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A Story of Personal Conquest and Rediscovery 

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Kirra Yamata
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PostPosted: Sun Jan 06, 2019 3:02 pm
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Kirra Yamata
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Kirra Yamata
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PostPosted: Sat Dec 07, 2019 12:15 pm
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Kirra Yamata
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Kirra Yamata
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PostPosted: Wed Jan 22, 2020 11:08 pm
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________Personal Identification
Name:Kira Yamata
Age:16 years 1 month
Race:True Ancestor [formerly Human]
Physical Description: Standing in at 5 ft 11 inches and weighing at a medium size of 157 lbs Kira has a pale complexion and toned body. His muscles do not bulge like a Olympic god but they are toned and have a slight definition to them. He has long shaggy crimson hair with silver highlight tips, he also has a crimson goatee he has recently grown that is between the stages of thick and light. He has multiple scars across his face one along the ridge of his nose one nick on the right side of his chin and four bear like slashes running down his left cheek.

Kira using is seen wearing his scale mail armor, done by the blacksmith of the village he settled in. He wont settle for anyone else. His current scale mail design is currently unknown but it usually includes a oni face mask, gauntlets, and greaves. When off work Kira has taken to wearing a simple black mask to cover his face it helps to keep the 'mystery' of him and also to hide the newly developed fangs he has hidden underneath. His civilian clothes are a simple long sleeved black shirt with thick black pants to combat the altitude cold of the village he lives in. He also has a ninja band he wears covered up using it as a belt. a sentimental way to let him know where he came from and a small piece of home is with him always.

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Main Armor

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Fears: Kira has a tendency to sticking to places he knows rather well. So, naturally, being woken up to a new time and new place has not only gotten him on extreme edge but also frightened to the point of adopting the 'Kill first ask later' policy

Due to his new mutation he was gained a new fear, persecution and discovery. The old tales and literature about what he has become makes him question whether he is now a monster like those on the outside of the walls or whether he is a person meant to use these powers to help his new home.

While he doesn't fear the loss of his own life, the loss of the life of his comrades is another thing all together. He has lost his parents, he has lost squadmates, lovers, and friends. The greatest fear for him is getting close to someone and for them to be killed.

Personality:Kira was know for his outgoing personality and charm with various groups of people in the shinobi academy in Mizukagure. He had many friends and didn't really need to explore much in other area's in his curriculum. However after the event that transpired at his home thanks to the Mizukage, Hesrik, Kira became distant and stressed. His once vibrant red hair getting dulled in the process. He still retained some friendships from his early academy years but he made sure it was limited to the amount he could count on his hand. His intelligence was made evident when during the second to last year he scored third on the written and physical test for there class. His ambitions however masked a even darker outlook. When he graduated He began voicing his opinions on missions. He started making decisions on the fly that where best suited for either the client or for the situation present instead of the mission parameters. This caused the elders of the village to step in and warn him of his actions. However it was during this very meeting that he was encased in the crystal plague.


History: Kira started out life in the year 160 B.E.T as a child of the period life was harsh under the guidance of the the current Mizukage of the time. While his rule was just and his laws fair to those who obeyed them to the shinobi, mainly his family, they seemed to only favor the common folk and restrict the shinobi in a way that seemed unjust and tyrannical to them. When Kira was eleven his parents along with twenty other shinobi parents began to speak out against the system even though there kids where enrolled in the academy. Kira was blissfully unaware of these allegations and went through school as normal making friends, learning the trade, evening meeting the mizukage a few times for guest lectures. However when Kira turned thirteen is when the tipping point started. The summer before the academy would start up once again the opposing shinobi parents, now having grown enmass to about two hundred, caused a stir and had to be taken care of. In the dead of night Kira woke from his bed of slumber and saw shinobi loyal to the mizukage charge into his room and ransack the rest of his house. It was in that night he was dragged from his childhood home to be taken to a dormitory for the 'academy elite' Kira took one final look over to his parents and saw them being executed on the spot before the doors closed in on the wagon he was put in.
It was from then on Kira did his best to cover his true intentions to everyone around him. he became more distant to his fellow students and shinobi and focused on raising his skill and grades but not to much to where it would look suspicious to the eyes of the higher brass. As he grew his skills he learned of the legendary swordsman of the mist and one who had slayed one generation in order to have one of there swords. To Kia this meant the world to him as it meant someone in the past had gone up agaisnt his own village and lived to pursue there own dreams. Kira could only hope to have one of those swords one day and let the legacy live on with him. Two years would past and Kira now on the verge of becoming fifteen became a geniun and took on missions of the next two years for the Mist Village. His actions during the missions cause ire in the ranks but they couldnt do much sense he was doing the missions handed out and completing them with not much trouble other than the hiccups of his own honor and ideology in the missions in question. At sixteen Kira was brought forth a board of elders to discuss whether he would be aloud to take part in the chunin exams with his team. they could not deny his skills but they also couldn't deny his own 'individual outcries' on the system that so far had worked for the mist village. Kira had mainly planned on scoffing them off when the famous plague that was going around the world encased him during the meeting and entrapped in that state on august 23rd 144 B.E.T

Hundreds of years later Kira awoke from the crystal he is now unhinged by the fact the the few people he did care about are gone once again. His travels has led him to settle in the village of iron bridges where he not only discovered that not only has he been unhinged mentally, but physically as well. Out of unknown reasons he has developed a taste for the blood of living creatures like a sad teenage movie drama that he would rather separate himself from. He has so far maintained himself on the rats of the city But he has asked himself this... How long will that last?

Personal Attributes:

      • Sparkpoint: Born under the sign of the Dragon none embody this the way Kira does. Unlike most human's he was born with a pair of prongs at the base of the tongue that can, by force feeding chakra into them, cause them to click together rapidly and create sparks. With a bit of chakra these sparks are erupted outwards in a fan of electricity that spreads up to fifteen yards per Rank of the chakra burned into its creation. The speed of this attack is always D -r ank, but the damage will increase at the same rate as the distance, causing devastation equal to one [1] rank per rank of chakra invested
      • Prodigy Swordsman: Due to his resonance with the Seven Mist Swordsman of old Kira began to imitate them and in this fashion began to neglect his other ninja tool proficiency. Thus when it comes to Sword based weaponry he has a [1.5] rank increase in damage. However this reflects in other weapons as he has a [2] rank decrease in damage when it comes to other categories of weapons

      • Ancestor Spells: By selecting this Personal Attribute the Ancestor gains access to spells that are otherwise impossible to gain

      • [Holiday Unlock]= IcePoint- Under the sign of the dragon and slowly getting used to the colder elements of his new home village, Kira is now experiencing an addition to his abilities of charging chakra onto his tongue. using the element of his water based mana Kira is able to channel it into his mouth and over freeze the mana and water in his mouth to deliver a cone of cold of about 3 meters away. This range increases by 1 meter per 40 mana used.
      The speed of this attack is always D -r ank, but the damage will increase at the same rate as the distance, causing devastation equal to one [1] rank per rank of chakra invested.

________Capabilities
Experience Rank:8875 C-Rank <2/11/2021>
Classes:
      • (Warrior)
      • (Arcanist)
      • (---)

Disciplines:
      • [primary unlock] Armamentalist [Lightning]
      • The quintessential “elemental knight”, taking the path of the Armamentalist allows one the benefit of adding elemental effects to their weapons and armor. By reserving a cost of [40] mana, with a reduction of ten [10] mana per two [2] experience ranks starting at D-rank, the character may add on of the following benefits to their equipment. Activating and deactivating these abilities takes one [1] activation, and only one [1] effect can be active at once.

      → Weaponry: The character chooses one [1] of their elements and cause it to burst into life upon their weapon. This causes the weapon to deal additional D-rank spiritual damage of that element when striking. This will scale up once per two [2] experience ranks, starting at D-rank, meaning at S-rank the additional damage would be B-rank.

      • [secondary unlock] Elementalist: These characters start with two [2] elements, with spell slots mirrored across both elements. These elements do not gain any extra strengths on their own, but the user can perform ‘Self-Collaboration’ spells. This allows the user to cast two [2] spells in one [1] activation as a single spell, which may increase the effect by [1] rank and combine the effects when applicable. The user must still pay for both original spells.

      [reward unlock July 11 2020] Wellspring: Gain one [1] additional element, and mirror Spell slots for that new element. In the case of characters with the Naturalist discipline, they instead gain ten [10] additional Spell slots.



Archetype:Strategist
Stats:
      Power:5
      Agility:4
      Intelligence:4
      Mana: 3

Stamina Pool:420
Mana Pool:445
Blood Points: 450
      Materialization:
      Elements:
      tab • Lightning
      tab • Water
      tab • Wind

Evolutionary Traits (Evo's):
• Skilled Practitioner ||
→ Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank. This can only be selected once [1x].
•Stormborn ||
→ By combining Lightning and Water elements, the Stormborn is able to produce a colored lightning bolt that has unusual properties. This color is that of the user's mana, and it can gain minor properties of the Mana manifestation. This electricity is especially effective against the electrical signals that control the motor functions of living things, and produces a physical, force-like impact on striking that lightning normally does not. Immediately gain access to the Storm Ruler spell, which can be cast without Handseals. (See Storm Manipulation). Unlocked Stormborn spells
•Weather Sense ||
→ Stormborn are sometimes able to get a natural sixth sense when it comes to weather. As such, when taking this Evo, the character is able to determine when a storm is brewing, and relatively accurate info on what sort of storm. If they've never encountered it before they only know something is coming, and some aspects, such as "Something...acidic" if the rain is acid rain. Or "dangerous" if it's a storm heavy with tornados. Etc.
Skills ► [18 // 18]

      • {Field Triage 3}
      • {Foraging 2}
      • {Herb Identification}
      • {Tool Preparation 3}
      • {Poison-making 2}
      • {Poultices 2}
      • [.5 Stormborn Strength Increase]
      • {Weakness Identification 3}
      • {Hunting, Unnatural Animals 3}
      • {Gathering 2}
      • {Alchemy 2}


Proficiencies ► [00 // 00]
      • Katana 3
      • Longbow 2
      • wakizashi 1
      • scale mail 1

________Possessions
Repertoire:
      Arcanist Spells: 26 // 26
      Illusionist Spells: 05 // 05
      Stages of Learning: 013 // 13
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00

Inventory:
      • Backpack
      • Skinning Knife
      • Whetstone x10
      • Needle x3
      • Twine 50 meters
      • rope 20 meters
      • camp Hammer
      • Bedroll
      • Satchel, Medium x2
      • Oiled Waterskins x5
      • Shinobi Clothes
      Karins Scale Mail, T1, made of steel. [E-rank Defense, Durability 13]
      • Katana Medium One Handed 30 durability
      • FireBrand/ Katana Medium One Handed/ 100 Durability.-

      A strangely unique weapon carries with it the scent of fall and winter, and comes with a Durability of 100. When handled/drawn/strung the weapon will take on a luminescence of Red around the blade. the following enchantment follows-[Fire damage. Where fire strikes the flames whip about as if alive, and release flaming petals like falling leaves for up to five feet in radius. Where the leaves land they act as hot embers, and can spread the fire

      • 12 thin mint cloud chocolates [When consumed person is turned into a cloud for five posts with no feelings while in the state itself]

      {side note: Battle Theme}
 
PostPosted: Wed Jan 22, 2020 11:10 pm
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*List final edit Current Date Stamp: Semptember 26th 2020

Storm Spells:

Technique Name: Caged Devastation: Tempestas
Rank: A
Element: Storm
Description: Tempestas is a Storm Release Extension of the Void spell, Caged Devastation. Combining the overwhelming power of the Stormborn Tempestas is formed when the initial Devastation is formed and then topped and contained with Storm Mana. using the same technique to circulate mana through your fingers the less dominate hand starts circulating Storm Mana at a slightly lower speed than the Devastation. Once both barriers merge to Create Tempestas the result is a Pinnacle of Stormborn Magic. Excess energy from the mana starts to create electric arcs within outside a condensed 'Core' expelling numerous amounts of tiny plasma bolts. This Plasma circulates until the Initial 9 cm orb turns into a meter length Sphere with Plasma running all over the surface of the sphere creating tiny plasma 'teeth' that circulates as quickly as a chainsaw. This can be used as either a on hand weapon or as a throwing projectile that, when hit with a solid object, shoots out the plasma teeth with incredible velocity over a 3 meter area. The Upkeep of the spell is 1||40 per post. in order to keep it as a hand held weapon.

Storm Manipulation
Description: This control allows the Storm user to create varied amounts of black colored electricity. Electricity created by this technique has a static effect that can cause temporary numbness or even paralysis on contact. Not only can it take any form the user desires, but it can also be shifted around as if it were a part of their own body. It should be noted that one can only manipulate the electricity they themselves have made. Additionally, any electricity that is being freely manipulated is not very strong, and can be broken or blown away as if it were completely natural. Should be noted that techniques can be made smaller while retaining their rank.

Rank E: Very small amount of electricity [static shock]. Can cause tingling and discomfort at contact point. Effects lasts one [1] post.
Rank D: Small amounts of electricity. Can cause pain and numbness at contact point. Effects last one [1] post.
Rank C: Medium amounts of electricity [a series of arcing bolts]. Can cause pain and numbness throughout body, and stuns the opponent, reducing the number of activations they receive by [1]. Effects last one [1] post.
Rank B: Large amounts of electricity. Can cause pain, numbness, loss of control of limbs, and stuns the opponent, reducing the number of activations they receive by [1]. Affects anyone within five feet of contact. Effects last one [1] post.
Rank A: Very large amounts of electricity [lightning bolts]. Can cause pain, numbness, loss of control of limbs, and stuns the opponent, reducing the number of activations they receive by [1]. Affects anyone within five feet of contact. Effects last two [2] posts.
Rank S: Massive amounts of electricity [a storm]. Causes loss of consciousness at contact. Causes temporary paralysis to anyone within ten feet of contact. Paralysis lasts three [3] posts.

• Requires [5] parts of a paragraph to learn, and must be learned before proceeding to other techniques. Receives no reductions.
• The amount of electricity that can be created is limited to the user's experience rank limit [at E-rank can make up to C-rank, D-rank up to B-rank, etc.]
• Manipulated lightning lose any modifiers, and are beaten by techniques of the same rank, or one rank lower against wind.

Displacement of Light]
Rank: E | Strength: -- | Speed: --
Description: An add-on specifically for clones. The clone(s) will be encompassed by wobbling light patterns, which will cause it to appear to all but the user as either much larger or much smaller than it really is. Clones gain an E-rank dodge bonus for [3] posts.

Threatening
Rank: E | Strength: -- | Speed: --
Description: A basic Storm ability in which the user will slap an object and have a thunder sound emit from that spot. The noise is loud enough to overlap most other sounds for a brief moment. If used offensively, a slap within [3] meters of the opponent can cause temporary deafness, lasting [1] post.

Lightning Barrier
Rank: D | Strength: D | Speed: --
Description: While this spell only requires a single motion to cast, its rather taxing for the user. By quite literally venting Storm mana from the body the user creates an aura around them which, while no more then four inches in size, is filled with lightning. This forms an emergency shield of sorts to protect the user. Given its nature its ill advised to strike the user with hand to hand combat, as it will deliver a nasty shock, which can result in first degree burns and stun, which reduces the number of activations the opponent can make by one [1]. Can be maintained for half the original cost per post, and is dismissed by the seal.

Chain Lightning
Rank: Passive | Strength: -- | Speed: --
Description: As the user grows stronger, they gain more control of their lightning. Once this training is complete, the user is able to chain their Storm and Lightning spells to [1] additional opponent within [5] meters, [1] time per post at no extra cost or activation. The chained technique functions as [1] rank lower in strength and speed against the additional opponent. Training takes [3] parts of a paragraph to learn. It can be retrained again when the user reaches B-rank to chain to [1] additional opponent at [2] ranks weaker. This second training takes [5] parts of a paragraph to learn.
• Requires C-rank experience to learn, and then B-rank to upgrade.

Rain Clouds
Rank: C | Strength: -- | Speed: --
Description: This spell condenses moisture in the air to form an overcast sky. It should be noted that this spell does not cover much area, about [30] meters, and after being performed it still takes roughly four [4] posts before the clouds form and break open. Only takes two [2] posts, if clouds are already present. Rain will last [10] posts once it starts, soaking all within range. Lightning-based spells act as [1] rank higher in strength against soaked opponents.

Lightning Grenade
Rank: X | Strength: X-1 | Speed: X+1
Description: A ball of lightning forms between the user's hands. With a simple throwing motion, the lightning ball is launched at an opponent. Upon contact, the ball will explode in a [1] meter radius per rank blast. The blast can cause up to second degree burns if struck directly, and cause stun or even paralysis to anyone within an addition [1] meter per rank beyond. .

Electric Blast
Rank: X | Strength: X-1 | Speed: X+1
Description: Functioning in a similar way to Lightning Barrier, the user makes a single motion and releases a surge of lightning. However, instead of creating an aura, the blast extends in a [b[[3] meter radius per rank around them, delivering a nasty shock to anyone in range. It is weak but has the potential to cause burns and even paralysis at higher ranks.


Lightning Spells


Lightning Beast Running
Rank: C | Strength: C | Speed: C
Description: By manipulating lightning into their hand, the user can make the lightning expand to create the form of a hound. The hound remains connected to the user's hand, allowing them to control it during its attack. Wolf cannot go farther than 10 meters from the user, but packs a powerful bite. Can be maintained for half the original cost per post.

Wave of Inspiration
Rank: C | Strength: C | Speed --
Description: After forming the needed hand seals, the user will shoot a bolt of electricity in to a small body of water or Water spell, permeating it with electricity. The electricity is strong enough to stun anyone that comes in to contact with the water. Water remains charged for three [3] posts and the Lightning looses its elemental weakness while in the water.

Lightning Manipulation
Rank: X | Strength: X | Speed: X
Description: This control allows the user to create varied amounts of electricity. Electricity created by this spell can cause temporary numbness or even paralysis on contact. Not only can it take any form the user desires, but it can also be shifted around as if it were a part of their own body. It should be noted that one can only manipulate the electricity they themselves have made. Additionally, any electricity that is being freely manipulated is not very strong, and can be broken or blown away as if it were completely natural. Should be noted that spells can be made smaller while retaining their rank.

○ Rank E: Very small amount of electricity [static shock]. Can cause tingling and discomfort at contact point. Effects lasts one [1] post.
○ Rank D: Small amounts of electricity. Can cause pain and numbness at contact point. Effects last one [1] post.
○ Rank C: Medium amounts of electricity [a series of arcing bolts]. Can cause pain and numbness throughout body. Effects last one [1] post.
○ Rank B: Large amounts of electricity. Can cause pain, numbness and loss of control of limbs. Affects anyone within five feet of contact. Effects last one [1] post.
○ Rank A: Very large amounts of electricity [lightning bolts]. Can cause pain, numbness, and loss of control of limbs. Affects anyone within five feet of contact. Effects last two [2] posts.
○ Rank S: Massive amounts of electricity [a storm]. Causes loss of consciousness at contact. Causes temporary paralysis to anyone within ten feet of contact. Paralysis lasts three [3] posts.

• Requires [5] posts to learn, but is not required to learn other Lightning spells. Receives no reductions.
• The amount of electricity that can be created is limited to the user's experience rank limit [at E-rank can make up to C-rank, D-rank up to B-rank, etc.]
• Manipulated lightning lose any modifiers, and are beaten by spells of the same rank, or one rank lower against wind.

Lightning Clone
Rank: E | Strength: E | Speed: E
Description: A physical clone, formed from lightning. One can easily touch and hold this clone as if it were in fact a person. However, when it is attacked it quickly disperses into an E-rank burst of electricity. It is also able to attack using physical attacks; however, its ability to attack is around 1/10 the user’s. In return for this weakness, its attacks deliver E-rank shocks of electricity to the opponent's body.

Electrical Resistance Training
Rank: Passive | Strength: -- | Speed: --
Description: A passive skill that prevents the user from being harmed inadvertently from the creation of the lightning used in his or her own spells. A person who doesn't learn this skill will generally feel pain when performing their own lightning spells, whereas one who learns this ability tends to notice that minor shocks generally do not hurt them. Provides a half [.5] rank resistance to all lightning spells as well.
• Must be trained up to the rank of the spell being used for immunity.
• Does not take up a spell slot, but requires the Lightning element to learn.

Lightning Burst
Rank: D | Strength: D | Speed: --
Description: The user vents electric lightning from his or her entire body, causing anyone that touches or attacks him or her to receive minor electrical shocks and burns.The user cannot move while in this state.

Current Transfer
Rank: D | Strength: D | Speed: --
Description: The user creates an electrical current in his or her hand; this current can then be transferred onto any weapon he or she happens to be holding at that moment. The next physical attack he or she performs is charged with this electrical current; if he or she blocks a weapon attack with a weapon, the current transfers over, shocking the attacker. If by chance the user is not carrying a weapon, he or she can transfer the current into the opponent's weapon or can directly hit him with this current to shock the target.

Lightning Bolt
Rank: D | Strength: E | Speed: C
Description: A simple spell in concept and execution, in which the user performs the necessary hand seals and then emits a short bolt of lightning from his or her hand. This is a simple bolt, akin to a fireball, as opposed to being a continuous stream. On impact, the target will suffer minor electric shocks and numbness in the area it strikes.]

Lightning Blade
Rank: C | Strength: C | Speed: --
Description: The user charges lightning into the palm. The mana eventually works up to the fingers, where a blade of electricity is formed between the index and middle finger. The blade is very thin, and depending on the user's mana, anywhere from 8 inches to a foot long. It is around 2 to 3 inches wide, and it lacks a hilt. The blade is held between the fingers, and as soon as it is let go, the blade vanishes into thin air. The strength of this blade isn't as strong as a normal blade, as it is nowhere as dense or as heavy, and physical attacks act as one [1] rank weaker, but because the blade is very thin, it is capable of doing major damage if used properly and deals a nasty shock with each hit. The blade can be held continuously for half the original cost in mana per post.

Swarm of Hummingbirds
Rank: C | Strength: D | Speed: B
Description: After activation, the spell causes various sparks of lightning to appear in the air. Within moments they transform into humming birds, giving off a loud humming sound. The humming birds will then rush the opponent, and can spread out to hit multiple targets. They can cause minor electrical shocks and numbness at the point of contact. Creates between [5] and [10] birds. They disperse at the beginning of the next post, regardless of whether they hit.

Electric Needle Spread
Rank: C | Strength: D | Speed: B
Description: The user begins to grow needles of electricity all over the front area of his or her body. Anyone using a physical attack on the user at this point from the front side will get a slight sting. Once the needles have grown for two [2] posts, the user then forms one hand seal and all the electric needles launch themselves in a five [5] meter cone in front of them. Anyone who is hit by the needles receives a nasty shock and numbness to the afflicted part for three [3] posts.


Earth Flash
Rank: X | Strength: X - 1 | Speed: X + 1
Description: This spell allows the user to create a wave of electricity from their hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. E-rank to C-rank cause the opponent to be stunned, losing one [1] activation on their next post. B-rank to S-rank cause paralysis that lasts one [1] post. The presence of water increases the speed and strength of the spell by one [1] rank, but also risks hitting anyone in the vicinity of the water, including the user.

Electric Explosion
Rank: C | Strength: C | Speed: --
Description: After creating the needed hand seals, the user causes all Lightning Clones that are under his or her control to explode in a burst of electricity, shocking anyone that happens to be near them and inflicting tremendous pain.


Water Spells

Water Demon’s Appetite
Rank: C | Strength: C | Speed: C
Description: A spell which utilizes the water around the opponent for it to work. Below the opponent, a head made of water emerges and tries to swallow up the opponent, having sharp dagger like teeth. If the initial chomp misses the opponent, a tongue will emerge to wrap around the opponent to try and pull them back under for a second attempt.

Water Manipulation
Rank: X | Strength: X | Speed: X
Description: This control allows the user to create and bend water. Not only can it take any form the user desires, but it can also be shifted around as if it were a part of their own body. It should be noted that one can manipulate water both that they created and naturally occurring. Additionally, any water that is being freely manipulated is not very strong, and can be broken or blown away as if it were completely natural. It should be noted that the spell can be made smaller while retaining their rank.
Rank E: Very small amount of water [a vial].
Rank D: Small amount of water [a bowl].
Rank C: Medium amount of water [a gallon].
Rank B: Large amount of water [a barrel].
Rank A: Very large amount of water [a dumpster].
Rank S: Massive amount of water [a tanker].
• Requires [5] parts of a paragraph to learn, but is not required to learn other water spells. Receives no reductions.
• The amount of water that can be manipulated is limited to the user's experience rank limit [at E-rank can make up to C-rank, D-rank up to B-rank, etc.]
• Manipulated water loses any modifiers, and is beaten by spells of the same rank, or one rank lower against earth.

Fish Spit
Rank: E | Strength: E | Speed: E
Description: A simple jet of water shot from the mouth. It can hit with enough force to stun you if it hits properly. It can be done up to 5 times in succession, or one jet can be shot. To give an example of its power, Mist academy students usually use this spell to play a game much like tag. Each of the five hits possible per use of the spell reduces the opponent's activation for the following post by one [1]. If three of the five hit, the opponent is stunned for the following post.

Water Blade
Rank: X | Strength: -- | Speed: --
Description: Creates a sharp sword made of solid water in the user’s hand. As the user's control improves, he can manipulate the shape and size he/she wants the sword to have, from a tiny dagger to a massive decapitator sword. At the minimum requirements, the sword has minimal offensive power, able to make slight cuts and tears in the flesh of an opponent, and susceptible to high pressure (an opponent breaking the blade with a weapon of his own).
E-Rank: The sword can be up to the size of a wakizashi, and is fragile, breaking under the pressure of weapon strikes against it.
D-Rank: The sword can be up to the size of a katana, and is now as strong as a normal, metal blade.
C-Rank: The sword can be up to the size of a nodachi, and now cuts with the edge of a finely crafted blade.
B-Rank: The sword can be up to the size of a cleaver sword, and is now incredibly durable and lethal.
Requires an upkeep of half the original cost to continue after the first post, to a minimum of five [5] mana.

Water Clone
Rank: D | Strength: E | Speed: C
Description: Creates up to three [3] identical copies of the original out of water. More similar to Shadow Clone then a regular Clone, water clones are capable of attacking, except each clone is roughly E-rank in strength. The water clone can perform one water spell that the user knows once, which uses up the water that makes its form. One solid hit will destroy the clone.

Underwater Breathing
Rank: Passive | Strength: -- | Speed: --
Description: The art of breathing underwater using mana to remove oxygen from water has been a long handed down secret of the Mist. The length of time and the depth that the diver can go under depends on the ability of the user. This spell typically activates whenever the user breathes in water and requires no hand seals. This spell is partially passive in that it activates automatically when the user's head is submerged underwater. However, it requires an upkeep of five [5] mana per post once active to maintain.

Water Pellet
Rank: Augment | Strength: E | Speed: C
Description: An enhanced version of Fish Spit, instead of a stream, a bullet impacts the enemy at high speed (though with blunt force,) and it is roughly about the size of a fist. Requires knowing Fish Spit. This is an upgrade of Fish Spit and, but takes up its own slot, since E-ranks do not take slots. Either version can be used for the appropriate version's cost.

Mist Vision
Rank: Passive | Strength: -- | Speed: --
Description: The Mist Vision spell allows the user to see through heavy mist, steam, or any other condition caused by water in the air. This does not give the ability to see through smoke. The spell is passive and activates when the user's vision would otherwise be obstructed by mist. Does not work on smoke, or other non-water obstructive clouds.

Stormy Upheaval
Rank: C | Strength: B | Speed: D
Description: After forming the needed hand seals, the user will create a waterfall or wave of water to slam into her opponent. If created from an existing water source, the cost is reduced by one [1] rank.

Water Pistol
Rank: C | Strength: C | Speed: C
Description: After forming the needed seals, the user will emit a jet of water from their mouth capable of slicing its target into many divisions. The jet, while small, is strong enough to pierce metal.

Suirou no Jutsu [Water Prison Technique]
Rank: C | Strength: C | Speed: --
Description: Suirou no Jutsu is a Ninjutsu technique that utilizes water to imprison an opponent. The Shinobi forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The Shinobi must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bunshin technique, the Shinobi can imprison their target but still allow for a clone to attack others nearby.

Mizu no Yoroi [Water Armor]
Rank: C | Strength: C | Speed: --
Description: A thin layer of water covers the user’s whole body. At the basic requirements, it gives protection against fire techniques by dampening the effects, as well as nullifying some Taijutsu attacks. While the armor is on, it constantly draws out small amounts of the user’s chakra, and thus can only be kept up for a limited time. Capable of blocking Taijutsu and Bukijutsu techniques of up to C rank if simple, and D rank if complex. For an upkeep of half the original cost, the technique can be continued past the first post.

Eight Tentacles
Rank: D | Strength: D | Speed: --
Description: A skill in which is used to give the user additional limbs. Gathering mana into the water, the user can create up to eight arms upon their back that resemble the tentacles of an octopus. Approximately six feet in length, and are capable of attacking in all directions. For an upkeep of half the original cost, the spell can be maintained.

Shokushu Rendan Kyouran [Tentacle Barrage Fury]
Rank: Augment | Strength: C | Speed: C
Description: A skill which is used to attack the opponent from various angles. Around the opponent, eight tentacles emerge all created from water. These tentacles having a mind of their own much like bunshins, which will come down and attack the opponent in utter desperation to attack them. These tentacles can be attacked and destroyed, but that just makes openings for the tentacles to attack. Requires knowing Hachi Shokushu [Eight Tentacle]. This is an upgrade of Hachi Shokushu and takes the same slot as the D-rank version once learned. Either version can be used for the appropriate version's cost.



Wind Spells

Projectile Control
Rank: E | Strength: E | Speed: E
Description: Utilizing power over the wind, the user can control thrown objects. A basic skill for those learning to master the art of wind control. The user can utilize his or her powers over wind to aid the speed and trajectory of his or her projectile, or even redirect objects thrown at them. This can be used to either speed up or slow down up to five [5] projectiles by a half [.5] rank.

Wind Levitation
Rank: E | Strength: -- | Speed: --
Description: Utilizing and controlling the wind, the user is able to force wind beneath an object in order to force it to rise up from the ground. The effectiveness of this spell is very much dependent upon the weight of the object in question. The weight limit for this technique caps out at twenty [20] pounds (9kg).

Wind Manipulation
Description: This control allows the user to create and bend wind. Not only can it take any form the user desires, but it can also be shifted around as if it were a part of their own body. It should be noted that one can manipulate wind both that they created and naturally occurring. Additionally, any wind that is being freely manipulated is not very strong, and can be broken or blown away as if it were completely natural. It should be noted that techniques can be made smaller while retaining their rank.
Rank E: Very small amount of wind [a small breeze].
Rank D: Small amount of wind [a weak gust].
Rank C: Medium amount of wind [a strong gust].
Rank B: Large amount of wind [a whirlwind].
Rank A: Very large amount of wind [a dust devil].
Rank S: Massive amount of wind [a tornado].
• Requires [5] parts of a paragraph to learn, but is not required to learn other Wind spells. Receives no reductions.
• Manipulated wind loses any modifiers, and is beaten by techniques of the same rank, or one rank lower against fire.

Wind Explosion
Rank: D | Strength: D | Speed: D
Description: Wind is gathered with mana into a swirling ball that is hurled towards the opponent. The ball explodes on impact, knocking back the target causing minor cuts on the target's body if a direct hit. However, it affects a rather small area, only about one [1] meter in radius.

Vacuum Blade
Rank: D | Strength: D | Speed: --
Description: The user exhales mana-infused air onto a weapon in order to increase its sharpness, range and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range or cutting power. Good for one [1] weapon for one [1] post, and it can change one [1] aspect of the weapon: size, range, strength by a half [.5] rank, or speed by a half [.5] rank

Decapitating Air Waves
Rank: D | Strength: C | Speed: E
Description: The user releases a large blast of wind directly from the palms of the hands, extending about three [3] meters forward. The gust is strong enough to break rock.

Cutting Whirlwind
Rank: C | Strength: C | Speed: C
Description: The user uses their fan, or similarly shaped item, to blow a concussive wind that is imbued with their mana. When their opponent is caught in the wind, a tornado will raise them into the air and hold them there. The wind will then begin to cut the target with the sickle-like winds. A fan or similarly shaped object is needed to perform this technique. Tornado holds and cuts target for two [2] posts, although it can be broken out of by a movement ability of one [1] rank higher.

Extreme Decapitating Air Waves
Rank: Augment [learned as C] | Strength: B | Speed: D
Description: The user sends out a large gust of air pressure from the palms of the hand. This spell is capable of destroying sturdy structures and large boulders. Requires knowing Decapitating Air Waves. As an upgrade of Decapitating Air Waves, this spell takes the same slot as the D-ranked version as a variation, and either version can be used for the appropriate cost.

Wind Dragon
Rank: C | Strength: -- | Speed: --
Description: Creates a dragon formed from wind that can launch concussive blasts of wind. The dragon looks like a large serpent, a traditional Chinese dragon that is five [5] meters long. The dragon is transparent but still visible. It can can fire the spell Wind Explosion from its mouth three [3] times before dispersing.

Air Pressure Manipulation
Rank: C | Strength: -- | Speed: --
Description: This spell makes the air pressure in a ten [10] meter area either rise or drop dramatically. Low air causes an almost immediate headache in anyone caught within, and may also cause nausea, disorientation, sensory overload. On the other hand, high air pressure can relieve pain, making it easier to move, and will nullify weather effects temporarily. Lasts three [3] posts before pressure returns to what it was previously. Staying in a low pressure zone for the full three [3] posts will lead to a loss of consciousness. The spell affects everyone within the area, including the user

Rotating Shuriken
Rank: Augment [learned as C] | Strength: C | Speed: C
Description: The user can use the wind element to launch projectiles at his target, like shuriken. Because they manipulate each individually, they can attack their target from multiple directions. In other words, it allows the user to control and launch several projectiles through the air at one time. Requires knowing the E-rank spell Projectile Control. This is an upgrade of Projectile Control, although it takes its own slot. Either version can be used for the appropriate cost.



Void Spells

Shadowing Stealth
Rank: E | Strength: -- | Speed: --
Description: This spell allows the user to follow their targets covertly. Using this spell makes it more difficult for those of the user’s rank or lower to find the user while he or she is hiding. Effectively makes the user less conspicuous, less noticeable, and allows them to blend in with the crowd for three [3] posts per use. Useful when tailing someone. The spell is broken if the user does something to make themselves stand out.

Barrier Shatter
Rank: E | Strength: Variable | Speed: --
Description: This spell is used to shatter visible or found barriers by borrowing mana from allies. Only affects barriers made and sustained with mana. Once used, the user's mana passes through all nearby and willing allies, gathering strength. Gains an extra rank of mana and power for every extra ally that it passes through before returning to the user. Shattering occurs at a higher level than the barrier's own, and also causes the source to be unable to create another for one [1] of their posts.

Shadow Shuriken
Rank: D | Strength: -- | Speed: Variable
Description: When throwing a projectile, the user will also throw a second projectile to hide in the shadow of the first. The hidden secondary projectile can then approach the target without their being aware. Mana hides the second projectile in the shadow of the first. This can be used with up to three [3] projectiles in one activation, or one [1] large projectile. This spell takes on the physical speed of the thrown object.

Body Flicker
Rank: D | Strength: -- | Speed: --
Description: The user will appear and disappear in an instant, allowing them to retreat or attack suddenly. To facilitate the movement the user will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance. As such, an 'air' or 'feeling' will pervade the area before usage. Maximum distance of one [1] mile. Further mileage requires one [1] D-ranked cost additional per mile beyond the first. Body Flicker in any form can only be used three [3] times per battle.

Release
Rank: X | Strength: Variable | Speed: Variable
Description: Release is that is typically used to break the effects of mana on other people, similar to the natural ability of Self-Release, particularly Illusions. With a physical touch and a small burst of mana into the afflicted, they are released from the effect. Release essentially halts, for a brief moment, mana running through the body, cancelling out foreign mana within. As such, the technique can also be used to break techniques affecting the mana directly, such as buffs and debuffs, and temporary physical alterations, such as mana-based paralysis. Requires expending the same amount of mana the caster of the spell used in order to break the technique. Does not affect afflictions given by stamina-based abilities.

Act of Water Walking
Rank: X
Strength: Variable
Speed: Variable
Description: A variation on Act of Tree Climbing, the Act of Water Walking allows the user to walk on water as if it was a solid surface. Focusing an even amount of mana out of the soles of their feet, they can balance themselves on the very surface of the water. Requires an E-rank upkeep cost per post of use. From there, the user can utilize the technique to effectively anchor themselves to the surface of the water to prevent losing footing and falling, for an amount of chakra equivalent to the technique they are anchoring themselves from.
• Does not take up space on the profile, but must have listed

Scattering One Thousand Crows
Rank: C | Strength: -- | Speed: --
Description: The user will call upon a murder of crows. These crows will fly around the target, causing confusion with their dark forms and quick movement. A comrade can move within the flock wearing dark clothes and wielding a dark weapon almost undetected. Also the mass of crows can obscure anyone retreating. When no longer needed, the murder of crows will simply puff away in smoke. For an upkeep of half the original cost, the spell can be continued past the first post.

Wave Transmission
Rank: X [C minimum] | Strength: -- | Speed: --
Description: With this spell, the user is capable of creating a wave, by touching a solid substance, like a wall, that lets them communicate with their allies. Usable when within one [1] kilometer of the targets, and in contact with the same substance. Higher ranks increase the range, doubling each time (guide: B-2, A-4, S-8, S+16). Sent to up to two [2] targets per rank. Communication is one-way.

Mana Absorption
Rank: X | Strength: -- | Speed: --
Description: After activating the spell, the user's hand will glow with mana. When the user touches their palm to their opponent’s body, they can withdraw the physical and spiritual energy out of them. By reducing their mana, it greatly increases the user's advantage over their opponent. Requires physical contact with the victim.


Sakura Fubuki no Jutsu [Cherry Blossom Snow Storm Technnique]
Rank: X
Strength: Variable
Speed: --
Description: The user will hurl kunai with pouches attached at their target. When they impact, the pouches explode, releasing small explosive notes. Due to the large number of kunai thrown, a shower of notes will rain down on their target. They will then throw one final kunai with an active explosive note at their target. It will begin to burn, and by igniting the falling smaller notes it will cause a gigantic explosion. Rank determined by number of kunai, with five [5] at E-rank, and doubling with each rank from there. Must have the required number of kunai.

Kao Utsushi no Jutsu [Face Copy Technique]
Rank: X
Strength: --
Speed: --
Description: This technique allows the user to take on the body of their target. They must remain close to the one they want to copy for a short period of time. Their body will then shape and contort to resemble the target. The copy is said to be so good that even family members of the target cannot tell they are a fake. The user will even take on the smell of the original. Unfortunately the user does not copy the target’s Jutsu, leaving them with only their original limited skills. They are skilled however, in taking on the mannerisms of the original and playing up the character traits of their target. The clan member must also provide clothing to match the original. Their appearance will eventually change back to their original form after several days. Rank of the technique is determined by the rank of the person being copied, with non-shinobi characters being considered E-rank. Lasts twenty [20] posts once technique is active, but user may freely switch between appearances until those posts are up.

Ayatsuito no Jutsu [String Reeling Technique]
Rank: X
Strength: Variable
Speed: --
Description: Ayatsuito no Jutsu is a Ninjutsu technique utilizing wire. This string can be used in rappelling, or as a method to tie down and restrict the movement of an opponent. It has also been utilized in the Sharingan Soufuusha Sannotachi technique. The wire allows the clan member to pin down an opponent, and then unleash a torrent of fire upon them. This technique increases the strength of a wire or rope being used, allowing it to support greater weights or keep others from escaping easily. The wire or rope is infused with chakra, and a technique of equal rank or higher must be used to break it. If the user is in contact with the wire, they can pay an upkeep cost of half the original rank, to a minimum of five [5] chakra to maintain it past the first post. Without physical contact, the technique ends after three [3] posts.

Technique Name: Caged Devastation
Rank: B
Element: Void
Description: Generating Mana in ones dominant hand, Devastation is formed in a cage using the fingers as a barrier. Mana circulates along the nerves of the inner finger to create a miniature vortex feeding into a sphere like shape. All five fingers are used to create the initial vortex and barrier, condensing it in a small space before expanding it to around 9cm in circumference. The Caged Devastation is then formed in a tightly wound sphere with multiple strands of mana swirling within like a miniature vortex. When used in close combat the Spellcaster can thrust the Devastation into the opponent picking them up there feet a few inches above the ground before twirling them away from the caster. The spell is immediately dispelled when focus is loss or it hits a physical target. This spell has a 2||25 mana upkeep when not inflicting direct damage.


 

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Kirra Yamata
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PostPosted: Tue Apr 14, 2020 11:17 pm
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Continued


Illusion
• Minagiru no Kage [ Shadow Swell ]
→→Rank: C
→→P/S. Sense: Sight // -
→→Base Duration // Upkeep: 5 Posts // 10 Chakra
→→Source: Phantasm
→→Description: Visually expanding a shadow, the user is able to cover a large area in pseudo-darkness and thus forces an opponent to rely on their senses aside from sight. Not to say that this completely blinds a person, but it makes day seem like night, thus causing both great confusion and making direct combat difficult to an extent. This only visually manipulates shadows. Jutsu that rely on shadow as a form of attack (like Nara Jutsu) cannot exploit this technique.

• Kagemazeru [ Shadowmeld ]
→→Rank: C
→→P/S. Sense: Sight // -
→→Base Duration // Upkeep: 5 Posts // 10 Chakra
→→Source: Phantasm
→→Description: This Jutsu allows a person to visually manipulate shadows in a manner that combines Nirami no Kage [ Shadow Glare ] and Chouba no Kage [ Shadow Taunt ], among new usages. The user is able to create shadows of any proportion out of thin air and even, in good conditions, become near-invisible within them.

• Denkou Hachidori no Jutsu [ Electric Hummingbirds Technique ]
→→Rank: C
→→P/S. Sense: Touch // Sound, Sight
→→Base Duration // Upkeep: 4 Posts // 10 Chakra
→→Source: Phantasm
→→Description: The humming of hummingbirds fill the air and while it does, a large amount of hummingbirds fly from within the thunderclouds and home in on the target(s). Once hitting the target, the feeling that something is drilling into their affected area is felt, causing great pain.

• Chouba no Kage [ Shadow Taunt ]
→→Rank: D
→→P/S. Sense: Sight // -
→→Base Duration // Upkeep: 5 Posts // 5 Chakra
→→Source: Phantasm
→→Description: In this Jutsu, the user visually manipulates a shadow into taking another form aside from the one it actually is. For example, what was once the shadow of a short male can be shaped into that of a voluptuous woman. This technique, however, is fairly easy to see through since it cannot really be used on a shadow that a person is currently looking at.

• Nirami no Kage [ Shadow Glare ]
→→Rank: E
→→P/S. Sense: Sight // -
→→Base Duration // Upkeep: 6 Posts // 5 Chakra
→→Source: Visual Phantasm
→→Description: Manipulating what a shadow looks like is no large feat for the Shinobi of the Leaf. But at this most basic level, they are only able to increase the depth by which a person might perceive a shadow. For example, a shadow can either be lengthened or shortened, giving off the impression that a person is closer or father. When used in large expanses with abundant shade, this Jutsu can prove quite worrisome.

• Magen: Narakumi no Jutsu [ Demonic Illusion: Hell Viewing Technique ]
→→Rank: D
→→P/S. Sense: Sight // -
→→Base Duration // Upkeep: 2 Posts // -
→→Description: Magen: Narakumi no Jutsu is a Genjutsu technique that causes its target to see a horrifying vision. The Shinobi will use the serpent hand seal to cause a circle of leaves to spin and envelop the target and then fall away. Once cast the world will appear normal to the target until they see the illusion.

• Magen: Nijū Kokoni Arazu no Jutsu [ Demonic Illusion: Double False Surroundings Technique ]
→→Rank: C
→→P/S. Sense: Sight // -
→→Base Duration // Upkeep: Instant (1) // 10 Chakra
→→Source: Illusion
→→Description: This Jutsu places another visual illusion on top of a previous illusion created by the user. If and when the target dispels the first illusion, they will not realize that a second is in place. The Chakra cost & duration is in conjunction with the Genjutsu being 'doubled', & begins after the first has been dispelled. This essentially makes 2 visual genjutsus into 1, with the second half of the genjutsu being immune to 1 overall dispel attempt.

Style of Combat:

 
PostPosted: Tue Apr 14, 2020 11:23 pm
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