu above the target's head and bringing them down on top of him. This form of attack is incredibly destructive to whatever it hits, and also gave the jutsu its name. In spite of this, the user may create and aim the Ransu anywhere within the thread, however they must all travel in the same direction. This also must be outside of 15 feet of an opponent.

Banshee Wail
Rank:S
A technique where chakra Is kneaded into the lungs of the user alongside an unbelievable amount of oxygen, and expelled in the form of a hyperloud scream that permeates entire threads with it's dense, overpowering pressure. All those who hear it, friend or foe, have their activations reduced by one for every post that this technique is maintained. It lasts two posts before it must be repaid for again, but consumes an activation to maintain everypost. This skill is extremely harmful to opponents, and after three posts of continuous exposure targets will have permanent damage done to their hearing until a medic can heal them.

Shatter
Rank: S+
The user pours chakra into their vocal cords and screams, using more chakra to manipulate the sound to only travel in a cone forward. The intense fluctuations in pressure caused by the hyper-amplified sound will cause microscopic weaknesses in the skin of any enemy caught in the blast to shear apart, creating thousands of tiny surface wounds. Internal tissues are affected as well at ranges less than 20 feet, creating numerous internal wounds that can take weeks to heal without a shinobi medic's intervention. Being within 10 feet guarantees you will be out of the fight.


Clan / Kekei Genkai Members
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PostPosted: Sun Dec 02, 2018 4:07 pm
The Hoshigaki Clan

One With the Sea

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___The Abyssal Ones:
The Hoshigaki clan are most infamously known as being ravenous hunters, savaged combatants and absolutely ruthless aggressors far beyond the waters of Kirigakure, which was at one time thought to be the origin point. While exactly where they came from in the Land of Waves is lost to time, it is thought that they are one of many offshoots of the original clan wars, one that took to the seas to avoid extermination by the stronger Senju, Uchiha, Hyuuga, and other well known and renowned clans. They lived as seafarers: pirate bandits that made their homes on unmarked islands and hunted down enemies that may find and assail them with viciousness unseen since barbarian times. In truth, this is why their reputation at one time was so horrible. The truth is they learned from the oceans and the creatures of the sea, molding their chakra across generations to become better adapted to ocean and island living. This is where they gained the sharklike traits: a combination of accidental gene therapy and selective breeding. The strong warriors were taught to leave nothing behind while life moved at a normal pace back home. To this day, the oldest teachings and habits still pervade the shark people: they are fierce, loyal and territorial by nature, and nothing has a more indomitable will than a Hoshigaki with a challenge.

___Traits:
β€’ All Hoshigaki have the water element, and techniques that form a fling sharks made of water do not require slots to learn.
β€’ They learn water techniques and bukijutsu at a rate of +1 per post.
β€’ Hoshigaki are quick to anger, and when they smell blood, literally or figuratively, they tend to be quick to capitalize on the weakness they perceive.
β€’ Hoshigaki are capable of harnessing natural energy while moving so long as the are in water, and have their own sage mode as well. This sage mode cannot be maintained for long while on dry land, but because they can continuously refresh their own natural energy while in water they are capable of using it for much longer than normal. Requires A rank to access. It only requires 5 posts of deep meditation on their connection to the sea itself for them to access it. This sage mode follows its own rules, and gives the listed Senjutsu techniques as well. Incompatible with human or animal sage mode simultaneously.

The Sage mode gives an active supreme boost to fortitude and speed, alongside an equivalent boost to strength and reflex while in the water. The user gathers 50 natural energy per post while in the water, but the sage mode can only be maintained for a max of ten posts, even while submerged, after which the user's remaining chakra and stamina are reduced by 50%, and all NE is lost. Water techniques and bukijutsu overwhelm same ranked techniques, following normal sage mode rules.

___Optional Pas:
β€’ Barbaric Bloodlust: Hoshiagki clansmen have either a supreme strength or speed boost, gaining one every time they learn a level of their techniques: ie an E rank is one slight, D rank boosts it to mild, C is moderate, B is heavy, A is great, S is Supreme.
β€’ Sharklike Aggression: The Hoshigaki clan members start with an additional 2 buki styles.
β€’ Ravenous Hunters: Hoshigaki have a bonus 50 to chakra and stamina.

___Senjutsu Techniques:
Hoshigaki Secret Technique: Senpou: Blood In The Water
Rank S
With only a deep inhale, the user of this technique lets out something of a sonar blast akin to an Orca or Hammerhead, which travels 50 feet on land, and triple that in a body of water. Enemies and allies alike that are struck by this technique are stunned, bleeding from their nose, ears, eyes and mouth as the pressure washes over them and even rends their skin. For two posts, they have their activations reduced by one per post, which includes any extra activations to defend from extra enemy attacks beyond three.

Senpō: Feeding Frenzy Technique
Rank S+ Complex**
After entering Sage Mode, the user focuses solely on targets that have already been wounded, if any, and capitalizes on those weaknesses. Wounded enemies are treated as having their fortitude and reflexes reduced moderately whenever the Hoshigaki attacks them, while the user gains an active strength and speed boost, only against them. As a trade off, they can no longer be reasoned with, or strategize besides attacking and attempting to kill the chosen target. Skill costs a full S+ from both resource pools, and NE to activate, and lasts for 8 posts.

Hoshigaki Secret Art: Hunting Grounds
Rank S+
With a mass of chakra that is downright stupid, enough water to flood something akin to the Valley of the End is created, centered on the user, and following their movements unless they anchor it to a certain location. This water is three times greater in volume than the Great Bursting Water Collision Waves technique. This water is no more conductive than air, but is otherwise treated simply as water. Attempts to use Water Walking on the water will always fail.

___Techniques:
Blood in the Water
Rank E
The Hoshigaki, upon inflicting a wound upon a target that causes them to bleed, can track the scent of the target with exceptional voracity, able to continuously pay this cost activation free per post to track them until they manage to mask their wound somehow, or travel through three different subforums.

Contempt for the Weak
Rank E-S
The user can deal additional damage to an already wounded target by paying the cost of the technique they used on contact with the target. This technique is merely paid for at the time of release, and preloading it, for a supplemental activation, does not incur a cost if the technique is not landed. Only affects taijutsu and bukijutsu

Coastal Lunge
Rank D
This skill can be used to launch the user up to 20 feet in a given direction, augmenting another taijutsu or bukijutsu attack as it is done, with a mild speed boost. For Example: if a taijutsu attack is a simple punch, this skill can fling the user 20 feet as a part of the same activation. Has a one post cooldown unless used while under water.

Sharkskin Redouble
Rank D
Using the kekkei genkai attached to the Hoshigaki clan, the user buffs their fortitude mildly, while also activating a last second, quick defense. Requires no handseals to activate, and has the added effect of making any taijutsu attacks lacerate the skin of those hit in addition to their normal damage. Lasts two posts.

Gang-Orca
Rank C
The user lets out a guttural, high pitched or low pitched whine from their throat that booms forward in a 15 foot cone. Targets hit have their reflexes slowed moderately, and experience general disorientation making their reactions that much harder to string together. When used under water, this skill has double the range. Lasts 2 posts if hit on land, and four if hit under water, but has a four post cd either way.

Manta Strike
Rank C-A
The user channels the power of the water around them into their weapons, their hands, even their eyes or mouth, and fires it off in a powerful attack that can blow apart a bounder with ease at low rank, and tearing apart large houses at A. Is treated as a suiton technique, and without a source of water to absorb this skill has a one post charge time, though you can still act while charging it. As an added boon, while near a large enough source of water, this skill can be channeled, dealing constant damage per post, though still costing an activation. Note that you are not rooted in place while using this attack.

Ocean Brine
Rank B
Spraying water from their mouth into the air, or even using what is already around them, the user will perform handseals and dozens of needle projectiles to rain down on a target, battering, piercing, slashing and otherwise decimating anything foolish or unlucky enough to be hit by the full brunt of the attack.

Aqua Jet
Rank B
This jutsu surrounds the user in a sheath of water and bursts them forward intending to ram into a target. It persists for up to 5 posts, giving the Hoshigaki a method of speedy transportation that outruns techniques that don't match it's strength. Conversely, for aesthetic, you can style yourself however you want. The default is a sharky sheath though.

The Wake
Rank B
This skill sends out a pulse throughout any bodies of water in a thread that causes the waters to become extremely hostile and uneven, making anyone that isn't a Hoshigaki clansmen struggle to maintain their ability to walk on it, or even easily stay afloat. This skill makes the Art of Walking on Water skill cost a D ranked amount of chakra per posts, and lasts for three posts.

The Deep Blue
Rank B
This skill shoots a cannonball made entirely of water from the gullet of the Hoshigaki at a target up to 40 feet away. When it hits or reaches maximum distance, or at the triggering of the user, the ball of water will explode, scattering water across the entire thread in a vortex that ravages an area 20 feet in diameter. The user is immune to being harmed by this technique, and it leaves behind 3 feet of water for 3 posts that stays centered on the impact zone.

Voracious like the Trench
Rank A
This skill causes the Hoshigaki's blood to absolutely boil with aggression, boosting their strength and speed mildly. This skill also causes their tai and bukijutsu strikes to be empowered by the suiton element to deal an additional C rank damage. Where defenses are concerned, this damage occurs to shields and the like before any other techniques so as to allow them to carve through, but this will consume the boost. Lasts 5 posts.

Hoshigaki Secret Forbidden Art: Origin Pulse
Rank S
All life began in the great oceans, and to the oceans all life eventually returns. This technique takes that principle and turns it on it's head, utilizing every bit of water in a thread that isn't in use for another technique and immediately causing it to gather into the air, as high as the Tengai Shinsei technique and equally large. This skill absorbs water from clouds, moisture from the air, bursts it free from bottles and even pulls some from deep within the earth itself at the behest of the shinobi, and then it sends it descending. The result is a massive amount of damage that is comparable to tidal wave, if they suddenly hit the ground and boomed outward from there. In the end, enough water is left behind for the Hoshigaki Secret Art: Hunting Groudns technique. If that skill was already active, that water can be yanked into the air, along with the shinobi inside of it, and powered with sage chakra instead making this technique that much more powerful. When it collides with the ground in this case, all parties that are trapped within the bubble are still subject to the damaging effect. This also does not end the Hunting Grounds technique.


Hoshigaki Users:
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(Open)
 

___youwillknownihilism


NecroPlant

Trash Gardener

PostPosted: Sun Dec 02, 2018 4:31 pm
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Verdant Abyss : Aquatic Summons



The Verdant Abyss is home to the Aquatic summons, which extend to all manner of fish species, excluding crustaceans, and cephalopods. It is unlike any other summoning island in that it is below water. It can be considered one throw the idea of forming an Aquatic pact out the window if the ninja cannot even brave its depths. Here the giant shark Megalo and his wife Abyssia have made their home. Earning their favor often is like pulling teeth but will be all the worth it in the end.


Current Contract Holder:

Summoners:


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                                Clyde β—ˆ D-rank β—ˆ Chakra: 100β—ˆ Stamina: 300
                                Clyde is a dork. But damn it if he doesn't try his hardest! He'll often talk about comics and pop culture along with his favorite cartoons. Yeah fish apparently watch cartoons. He wants to be a hero like all his favorite comic book heroes and heroines but he was just born with the short end of the stick. He has a hard crush on Tanaella who thinks he's super gross but his heart is strong and big like his bulging eyes. He will work his damned hardest for his summoner no matter who they are or what they are.

                                Ability: Never Give Up!
                                Even after Clyde has been defeated and or his summon concludes he can be summoned again. Whenever he is resummoned his injuries are healed but his pools are reduced by half. This continues until his pools are so low it becomes pointless to summon him, but he'll still heed that call like the trooper he is! His infectious motivation increases all his summoners descriptives a [slight] amount. He is summoned in a mobile water bubble on land that floats.

                                β€’Kenshin {Dedication} | Rank: D | Cost: Stamina
                                Description: Clyde charges into the fray trident raised a simple attack that while not particularly strong can catch an opponent off guard in that his small stature makes it difficult to evade. Costs a [C] amount to evade.

                                β€’ YΕ«jō no chikara {Power of Friendship} | Rank: X | Cost: Stamina
                                Description: Clyde follows up an attack made by his summoner with his own. If his summoners attack hits so does his. Clyde's attack is equal to his summoner's attack [-2] minimum [E] and deducts an amount of Stamina equal to the summoners original attack.

                                β€’Gyorai! {Torpedo Fish!} | Rank: C | Cost: Stamina
                                Clyde builds up all the speed and momentum his tiny body is able to muster he then launches himself trident forward at the target. This attack is treated to have a [supremely] higher speed boost and can cause an inattentive individual great deals of pain as Clyde can quite literally in such an event shoot through the target.

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                                Tanaellaβ—ˆ C-rank β—ˆ Chakra: 600 β—ˆ Stamina: 150
                                Tanaella is the spoiled brat of the aquatic summons. She firmly believes she is a princess and that one day she will usurp Abyssia. Still, despite her haughty and arrogant attitude, she does have some fans in the ocean. At the end of the day, Tanaella is a Diva but her abilities are not to be deemed to be any less effective for it. She has no problem healing 'hot dudes' but if your a big breasted girl or ugly have fun trying to convince her to help you unless the situation seems truly dire. Not to say 'hot dudes' are completely safe, Tanaella isn't one to shy away from getting her way and will often make deals such as "kiss me first" before helping out. If summoned on land she appears in a mobile water bubble that floats. She's really not one for fighting so it's best to summon her on the sidelines.

                                Ability: Aqua Aid!
                                Tanaella has the ability to cast Eiseijutsu up to B-rank maximally. She does this, however, using water as the medium. Healing hands, for example, would heal through the use of the water she has available to her. She's trained in C-rank soft physical formless.

                                β€’Shugākisu {Sugar Kiss}: | Rank: C | Cost: Chakra
                                Description: While incredibly gross being kissed by a fish there's no denying its effects. Sugar kiss revitalizes the summoner doubling their stamina and chakra regeneration rate for three posts and providing them a flat [10] recovery to both on the initial kiss.

                                β€’SupaishΔ«kisu {Spicy Kiss}: | Rank: C | Cost: Chakra
                                Description: While incredibly gross being kissed by a fish there's no denying its effects. Spicy kiss instills a sudden ramping up in muscles and mind and effectively fills a person with adrenaline. This multiplies the summoners DR by 1.5x for a duration of [3] turns.

                                β€’Akumakisu {Devil Kiss}: | Rank: B | Cost: Chakra
                                Description: While incredibly gross being kissed by a fish there's no denying its effects. Devil kiss instills an overwhelming sense of disgust and will often be used if the summoner is making demands of her not to her liking. This cuts all the targets DR by 1/2 and this feeling of disgust that simply will not leave one's head lasts for [4] posts.

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                                Baelor - Oceans Judgeβ—ˆ B-rank β—ˆ Chakra: 200 β—ˆ Stamina: 800
                                Baelor likes to believe he is the Oceans LAW. He has a strong sense of justice and truthfully an intolerance for humans that seems to be harshly focused on the type to pollute the oceans. He is rather old and speaks as though he were a wizened advisor or to more accurately describe him a grumpy old police chief who's seen some s**t. Despite his constant air of authority and desire for lawful administration, he's rather even-tempered. However, he will outright refuse to work with anyone who seems chaotic in behavior or just wants to cause trouble.

                                Ability: Land & Sea
                                Like most of the higher ranked members of the aquatic line, Baelor has two forms Land and Sea their techniques and forms changing depending on what surface they are on. While in the water Land mode and Sea mode can be used interchangeably but unless there is a suitable body of water they are restricted to Land mode on Land. Alternating takes up an activation and Chakra equivalent to the summons rank. Said Chakra immediately deducted if summoned on Land.
                                Land Mode: Assumes an anthropomorphic shape with legs. He wields a hammer made up of sea stone.
                                Sea Mode: Assumes the form of a Baelen whale, frightfully large in every aspect.

                                Land:
                                β€’Umi Daegeki {Oceans Smite}| Rank: B | Cost: Stamina
                                A fierce slam of his mighty hammer and the ground trembles in its wake. Underwater Umi Daegeki creates a rip current if swung through the water and is treated as spiritual despite costing only Stamina sending a target barreling downwards. On land, it can easily demolish bones and cause a sizable crater.

                                β€’HageshΔ« Shōgeki {Torrential Impact} | Rank: X | Cost: Stamina
                                A fierce side swing that would make a baseball elite jealous. Baelor's hammer slams into an opponent with such force on land they are sent flying ten feet per rank. Underwater this creates a rip current where target sustains heavy damage from both the current and the hammer whilst being swept away. Inflicts an X + C-rank amount of damage where the C-rank damage is treated as spiritual.

                                Sea:
                                β€’PāshingutΔ“ru {Parting Tail} | Rank: A | Cost: Stamina
                                Baelor takes his massive whale tail and slams down on the target this produces a massive waterfall like a current beneath the water that sends a target down 60 feet immediately even if blocked. The current is treated as spiritual.

                                β€’Umi Seiiki {Sea Sanctuary } | Rank: C | Cost: Chakra
                                Baelor can take a summoner and up to one other into his mouth. While it does not smell pleasant it allows an individual to take shelter inside as though he were a submersible. Alternatively, Baelor can then spend a C rank amount of chakra to send out a sonic wave that can both be damaging and act as a sensory ability relaying the information it discovers directly back to its summoner.

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                                Abyssia - Her Highnessβ—ˆ A-rank β—ˆ Chakra: 1200 β—ˆ Stamina: 200
                                Abyssia is the Wife of Megalo. Both in their primal states are sharks although Abyssia tends to like keeping a more human aesthetic as it aids in a diplomatic discussion. In all reality, she wears the figurative pants in the relationship despite not being the actual Boss summon. She has a queenly aura about her and often times will induce a feeling of regality that must be bowed down to. Although she is a kind-hearted queen it is best to keep her temperament under control as she is still at her core a shark. She has zero tolerance for lecherous people and will more often than not prefer being given orders by other women as opposed to men. She will flip on a dime to become something of a dominatrix if she's been made to anger.

                                Ability: Land & Sea
                                Like most of the higher ranked, members of the aquatic line Abyssia has two forms Land and Sea their techniques and forms changing depending on what surface they are on. While in the water Land mode and Sea mode can be used interchangeably but unless there is a suitable body of water they are restricted to Land mode on Land. Alternating takes up an activation and Chakra. Said Chakra immediately deducted if summoned on Land.equivalent to the summons rank.
                                Land Mode: Assumes an anthropomorphic shape with legs. She wields a scepter like trident in which she channels her abilities.
                                Sea Mode: Assumes the form of a large shark or assumes the tail of one. Will often opt for simply assuming the tail.

                                Land:
                                β€’Shin'en Toraidento {Abyss Trident} | Rank: X | Cost: Chakra
                                Description: Abyssia wields the Abyss Trident she is treated to have A-rank formless proficiency in its use. However, its purpose is not for combat. The Trident functions granting [Mizu Soujuu] water manipulation only the water manipulated in this manner is treated as spiritual for determining collisions as opposed to simple. The trident is also used to Channel Suiton Jutsu up to B-rank

                                β€’Attōteki Mizu: {Overwhelming Waters} | Rank: B | Cost: Chakra
                                A boon that allows the Summoners and her own suiton to be treated as overwhelming simultaneously removes its counter-balancing weakness. This lasts [4] posts.

                                Sea:
                                β€’Dekishi Shin'en: {Drowning Abyss} | Rank: A | Cost: Chakra
                                Envelopes the target in a sphere of water not unlike the [Water Prison] jutsu. The sphere becomes dark making visibility difficult, then removes any active jutsu allowing an individual to breathe underwater so long as they remain in the sphere. The sphere then can be guided by the trident, in the ocean, the sphere is typically sent downward increasing the water pressure and making it all that much more difficult to return to the surface unscathed.

                                β€’Shukufuku Mizu: {Blessed Waters} | Rank: A | Cost: Chakra
                                Envelopes the target in a sphere of water, not unlike the [Water Prison] jutsu. The sphere becomes conforms around the body creating a film of water, This grants the ability to breathe and move freely underwater as though one were flying. The target then can be guided by the trident, using the summons chakra and activations the summoner can dodge attacks using its pool rather than their own. Of course, if the summon and the target are in disagreements with one another it could prove to do the opposite.


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                                Megalo - The Don β—ˆ S-rank β—ˆ Chakra: 1200β—ˆ Stamina: 800
                                Megalo, or as he likes to refer himself to The Don. Is the Boss of the Aquatic summons. In the Ocean Megalo is a force to be reckoned with a shark the size of a bijuu with jaws just as deadly. Despite being the superior summon he is often cow-towed by his wife. His personality is often hard to get along with but he has a soft spot for women. More often than not will easily throw himself into a rage if called weak by an opponent. Himself and the Squid Boss will often play games of 'sea' poker, himself notoriously losing every time. He exudes an aura of machismo and shows to have a gambling habit whenever he's on land. If summoning him as a man be prepared to get into it if his opponent seems weaker than him but with time you'll likely become 'bros' if he hasn't bit your head off yet. But above all, you DO NOT call him Pink. HE IS CRIMSON! he's totally pink though

                                Ability: Land & Sea
                                Like most of the higher ranked members of the aquatic line, Megalo has two forms Land and Sea their techniques and forms changing depending on what surface they are on. While in the water Land mode and Sea mode can be used interchangeably but unless there is a suitable body of water they are restricted to Land mode on Land. Alternating takes up an activation and Chakra equivalent to the summons rank. Said Chakra immediately deducted if summoned on Land.
                                Land Mode: Assumes an anthropomorphic shape. Wielding a large serrated blade dubbed Samehada Shinjitsu {True Sharkskin} assumed to have been the first primal creation of which the later Samehada was inspired by and improved. Despite being the precursor to the current Samehada, Samehada Shinjitsu is not to be underestimated.
                                Sea Mode: Assumes the form of a large vibrant Megalodon bearing golden armor. Whose jaws alone can capsize a ship in a single bite.

                                Land Form:
                                β€’Samehada Saisho{The First Sharksin}| Rank - | Cost: -
                                Description: Samehada Saisho has the abilities of Samehada's [Shredding Swings] and [Feed Me]. The Chakra it shreds in these instances can then be sent directly to Megalo's summoner. Megalo is treated to have S-rank formless proficiency in using Samehada Saisho and its Strikes are treated as Spiritual for determining collisions. Of course, if Megalo either doesn't feel like it or doesn't like his summoners attitude he will gladly take that chakra for himself.

                                β€’Same-Tatsumaki{Shark Tornado or Sharknado} | Rank S {Complex} | Cost: {Complex}
                                Description: Megalo takes his crescent-like Samehada Saisho leaps in the air and begins to spin rapidly, in the water this causes a whirlpool of vacuum force drawing inward. On land, this creates a moving tornado. Anyone or anything that gets caught in this tornado becomes subject to a serious shredding. If becoming subject to the tornado the target gets shredded three times for a whopping 15% of their Max Chakra.


                                Sea Form:
                                β€’Samehada Same{Sharks Sharkskin}| Rank X | Cost: Chakra
                                Sharks Shark Skin reveals that Megalo's scales are essentially what comprised Samehada. Chakra attacks made against Megalo in his Megalodon state are automatically shredded the chakra is automatically deducted from his pool. Then 10% of that chakra from the technique is then transferred to the summoner...or kept to himself. Simultaneously physical attacks made against Megalo's skin induces a D-ranks amount of damage if the individual is attacking with their bare hands or something fleshy.

                                β€’Same Shin'en {Shark Abyss}| Rank S+ | Cost: Chakra
                                In his megalodon state, Megalo gets below something or an area. He then opens his mouth and everything above starts to be funneled into his maw is gigantic nye near inescapable whirlpool. Once in the vicinity of his maw, his powerful jaws clamp down destroying everything and anything unfortunate enough to be got in it. The jaws are so strong even the rock-hard defenses of the Sanbi have proven to at least crack under its weight.
 
PostPosted: Sun Dec 02, 2018 7:00 pm
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Aquatic Subsidiary - Cephalopoda



The Cephalopods are a finicky race. Having declared independence from the Aquatic boss Megalo with the Crustaceans the wise old Daedalus moves on with its members in tow.
The Daedalus is much less a where as it is a who. The cephalopoda Squid, Octopi, Nautalae, Cuttlefish, Ortohocerida are all creatures known for their versatility adaptability and intelligence. Here they gather around their oldest member, a land of sages that is ever moving in the ever expanding and seemingly endless ocean protecting him, and hearing its stories of old that its gathered in its years of wandering. Perhaps a nin whom was simply sailing the seas would think it a mere island but no this is the land of cephalopods and what better land for them to exist than the expansive unknown that is the ocean gathering knowledge. For those who seek contract with the Cephalopod's know this, this island upon the back of Daedalus is where you will make your plea, and through your mind is where you will recieve your answer. Be you a soul with an undying wanderlust and pursuit of knowledge like they perhaps you will find the time easier if you seek only to better yourself in strength the harder it will be to persuade as to the rest of the Cephalopoda the word of the Daedalus is law. Those atop Daedalus's island will find it ever changing to the will of Daedalus, creating scenario's and challenges to test the nin who seek his guidance. All Hojo inherently know of the Daedalus with almost a sixth sense allowing them to seek it out, an homage to the psychic if not spiritual connection to the cephalopods.

{Restricted to Hojo Clan - Hojo may start pacted with Cephalopods by forgoing any pacts with other summons}
Current Contract Holder:

Summoners:

Sage of Squid:
Sage of Octopi:
Sage of NautilΔ«:
Sage of Cuttlefish:
Sage of Orthocerida:

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                                Ponyon & Sonyon β—ˆ D-rank β—ˆ Chakra: 100 β—ˆ Stamina: 100
                                Between both Ponyon is one of a twin pair, Ponyon will typically attach himself to a summoners head, while his twin sister Sonyon attaches herself to another, though the head isn't technically required it's often the easiest place to attach to. The two of them from then on allow intercommunication between the two bodies they're attached to. Additionally at request they can transfer the senses one individual to the other relaying the information back and forth like antennae. Both are only roughly the size of human palm making them light weight, though its still kinda awkward having a squid on your head which they prefer to perch. A far as personalities go they sound like young children and will often chat with each other if nearby. If made mad they'll often threaten to expose the secrets of their wearers to other party. Despite this they're incredibly close siblings and will stress out significantly if they're separated too far from each other. [Non Water Dependent]

                                Ability: Cepha-communication
                                Ponyon and Sonyon are essentially advanced living communicators and information extractors, processing the sensory information in their summoner's head and beaming it to an ally that carries the other. They can tell when the other is close and transmit willing sensory and mental information between the two. Although if a person is unwilling it far more difficult to so. If the user uses a sensory technique the range is extended. Ponyon and Sonyon have a range of roughly ten miles when apart from each other any further and they'll panic reverse summoning themselves not responding to any further call for at least [5] posts.

                                Signal Boost| Rank: D (Variable) | Cost: Chakra
                                Ponyon and Sonyon will send out a rush of chakra through whom they're currently attached this doubles the range of sensory techniques though not technically their ability to actually detect things.

                                Resonating Bloop | Rank: D | Cost: Chakra
                                This technique releases a silent sonorous impact in an area as an invisible bubble. When the bubble hits the intended zone of up to five hundred feet away the information will be relayed back to the wearer as to what is in the location, although the image produced is like that of echolocation, not providing any significantly detailed information but enough to discern shapes.

                                Cephalarm! | Rank: C | Cost: Chakra
                                The Cephalarm alerts the wearer to any hostile or hidden presence within one hundred feet of whom they're attached to, although this does not necessarily mean it reveals their location. The Cephalarm is automatically activated when the criteria is met and will continue to go off for half the cost in sustain until the threatening presence is found. There is a level of alertness that is signified by the amount of vibrations resonating from their body. The alertness level correlating with how close the alleged threat is, where in the squids will increase the pace of their vibrations and slow it down if its getting further.

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                                Gang Orthosβ—ˆ C-rank β—ˆ Chakra: 100 Each β—ˆ Stamina: 150 Each
                                The Gang Orthos are about five feet in length each. They consist of three members Otto, Fonz, and Regi. They speak in what could be considered a greaser boy dialect or for a better term a brooklyn accent. They're all pretty cocky and useless on the land but in the ocean or a body water are a lethal force to be reckoned with. The members of Gang Ortho if picked off one by one will have greater difficulty executing their techniques.

                                Ability: Sea Strider
                                When attacking from underwater Gang Orthos are essentially living torpedoes that grant their summoner extra mobility in the water by creating currents for which to ride or serving as transportation. When summoned members of Gang Ortho may attach themselves to their summoner two on the hands, and one to the back, this confers a temporary Formless attack of C-rank penetrative force and can be used with lance or spear like styles if they are known, a member of Gang Ortho can use its stamina in place of the users in these cases additionally they gain a [moderate] increase in strength. The attached member on the back functions as form of underwater jet pack propelling the summoner through the water. On land by spending a C amount of chakra the back attached member can propel its summoner providing a sudden boost of a [moderate] speed.

                                Gang Up: | Rank: C | Cost: Stamina
                                The Gang Orthos can leave its summoners side, and can all three attack individually with a E-ranked amount of slashing force in one activation via a triangle formation, attack twice in a pincer formation for D-ranked amount of slashing force, or create a singular spinning drill like formation at a C-rank amount once. Each instance, if the target is submerged and they lack underwater mobility their reflexes are treated as half to respond to these attacks. Each requiring the amount of listed members. They may then re-attach. On land this requires a C-rank amount of Chakra to produce an appropriate water jet.

                                Current Events: | Rank: C | Cost: Stamina
                                Leaving their summoner, this technique creates a fierce water current via a triangle formation. If coming in from behind an opponent this current can push a target towards the summoner and if away from can force the target away from them. This technique is often used prior as a follow-up ideally leading into an attack or guiding one. The current is treated as B-rank when it comes to the speed of the displacement if all three of Gang Ortho are present, dropping to normal at two, and D at one. On Land all three of Gang Ortho essentially propel themselves and their summoner with a water jet becoming a living penetrative torpedo.

                                Ortho Annihilator: | Rank: B | Cost: Stamina
                                Gang Orthos usually talk up the technique before using it. Often devastating to targets who lack mobility under water. Gang Ortho will detach from their summoner if attached, then enter a circular formation. In this formation they begin to spin either clock-wise or counter-clockwise rapidly. This causes a vortex current that either sucks a target into their shredding spear like heads or produces a spiraling blast of current forward. The rank of the technique decreases to C if there are only two and impossible if there is only one member. Alternatively or primarily on Land the three members begin to spin rapidly in a drill like fashion. This applies a [Heavily] bonus to strength with attacks implementing them.

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                                Horuβ—ˆ B-rank β—ˆ Chakra: 300 β—ˆ Stamina: 700
                                Horu is the son of Daedalus...er one of many sons of Daedalus. There in total are thirty eight nautilae that are just like Horu, but Horu is the only whom agreed to contract co-signing. Horu is in all sense of the word energetic. He is an ambitious nautilae but also has a penchant for destruction. While he prefers the sea as his home he's outfitted with everything he needs to make the earth another ocean in which for him to explore. Tucked away in the fortress that is his shell and standing at a whopping height and size of a house, a fortress he indeed is, capable of storing up to three people inside. Unfortunately, he suffers from rather poor eyesight as he rarely peeks out of his shell. [Non Water Dependent]

                                Ability: Impenetrable Cephalofortress
                                Horu can take in its summoner into its shell, in doing so the summoner is essentially in a state of one hundred percent security from outside sources, although they themselves cannot attack an ultimate defense in exchange for a loss in offense. All the summoner's descriptives are converted to contributing to Horu's fortitude as an active increase during the duration they remain inside.

                                Cephalauncher | Rank: B | Cost: Complex
                                The drills on Horu's back can launch themselves while spinning as though missile's and be grown anew. This technique fires several drill missiles at a target that explode for a B-ranked amount then regrows a second set thereafter. This is essentially treated as two B-ranked attacks in one. One for the strike and one for the explosion. It's to be noted that Naut Today can't be used immediately after this technique is used for [1] post inbetween.

                                Naut Today| Rank: B | Cost: Stamina/Complex
                                The equivalent of flexing for Horu. This technique withdraws Horu's tentacles, and sets the several drill like protrusions from his shell to start spiraling madly. This is a fully defensive action that consumes all three activation's for a single cost, all techniques that are of this techniques rank or lower are immediately either decimated by the drills, neutralized or tanked entirely. In the case of Bukijutsu or Taijutsu the users will sustain injuries equal to the techniques rank. This defensive maneuver has a cool down of [1] post between uses.

                                Sub-Subterranean Terror | Rank: B | Cost: Stamina
                                Using his many drills Horu can either roll or dig beneath the earth causing tremors and significant damage to an area. Once Horu has burrowed the technique is maintained thereafter at a cost of [1/2] rank sustain. Essentially becoming a mobile dangerous drilling fortress. Underwater this allows for submersible like travel and causes wild whirlpools near the surface and rip currents leagues below. Underground it can cause fissures to open. In the event of whirlpools they are treated as {Spiritual} for interactions.

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                                Theseusβ—ˆ A-rank β—ˆ Chakra: 600 β—ˆ Stamina: 600
                                Theseus is the brother of an Octopus named Cederique while his brother pursued more cultural and intelligent pursuit, Theseus occupied himself with human fairy tales. For all intents and purposes he believes himself a pirate and will indefinitely if not assuredly always carry a bad pirate accent wherever he goes. He is trying to fulfill the tales of being a legendary kraken of yore, like what he believes his great great grandfather was. He's attached a old pirate vessel to his head and to many a surprise has integrated it into the support of his summoner and because he thinks it 'cool'. What most don't know is the ship is actually a ghost ship with a full ghostly crew in which Theseus has befriended. Likewise like Horu he is about the size of house though comparably he is bigger so he is more like that of three storey house. Horu and Theseus often like to compete with one another and in a sense are friends with one another.

                                Ability: Sea Shanty:
                                The sound and instrumental of sea shanties with accordions and other trademark heralds Theseus's arrival and persist until his leave. These melodious {cacophonous to some} sounds cause surrounding waters to tremor causing rough seas. This makes using the Water-walking technique impossible to use on waters in which Theseus inhabits. It also grants his summoner the ability to swim with relative ease through these waters if they don't already have that benefit. It additionally drowns out sound based Genjutsu making said jutsu cost [20] Chakra more to be effective.

                                Ramming Speed! | Rank A | Cost: Stamina
                                Theseus will gain a speed typically unexpected of a creature his size the speed at which he moves when under water creates a riptide and a parting of the ocean if he's on the surface. This technique can suck in vessels and ships with ease crushing them between the two separated waves as they sink to a briny doom or to a lesser extent destroy a ship all together. On Land this tackle is awkward using tentacles lowering its strength by 1-rank.

                                Captain's Order! | Rank: X | Cost: Chakra
                                A rallying cry is often the signal of technique, one that's super piratey. Like "ARRRRRRRRRGH GET EM MATEYS!" Though not necessary, will often occur. This essentially produces a resonating aura of morale despite bad pirate accents. The technique increases any descriptive of the summoner and his allies by a single descriptive amount equal to rank of its use. i.e An A-rank amount of chakra used would confer a greatly increase to a single chosen descriptive. These morale boosts do not stack, but can be swapped out for a different descriptive every other post. The duration lasting as long as Theseus is summoned.

                                Seven Seas! | Rank: A | Cost: Chakra
                                Seven Sea's is activated usually immediately on summoning if Theseus isn't summoned on a water source. From beneath him what essentially are tidal waters begin to emerge. The water level rises but appears to be cut off at a certain point creating an artificial sea. This artificial sea if viewed from the air is revealed to be a half dome shape that extends up to a 2.5 mile radius suspended by chakra. The Seven Sea's requires an Upkeep of its Rank Each post its active and will disappear when chakra gets too low. In short its a bad idea to recklessly summon Theseus in say a crowded village. If he's already in the ocean however, this creates a monstrously sized tidal wave.

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                                Ika-Yami β—ˆ S-rank β—ˆ Chakra: 1500β—ˆ Stamina: 400
                                Ika-Yami. The Squid of Darkness, as he's been named, he is the bodyguard of Daedalus and essentially the Boss summon of the contract. He is also a very abrasive to anyone of whom he doesn't trust. Though when that trust is developed its unwavering. It is said he has lived perhaps as long Daedalus himself. His only immediate trust is given to the Hojo as their lineage with squid kind has existed for decades upon decades. His primary duty is to lead those who he deems unworthy specifically away from Daedalus before they get too close, it is believed that he is the reason that many merchants ships disappear and air reconnaissance at sea. Aside from this his voice is reminiscent of hearkened warriors of old deep and booming if not tired. His size is like that of most boss summons. Theseus and him do not get along in the slightest and as labeled a reason for his 'headaches' often making comparisons as to why he can't be like his brother. As a result they cannot be summoned together as the other simply 'knows' when the other is missing. He is acquainted with Megalo of the Aquatic summons and the two seem to have a relationship that could be compared to a healthy rivalry.

                                Ability: Progenitor of the Hojo
                                Besides his own techniques, Ika-Yami has access to the entire list of Hojo-ink blends and inking methods at his disposal, although he cannot use Twin Blend and Penultimate Blend. Due to his size they are incredibly devastating capable of applying [3 Doses] on contact with things significantly smaller than himself like average humans. Against a tailed beast or something of similar size this remains as [1] Dose. He and his summoner may Korabo their ink-blends freely, essentially reproducing the effects of Twin Blend.

                                Sea Of Darkness | Rank S | Cost: Chakra
                                The Sea of Darkness fills a entire area the size of what could be a village in a black mist or black cloud depending on if it used on land or sea. The Sea of Darkness blocks out all sensory jutsu of anyone contained within and only those deemed as allies of Tako-Yami and his summoner may navigate its blackness unhindered. The Sea of Darkness muddles the senses as a genjutsu would, thus making navigation through it difficult as it robs those deemed enemy of their sense of direction. If underwater when being enveloped by the Sea of Darkness, up can be mistaken for down and rather than swim to the surface the targets may swim down to their own deaths by drowning. While it does block sensory techniques Doujutsu may see through it fine, though their sense of direction is still somewhat hindered if they lose sight of what they're currently using as a land mark.
                                Duration [4]

                                The Devils Triangle | Rank S+ | Cost: Chakra
                                When using this technique, Ika-Yami belts an insurmountable amount of black liquid ink, an ocean of ink following the same parameters of [Seven Seas!] is produced although it is triangular. This ink can then be Korabo'd with Suiton thereafter to induce blindness if making contact with an enemies eyes, anything or anyone Ika-Yami deems an ally when swimming within the ink are hidden from sensory jutsu and doujutsu and are unhindered by its inky blackness. Ika-Yami may then spend an [A]-rank amount of Chakra to re-position anyone he deems allies including himself inside the Black Sea though not enemies he may do this [3] times maximally per individual. Devils Triangle has an Upkeep Cost of After its initial activation.
 

NecroPlant

Trash Gardener


NecroPlant

Trash Gardener

PostPosted: Mon Dec 03, 2018 5:03 am
The Mushi-shi Clan

The Ancient Occult


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___Pacts with the Otherworld:
Members of the Mushi-shi clan have what is to be considered a spiritual sensitivity. A tie with the thereafter and realms unknown. Harkening back to the tales of the Onmyoji and Shinto priests whom requested the aid of otherworldly beings often referred to as Shikigami to act as familiars and aid them in battle. Things that have become but fairy tales now with Yokai and the like fading into obscurity. Yet there is a root in all fairy tales and myths and those who pursued the way of the Mushi-shi discovered that there is more to myth than meets the eye. Even though these old ways became scarce as the rise of Ninjutsu became a dominant force where in the need for outside forces became negligible by comparison to heightening ones own strength, practitioners still exist and pass on their knowledge even if it is difficult to find someone lacking an elemental affinity. Still despite its decline, members of the Mushi-shi clan still exist prominently but in secret as few believe it wise to share their knowledge of the otherworld so carelessly many are often practitioners of the Buddhist, Shinto, and Taoist faiths it would not be uncommon to discover your local monk is actually a member of the Mushi-shi clan.

___Traits:
β€’ All Members of the Mushi-shi clan start with no elemental affinity, they also cannot gain an elemental affinity. This is to show that they have no leaning bias for any particular element. This lack of affinity is compensated in the Mushi-shi members use of Ofuda, Talismans, Summons and Patrons as it always has been.
β€’ They learn Fuuinjutsu at a rate of +1 per post.
β€’ Mushi-shi clan members can form up to [2] pacts with summons from the summoning isles
β€’ Mushi-shi clan members recieve [100] extra chakra a testament to appeasing their patrons
β€’ Mushi-shi clan members can see the spirits of the tormented dead among other things and members will often know when a presence is near death
β€’ Mushi-shi clan techniques are executed not via hand signs but via [Ofuda] and [Omamori]

___Optional Pas:
β€’ Advanced Ritual Art: This increases the duration of [Ofuda] and [Omamori] talismans to [5]
β€’ One with the Otherworldly: Can summon patrons [1] above their body rank without side effects. Can be taken twice.
β€’ Elemental Evoker: May start with the initial two elements however, patrons are treated as though your body rank is [1] less.

___Mushi-shi Techniques:
[Talismans]
Mushi-shi are known for their connection with the spirits that populate the world, and one of the most iconic interactions between these two parties is the manufacture of talismans fueled by the supernatural power of the spirit world. Talismans are small tokens, usually made of cloth, paper, or wood, that have been decorated with glyphs showing the provenance of their source of power, and then filled with one or more prayers that give that power direction this is done in one of two ways the [Ofuda] and the [Omamori]. Once learned it is assumed that the Mushi-shi always has the appropriate talismans on their person. These serve as the base for the rest of their techniques.
β€’ Requires 5 Posts to Learn, Unlocks [Ofuda] and [Omamori]

[Ofuda]
Rank: X
Ofuda talismans were originally designed to ward entire households at once, keeping out evil spirits and bad luck, or promoting fortune and cheer within its boundaries. Taken out of its traditional home and made a tool for the adventuring Mushi-shi, ofuda talismans are the gold standard for area warding. When an ofuda talisman is placed on a solid surface in an unoccupied 5-foot square within reach, taking an activation, it affects a 10-foot radius centered on the talisman. Once placed, an ofuda becomes affixed to that surface and cannot be moved unless it is destroyed or its duration ends. The rank of the [Ofuda] is determined by how much chakra is placed in one. The duration is [3].

[Omamori]
Rank: X
Omamori talismans were originally designed for personal protection, and this translates into it primarily being used to target living things, they are often primarily made of paper or papyrus. When an omamori talisman is placed on a creature within reach, this requiring an activation, it affects just that creature. If the creature is not a willing recipient, then the Mushi-shi's Omamori is put up for collision. If successful, the talisman is affixed to the subject and cannot be removed unless it is destroyed or its duration ends. Removal can be done via Kai equivalent of the rank of the Omamori. The duration is [3].

[Patron Summoning]
Mushi-shi practitioners can opt to instead of using the talisman for an [Ofuda] or [Omamori] can beckon the patron spirit granting the talismans their effects. Summoning a patron lasts as long as the typical duration for said talisman and it can perform its patron ability any number of times drawing from the summoners Chakra. No two patrons can be present at the same time, Invoking one dismisses the other. If a patron is above the practitioners body rank it will not be within the practitioners control only doing whats asked of it every other post and only having two out of three activations. If summoning something twice that of ones body rank it will not show up at all. Summoning something thrice that of ones body rank and the patron will be summoned but turn on its summoner. The [Patron] has access to their [Ofuda] and [Omamori] techniques but the practitioner cannot use them whilst they are summoned, they are applied in a typical fashion of ranged attack. If a patron is ever struck with a technique higher than its body rank it is dismissed. For dodging it uses its practitioners pools. Durations for the talisman effects inflicted by the [Patron] are tied to the [Patron] and their effects disappear when they do. Patrons may perform unnamed formless spiritual attacks equal to their patron rank that share an element with the patron if they have one.

___Techniques:


Inpu Kaen [ Imp Flame ]
Rank E
[Ofuda]: Creates an area in which which nullifies E-ranked water jutsu, simultaneously all those in the Ofuda's radius feel warm

[Omamori]: Those who are inflicted with this Omamori feel as though their skin is on fire as if they had broken into hives. This constant burning feeling makes it difficult to concentrate. {Opponent cannot accumulate Soft or Hard Mental Focus}

[Patron]: Summons what most would consider a tiny devil with wings. This tiny devil can light something on fire with a snap for a small flame.


Mizu Yōsei [ Water Fairy ]
Rank E
[Ofuda]: Creates an area in which which nullifies E-ranked fire jutsu, simultaneously all those in the Ofuda's radius feel damp.

[Omamori]: Those who are inflicted with this Omamori feel as though their incredibly wet. This gross feeling slows a target down [slightly]. Can stack.}

[Patron]: Summons a small indiscernible blue orb. The blue orb can put out a small fire vanishing in the process to hide as a steam sprite or launch E-rank water projectiles


Kahen kaminari [ Variable Lightening ]
Rank {D}-{X}
[Ofuda]: Creates an area of D-rank electricity initially this area of electricity can have its strength intensified if so necessary.

[Omamori]: Those who are inflicted with this Omamori will become subject to paralysis the rank increasing the duration of the paralysis by [1] up to [3] }

[Patron]: Summons an Aosaginohi a small heron like bird that glows in the darkness of night. It breathes out an electrical cloud of charged particles initially D-ranked that can prove to be quite painful.


Mugen Mogu: [ Infinite Small Ogre ]
Rank D
[Ofuda]: Creates an area that when entered the target is swarmed by a bunch of Miniature Mogu that were invisible prior. The Mogu then keep multiplying until the target buckles under their weight. Even when leaving the mini mogu cling to them reducing their reflexes and speed [slightly] because of how annoying they are. Can stack.

[Omamori]: Those who are afflicted with this Omamori will shrink to half their size, this reduces the particular targets strength DR by half but increases their reflex DR by 1.5x as they have effectively become harder to hit do to their shrunken size. The Omamori can be applied again effectively reducing strength DR to 1/4 of its Original and doubling Reflex DR. At this point the target is about the size of a house cat. }

[Patron]: Summons Mogu, gnome like ogres who have a habit of stealing things they find interesting. About the height of a kitten notorious for hiding in holes in the wall like rodents. Typically they're to blame if you're missing a sock or why that pencil you 'swear' you just dropped disappeared. The Mogu can produce clones of its summoner but they are weak and particularly used as a diversionary tactic.


YasashΔ« Haru: [ Gentle Breeze ]
Rank D-C
[Ofuda]: Creates an area of D-rank wind initially this area of wind shreds anything that enters it vicinity of a lower rank. By paying a C-rank amount the shredding intensifies enough to cut through clothing.

[Omamori]: Those who are inflicted with this Omamori will feel the wind at their heels and gain a [mildly] up to a [moderately] increased speed. They may also jump up to 20 feet higher and land without risk of injury. }

[Patron]: Summons a Kotengu, a derivative of tengu which are small and typically handle menial tasks for higher tengu. Normally found at the base of mountains to politely inform travelers to leave with signs before they anger their greater Tengu brethren. The Kotengu can modify the [Omamori] effect to instead decrease speed. It may also produce up to a C-rank amount of wind using its cute little fan.


Futan Fuku: [ Burdensome Clothes ]
Rank C
[Ofuda]: Creates 'gravity' zone. This area that the [Ofuda] effects has anyone or anything that enters it loose a [moderate] amount of speed, on top of if entered and unprepared will slam the unlucky individual into the ground.

[Omamori]: The Omamori effect is simple and sudden. Unlike the [Ofuda] and its gravity zone the Omamori effect actively each post attempts to 'slam' the target down. It does not reduce the individuals speed however, these intermediate slams will send an airborne foe immediately downward and those on land will find it hard on their legs.}

[Patron]: Summons a Obariyon, these small toddler sized creatures are said to hide in bushes and ambush travelers demanding piggy-back rides. It is typically assumed if you feel your shoulders are heavier than usual or your day feels in a slump you are carrying one or several Obariyon. The Obariyon as its name imply typically attaches itself to an opponent. It then begins to drain the opponents stamina at a rate of [10] per post. An agitating creature for certain.


Yane kanri-in [Roof Warden]
Rank C
[Ofuda]: Creates a zone of invisibility. So long as an individual is in the radius of the Ofuda they are undetectable by doujutsu and sensory means up to C-rank. This Ofuda is perfect for setting up ambushes like the Otoroshi patron that grants the ability.

[Omamori]: The Omamori effect imparts a sense of dread in an opponent, a sense of fear for something unknown to them or a sense that whatever they fear is soon to come. Naturally said state of paranoia has varying effects on the battlefield.}

[Patron]: Summons a Otoroshi. A hunched creature covered in a wild, messy mane, with blue or red skin and large tusks with tiny quadrupedal limbs. This yokai is often found on top of roofs guarding property while they appear scary and intimidating they are kind and just defenders of their locations despite their name sake meaning 'terrifying'. As per its habits the Otoroshi conjures a earthen building the size of an average home for which it can lay atop. This functions as a physical barrier or wall for blocking attacks. It doesn't get too pleased when its destroyed and makes a new one immediately after. Spiting the one who destroyed the first. {Building gains Overwhelming after their first is destroyed and ignores its elemental weakness}


Nurikabe [Painted Wall]
Rank B
[Ofuda]: Creates an nye near impenetrable barrier that protects against attacks of B-rank or below outside of it. It is a particularly tricky defense as only the destruction of the Ofuda itself will rid the effect. The barrier however, does not repel any outside forces from coming in assuming they are a living thing.

[Omamori]: The Omamori effect imparts an increase in fortitude up to a [Heavily] amount and the affected essentially gains skin made of stone reducing the [Strength] of Simple attacks by half when received.}

[Patron]: Summons a Nurikabe. These large living walls are stationary but exudes a fierce defence. Capable of expression through two large eyes the Nurikabe cannot be destroyed by traditional methods it is in all sense of the word an impenetrable stationary wall all attacks B-rank or below do not affect it. It can additionally conjure and hurl B-rank boulders to keep would be attackers at bay. The Nurikabe has a weakness however, in that behind it there is a talisman which when easily pried off causes it to disappear.


Ōku no me [Many Eyes]
Rank B
[Ofuda]: Creates a zone of vision. Anything entering the barrier will be known to, seen, and heard by the user so long as the target remains in the Ofuda's radius.

[Omamori]: Imparts a sense of foresight in the target. Those imbued with the Omamori can see one step ahead. The individual can see one of the opponents activations before it happens. However, it does not necessarily discern the order in which it is executed.

[Patron]: Summons a Domeki. A creature said to have a hundred eyes, it can manifest itself as a human or a monstrous beast but what's apparent is always the number of eyes. It is said to look into the future and will often ask travelers if they would like to see. In doing so however, the Domeki only shows them the unfortunate things bound to happen to the traveler and their inevitable death leaving them scared forever. The Domeki can use a technique that is essentially Kagura Shingan to see several miles away. Four to be exact and essentially grants its summoner the visual acuity of a Byakugan users 360* vision.


Yuki Nigai [Bitter Snow]
Rank B
[Ofuda]: Creates a zone of cold. Anything entering the area will be subject to a dosage of frostbite {See Ice release for details}.

[Omamori]: Those struck with the Omamori will begin to accumulate dosages of frostbite for every post spent with the Omamori attached to their person. {See Ice release for details}.

[Patron]: Summons a Yuki-onna {Snow woman}. A yokai bearing the features of a beautiful woman with blue skin whose encounters often end in tragedy and sadness. The Yuki-onna can breathe out a cone of cold dealing subsequent damage and inflicting a stack of frostbite. {See Ice release for details}.


Chochin Odore {Lantern Dance}
Rank B
[Ofuda]: Creates a non extinguishable flame in the designated area. The flame can only be put out when the Ofuda itself is destroyed. This Ofuda is excellent for denying areas of movement. These flames however are contained and do not spread but that does not mean they are any less intense.

[Omamori]: Those struck with the Omamori will begin to become emblazoned in a fiery aura. This fiery aura damages any would be attackers that attempt to get too close, should they touch the flames they will inflict a C-rank amount of fire damage. Particularly frightening if a heavy physical fighter is cloaked. The cloak may be snuffed out in collisions but will reignite unless the Omamori is removed or destroyed}.

[Patron]: Summons multiple Chochin-obake twenty to be exact. Otherwise known as lantern ghosts are said to be spirits that inhabit paper lanterns and cause mischief. Typically where there is one Chochin-obake. There are many lying in wait. Aggravating and a nuisance floating every which way the Chochin-obake can gather and spin to create a vortex of flame.


HageshΔ« harikΔ“n [ Fierce Hurricane ]
Rank A
[Ofuda]: Essentially a trap set for an unsuspecting victim. Anything that crosses this Ofuda is immediately send hurdling 50 feet in whatever direction the Ofuda is facing from a release of highly pressurized gale force wind.

[Omamori]: Those struck with the Omamori will be granted the ability to fly, this flight is not unlike Solo-flight however, additionally due to it having a lesser duration than solo flight the maneuverability in the air rivals that of a tengu itself increasing the target's Speed [Heavily] and their Reflex [Slightly] }.

[Patron]: Summons a Dai-Tengu. Otherwise known as a Great Tengu. These Tengu stand tall almost twice the height of the average human and are said to wait atop mountains and sentence unwary travellers to their deaths with fierce winds to punishment for not heading earlier warnings. They are boastful and will flaunt their power very much so. The Dai-Tengu with a single swing of their fan can shake buildings from the ground, uproot trees, and send the average human flying. These sickling powerful winds are not to be underestimated. Treated as also having A-rank proficiency with their fans.


Ōmono Kyūri [Cucumber Royalty]
Rank A
[Ofuda]: Those that step into the the Ofuda's proximity will come to discover an unpleasant shock. They will feel as though they had just been Kancho'd a.k.a two fingers up the bum technique. This might seem like an ordinary Kancho but its far from it. Those subjected to said torment will feel a fraction of themselves having been robbed. Entering the proximity robs {50} chakra or stamina from the unsuspecting victim decided when the Ofuda was placed. When used by a Kappa an actual Kancho is attempted.

[Omamori]: Those struck with the Omamori will find a lilypad forming atop their head. This lilypad is initially filled with water however reckless movements will cause the water to spill. {Physical attacks above C-rank} everytime the dish loses water the affected will begin to feel their strength leaving them losing [2] Fortitude DR per spill. This is recovered at the end of the duration. Summoned Kappa will often times irritate the afflicted to hasten the process.

[Patron]: Summons a Kingu-Kappa. Otherwise known as a King Kappa. These green duck like creatures with lilypad dishes on their head are said to steal ones soul from their...er bumbum. The lesser of their kind tend to enjoy playing pranks on humans while some think playing a prank means drowning them. King Kappa are nothing like them however to earn the title of king a kappas the sole focus was stealing several souls of the unfortunate that they drowned. Trained in Hard Physical up to A and the ability to summon an endless supply of lesser Kappa {Two max per post, each only get 1 activation. Dispersed from attacks D-rank or higher} to attack with the same Ofuda and Omamori abilities he's dangerous in his own rights.


Yume no koibito [ Dream Eater ]
Rank A
[Ofuda]: Those that step into the the Ofuda's proximity will suffer from effects similar to the Temple of Nirvana technique wherein they will begin to fall asleep.

[Omamori]: The Omamori does nothing to a target that is awake. However, on a sleeping target the Omamori can either increase the rate of chakra regeneration of the sleeping individual tripling it or it can begin siphoning the targets chakra and giving it to the user at a rate of [50] per post. The user can then invoke bad dreams or good dreams should they so desire.

[Patron]: Summons a Baku. A Ghost bearing similarities to a tapir is said to devour the dreams of those who sleep. On a sleeping target the Baku begins to illicit night terrors. It enters the sleeping targets dreams where for the duration it can Siphon the targets chakra at anytime in the dreamworld for its evoker. The target must perform a Kai within the dream to eject the Baku equal to the rank of said Baku. While in the dream world the Baku can produce genjutsu where when it injures the target in the dream the injuries are reflexive in reality.


Shisha no tebiki [Guide of The Dead]
Rank A
[Ofuda]: Those that step into the the Ofuda's proximity will begin to see their wounds healing. The strength of the healing is determined by the rank of the Ofuda. However, this healing is done over time as oppose to instantaneous. I.e creating an A-rank Ofuda will heal an A-ranks wound over the course of [3] posts. If having taken [Advanced Ritual Art] as an optional Pa the healing will continue to heal and additional [2] rounds for an extra [D]-ranked amount of healing.

[Omamori]: The Omamori rather than heal physical injuries heals internal injuries, and effects. Such as those induced by poison or statuses like frostbite and dehydration. Each post the Omamori is attached [1] Dose of whatever ailment is removed and prevents the dosages from increasing in cases like poison so that [1] dose per post is removed total.

[Patron]: Summons a Senpoku-kanpoku. This creature appears as a humanoid frog with a human-like expression, and will enter the residences of the recently deceased and settle on their straw mats, living there for three weeks until the day of the funeral, upon which they will kindly escort the casket to the graveyard. The Senpoku-kanpoku is a kind Yokai and in its summoning can heal wounds at an immediate rate up to A-rank. It is not a fighter and thus if attacked in anyway will end its duration immediately.


Ten-kami [ Heavenly Being ]
Rank S
[Ofuda]: This Ofuda smites whomever has the gall to enter its proximity in a holy beam of searing light that could even make a light release user jealous. This Ofuda disintegrates immediately after use and only one can ever be placed at any given time. Placing another will require the old Ofuda removed. While the beam is not particularly large its concentrated energy overwhelms any other S-rank techniques attempting to counter it once it's already been triggered. This Ofuda can only be used at S-rank.

[Omamori]: The Omamori grants whomever it connects to a holy aura of protection for that post and that post alone all attacks made against the target are nullified simply bouncing off as if by divine intervention. This Omamori disintegrates immediately after use and effects can only be used [Twice] per battle. This Omamori can only be used at S-rank.

[Patron]: Summons a divine being. Divine beings extend to several different types of beings, it may be a seraph, a demi-god, mythological beings like Izanami and Wu-kong. Invoking the Divine being one selects an element. This can be any elemental bloodlines element or any of the existing elements. An appropriate entity is summoned the Ofuda ability is then replaced with a technique rivaling it of said element. Your divine being of which you summoned does not stay long however, they remain only for [2] posts [3] if having taken teh [Advanced Ritual Art] Pa. There is no true commanding over the gods but your efforts have earned their favor.


Sonohoka sekai no bondo [ Otherworldly Bond ]
Rank S+
After learning this technique the Mushi-shi user achieves what all Mushi-shi users desire. To tap into greater unknown powerful powers to aid them.
After learning this technique create a custom Patron with an Ofudo and Omamori ability to be approved in the custom jutsu thread. This becomes your own personal Patron of which you've formed a unique bond with.


Mushi-shi Users:
___β€’
___β€’
___β€’
___β€’
___β€’
___β€’

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