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Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Mon Nov 18, 2019 6:31 pm
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Description:
Bukijutsu ( Weapon techniques ) are attacks that utilize various forms of powerful tools in order to achieve severe and swift results. Those of this class are often dedicated to their weapon of choice—acting as if it were a beloved member of the family. Through this love and devotion, the shinobi is able to carve his or herself into a lethal weapon all their own. Like taijutsu, most bukijutsu do not require hand signs or chakra, but rather than causing blunt physical damage; weapon techniques deliver morbid damage. Slashes, smashes, stabs, and skewers: the end result of a bukijutsu attack may depend on what kind of weapon is actually being used, but such results are always tremendous. Just as the weapons they wield, the shinobi of the bukijutsu class come in all shapes and sizes; one need only have a dedicated heart to follow this path.

▰ Notes:
• When you select this class, you must pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum Energy Pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)
• When you select this class you may choose [1] Signature Style of Bukijutsu to be listed beneath your chosen discipline. The Signature Style is the martial art that the warrior relies on the most and thus [1] custom technique slot that is representative of the Signature Style is added per stage of the style mastered. Up to [6] Signature Style-based custom technique slots are added once all six stages have been mastered. The Signature Style can be changed at any time without a respec. Specialists can only choose [1] Signature Style. Place this code beneath the chosen Bukijutsu discipline's description:

Signature Style: [ Insert the bukijutsu style you use the most here ]

Quote:
▰ Disciplines:
Juggernaut: The user suffers no restrictions of movement or drawbacks from any armor tier they wear and it requires no slot consumption from the Inventory System. In addition, armor they are actively wearing are increased by two ranks in durability and techniques that are increased in effectiveness against armor do not gain that bonus against the user. The user gains a [+1] stats boost to strength and endurance. Once every three posts, the user is able to defend an attack without paying an activation for the technique, instead spending it upon an offensive action if the user chooses.

Expert: The user has achieved a sense of mastery and focus unlike others and are known as an Expert, a dedicated focus over a weapon they use to near perfection. The shinobi can pick a single weapon, or two if dual wielding, to apply this focus toward with examples such as Katana, Spear, Bows or even Dual Daggers. They acquire a Keystone technique that is unique to them with an additional 2 Custom Techniques derived of this special ability. Refer to the Keystone Guideline for more information. They gain a [+1] boost to both speed and agility & techniques cost [5] less Chakra and/or Stamina per rank of the technique when wielding attacks with their specialized weapon in attack or defense.

Mystic Hero: The user has become adept at blending their ninjutsu and bukijutsu. The user is able to cast ninjutsu from their weapon without the use of hand signs by making any flourish or deliberate movement to cast the technique in the direction the weapon is commanded. This requires the same amount of time as the forming of hand signs to cast ninjutsu. They are also able to Korabo 1 ninjutsu and 1 bukijutsu together with varying cool downs for a single activation.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Energy Pools:
▱▰▱100 chakra.
▱▰▱200 stamina.
Passive Benefits:
▱▰▱Learn 1 extra Bukijutsu technique per paragraph.
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
Passive Benefits:
▱▰▱Learn 2 extra Bukijutsu techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
Passive Benefits:
▱▰▱Learn 3 extra Bukijutsu techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+40 stamina.
Passive Benefits:
▱▰▱Learn 4 extra Bukijutsu techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ S-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
Passive Benefits:
▱▰▱Learn 5 extra Bukijutsu techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ S+ Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
Passive Benefits:
▱▰▱Learn 6 extra Bukijutsu techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
 
PostPosted: Tue Dec 10, 2019 11:41 am
▰ Armor System:
• No hitting through or around armor unless a technique does so automatically.
• Cannot escape from armor while it is being broken unless the technique specifically mentions that application. (i.e. You can't use Substitution to avoid being hit if the technique's already broken your armor.)
• Armor doesn't affect attacks that don't hit directly. (i.e. It won't stop you from falling in a pit or being drowned, but it will protect against a rolling boulder or a jet of water.)
• Be aware that certain materials can be manipulated by certain Jutsu.
• Armor functions as passive physical defense at its rank and is treated as simple when interacting with other techniques. This allows armor to be passively increased in its defensive capacity through the endurance stat. Armor can also be treated as a complex defense through the use of a personal attribute.
• The durability of the armor and shield is only dependent on tanking a hit without any defensive action. Therefore if you wore medium armor but performed an A-ranked hard physical block to negate the attack, the attack would bounce off of your action, and your armor would be fine.
• Armor cannot protect you forever and will degrade after each successful hit. i.e an S ranked armor hit with an s ranked attacked with become and A ranked armor. Lower ranks are ineffectual until being hit with an equatable rank which causes degradation. Getting hit with a rank higher than the rank of the armor will cause both degradation and force the wearer to be injured with the difference. This degradation can be repaired out of combat.
• Armor which has endured the critical amount it can handle can either pop off instantly or be taken off in whatever roleplay flavor you desire. The durability of the armor is negated upon it becoming destroyed, regardless if still wearing said armor.
• Stats reduced by armor can be replaced through the stat increases granted by learning multiple tai and buki styles.
• Shields do not affect the durability of the armor.


▰ Armor Types:
• Very Light Armor: Absorbs the damage from E-ranked attacks. All clothing unless specified otherwise is treated as this tier armor. The force of a D-ranked or stronger attack will penetrate through this armor. The armor is considered destroyed if the collision would reasonably break the armor, (sword cutting through one’s armor, a bow arrow, etc).
• Light Armor: Able to absorb the damage from C-ranked attacks. The force of a B-ranked or stronger attack will penetrate through this armor. This armor can be worn under clothing. The armor is considered destroyed if the collision would reasonably break the armor, (sword cutting through one’s armor, a bow arrow, etc).
• Medium Armor: Able to absorb the damage from B-ranked attacks. The force of an A-ranked or stronger attack will penetrate through this armor. This armor cannot be worn under clothing. The user’s speed and agility stats are both decreased by 2 points. The armor is considered destroyed if the collision would reasonably break the armor, (sword cutting through one’s armor, a bow arrow, etc).
• Heavy Armor: Able to absorb the damage from A-ranked attacks. The force of an S-ranked or stronger attack will penetrate through this armor. This armor cannot be worn under clothing. The user’s speed and agility stats are both decreased by 4 points, and the user’s strength is reduced by 2 points. The armor is considered destroyed if the collision would reasonably break the armor, (sword cutting through one’s armor, a bow arrow, etc).

▰ Shield Types:
• Small Shield: Able to absorb the damage from D-ranked attacks. The force of a C-ranked or stronger attack will penetrate through this shield.
• Medium Shield: Able to absorb the damage from C-ranked attacks. The force of a B-ranked or stronger attack will penetrate through this armor. The user requires 2 points in strength in order to wield this shield one handed.
• Large Shield: Able to absorb the damage from B-ranked attacks. The force of an A-ranked or stronger attack will penetrate through this armor. The user requires 4 points in strength in order to wield this shield one handed.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Tue Dec 10, 2019 11:46 am
▰ Dodge and Block System:
So you got an attack being levied at you and your plan is to avoid it? Cool! There is a system for that, which will be very concisely and clearly noted below.

  • Stats will only factor into simple and complex attacks. Specifically, your speed and strength are only counted for attacking with simple and complex techniques, and agility and endurance only count for dodging and deflecting complex techniques.
  • Endurance and the rank of your defensive action determine if you can block a simple or complex attack. Agility and the rank of your evasive action determine if you can dodge a simple or complex. This is the opposite of how strength determines the damage of an attack, and speed how fast it's coming at you.
  • Take note that you must have a high enough formless or rank appropriate technique to pull off a dodge/evade a simple or complex attack, which includes parrying, running away, jumping, or otherwise avoiding an incoming attack, and the same applies to blocking/deflecting: rank appropriate techniques or high enough formless.
  • When situations crop up where you either do not have a high enough Defensive or Evasive technique, even with agility and endurance involved, there is a special X ranked dodge technique. It is entirely it's own thing that is unaffected by any stats on the part of the one using it. That is to say, if a tai attack is levied at you and you can't block it or dodge it, and it's an A rank technique in speed, even if you have two ranks of agility, you have to take pay a ranked stamina or chakra in order to get out of the way of the attack. If that skill has a 2 point increase to speed, it requires an S rank amount of stamina or chakra to avoid. If it has a boost to strength, the cost to dodge does not change.
  • When attempting to avoid ninjutsu, you HAVE to use the X ranked dodge to avoid being hit by the ninjutsu. Agility will not factor into dodging ninjutsu and any other spiritual techniques unless using the temporary stat boost effect for agility, and endurance. A general rule of thumb, is if an attack is not affected by stats, then stats cannot effect dodging it. Techniques involving dodging that are affected by stats do not have their affects boosted by agility against ninjutsu and spiritual.

  • Examples:
    Doug uses their C Ranked Formless Large Shuriken technique. Doug has a 2 point increase to speed, making it as fast as a B ranked Technique. Kayron uses their C ranked Katana formless to deflect the shuriken. Kayron has a 2 point increase in agility, giving it a B ranked defensive modifier. Technique is successfully avoided by Kayron, for a C ranked cost.

    In the above example, Doug has a 2 point increase to strength, making it a B ranked attack where strength is concerned, and Kayron does not have an increase in their endurance. Kayron only has C ranked training in his katana, so he won't be able to use his katana formless to block the attack successfully, and it will carry through.

    Doug uses an A ranked formless Bow attack with a 2 point increase to speed, and Kayron does not have the formless training or stats to avoid the attack, and has no applicable defensive techniques, so they would have to use the X ranked Dodge technique and pay the S rank to avoid being hit, because that is the rank of the technique's speed value. They also could just take the hit, if they were confident they could survive it, and there is nothing wrong with that.
 
PostPosted: Mon Dec 16, 2019 8:06 pm
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▰ Poison and Status Effects System:

Description:
Poisons are toxic substances often used by shinobi in combat to physically harm and impair opponents. Poisons are typically the specialty of puppeteers and medical shinobi although all who possess the predisposition can become famed in the art and science of poison usage. Toxin chemists of varying skill can mix ingredients together using an alembic to create poisons at four tiers of potency. The toxicology arts are a rare talent that can prove highly useful as poisons have the capability to devastate the body and the energy resources of foes over the course of the battle.

Status effects are detrimental impacts that debuff enemies. Status effects can be the result of extreme temperatures, chiefly frostbite and dehydration, which also debuff enemies. Shinobi who possess the kekkei genkai of ice release and scorch release have exclusive privilege over these powerfully detrimental effects. Given enough time, frostbite can prevent an opponent from using handsigns and molding chakra while dehydration can devastate an opponent's stamina resource. Additional non-exclusive status effects include Paralysis, Blindness, Disease, Deafness, Grappling, Muteness, Jamming, and Trauma. There are also elemental status effects caused by the five chakra elements that can be applied rarely by most but more frequently by ninjutsu class shinobi. These include Petrification for doton, Burning/Burned for katon, Drenched and Suffocation for Suiton, Vertigo for fuuton, and Paralysis can be applied to Raiton.


▰ Rules For Poisons:

General Creation Rules
• There are four tiers of poisons, with access to the subsequent tier dependent on the user's progression in the toxicology skill. Ergo, Apprentices can only create the first tier (Basic), Veterans access the second. With Masters allowing creation of Tier 3 poisons and Grandmasters being able to create Legendary Tier 4 Poisons.
• Those of the puppeteer and medical classes gain access to poison tiers immediately after attaining body rank D where they are immediately considered an [Apprentice]. From then on, any missions taken to advance Toxicology are treated as twice as many for every one mission done.
• You also unlock access to antidotes for your own poisons immediately upon their creation. These antidotes should they coincide with another poison's tier will cure their effects.
• Poisons require an antidote of the same tier as the poison or higher.
• Once a poison or antidote is crafted there are no requirements for dosage and it is immediately added to that RPC's inventory for them to add to weapons or smoke bombs as they please.
• You can customize the ingredients and appearance of your created poisons for a more personal touch. They must follow the rules below about what effects they may have.

General Combat Rules
• The effects of Stat reduction from Poisons stack regardless of tier up to a maximum of -12 per stat. Effects derived from Statuses within a Poison conform to the Status rule about Tiers.
• The continual drain does not stack. The highest Tier of Drain would apply.
• The Status effect granted by Poisons do not apply their inherent Stat reduction.
• The Statuses available for Poisons are: Paralysis, Blindness, Disease, Mental Stress, Deafness, Muteness, Suffocation, Vertigo, & Jamming.
• Consuming an antidote of the appropriate tier will immediately prevent the poison from taking effect or cure its effects. You can never run out of your antidotes but consuming an antidote uses one defensive activation.
• There are two methods of infecting the body with poison in the form of a liquid or a gas.
• Liquid Poisons will apply their effects on Contact, Gasses will apply their effects on the following post if still remaining in the gaseous area that post.
• Attempting to infect an enemy with poison always takes one offensive activation but you can never run out of poison.
• Multi-strike techniques only apply one stack of poison. You cannot use one technique that launches five attacks to deal five stacks of poison.
• At the end of a battle, if a body is left alone it is assumed they will be eventually cured by allied ninja and will more often than not awaken in a hospital.

▰ Rules For Statuses:

• Status tier do not stack and instead higher tier always replace lower tier.
• If the same tier of frostbite or dehydration is applied then the effects are refreshed, and if a lower tier of frostbite or dehydration is applied then the user may choose to have either the lower-ranked frostbite/dehydration take over at a full duration or keep the higher tier with its current duration.

▰ Poison Tiers:

Basic Poison | Tier 1

The first tier poisons are of a mild detriment to those infected. They slightly lower the physical attributes of an opponent and slightly strain their energy sources.

• Reduces a specific Stat in an infected opponent by 2 or reduces two specific Stats by 1.
• Subtracts 20 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually Deducts 10 chakra and stamina until cured
• The effect of a Tier 1 Status.

• The Status effect granted by Poisons do not apply their inherent Stat reduction.
• The Statuses available for Poisons are: Paralysis, Blindness, Disease, Mental Stress, Deafness, Muteness, Suffocation, Vertigo, & Jamming.

Advanced Poison | Tier 2

The second tier of poison is potent but not greatly difficult to make. This tier of poison will reduce the physical prowess and energy of those infected substantially. Tier Two Poisons can have their effects stack up to 4 times. You may choose 2 effects from this poison tier to use.

• Reduces a specific Stat in an infected opponent by 4, reduces two specific Stats by 2, or all stats by 1.
• Subtracts 40 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually Deducts 20 chakra and stamina until cured
• The effect of a Tier 2 Status. Or two Tier 1 Statuses.
• The effect of a Tier 2 Status. Or two Tier 1 Statuses.

• The Status effect granted by Poisons do not apply their inherent Stat reduction.
• The Statuses available for Poisons are: Paralysis, Blindness, Disease, Mental Stress, Deafness, Muteness, Suffocation, Vertigo, & Jamming.

Special Poison | Tier 3

Only masterful poisoners can create poisons of this rare potency. The third tier is capable of devastating an opponent physically, harming their energy pools greatly, and straining their energy further over time.

• Reduces a specific Stat in an infected opponent by 6, or reduces two specific Stats by 3.
• Subtracts 80 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually Deducts 30 chakra and stamina until cured.
• The effect of a Tier 3 Status. Or two Tier 2 Statuses. Or three Tier 1 Statuses.
• The effect of a Tier 3 Status. Or two Tier 2 Statuses. Or three Tier 1 Statuses.

• The Status effect granted by Poisons do not apply their inherent Stat reduction.
• The Statuses available for Poisons are: Paralysis, Blindness, Disease, Mental Stress, Deafness, Muteness, Suffocation, Vertigo, & Jamming.

Legendary Poison | Tier 4

Only the most prodigal and skilled toxin chemists can create poisons at the fourth tier of potency. At this tier, a poison will devastate the physical attributes of even the most skilled warriors, devastate the chakra network and stamina resource, and continue to cripple their resources over time.

• Reduces a specific Stat in an infected opponent by 8, reduces two specific Stats by 4, or all stats by 2.
• Subtracts 160 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually Deducts 40 chakra and stamina until cured
• The effect of a Tier 4 Status. Or two Tier 3 Statuses. Or three Tier 2 Statuses.
• The effect of a Tier 4 Status. Or two Tier 3 Statuses. Or three Tier 2 Statuses.
• The effect of a Tier 4 Status. Or two Tier 3 Statuses. Or three Tier 2 Statuses.

• The Status effect granted by Poisons do not apply their inherent Stat reduction.
• The Statuses available for Poisons are: Paralysis, Blindness, Disease, Mental Stress, Deafness, Muteness, Suffocation, Vertigo, & Jamming.


▰ Status Effects Tiers:

Frostbite

Tier One Frostbite

The first tier of frostbite are of a mild detriment to those affected. They mildly lower the agility of those affected. Techniques of E-D Rank apply to tier one frostbite. Katon techniques of E-D Rank combat this tier of frostbite.

• Reduces agility by 2 for 3 posts or until cured.
• Prevents use of hand signs or somatic casting (arms and legs) for 3 posts or until cured. [20] chakra can be spent to cure this.

Tier Two Frostbite

The second tier of frostbite is slightly more severe. This tier of frostbite will reduce the agility of a target heavily. C Rank techniques apply tier two frostbite.

• Reduces agility in an affected opponent by 4 for 4 posts or until cured.
• Prevents the use of hand signs and somatic gestures (arms and legs) for 4 posts or until cured. [40] chakra can be spent to cure this.

Tier Three Frostbite

More potent and deadly techniques affect the target with this tier of frostbite. This tier of frostbite reduces agility heavily. Techniques of B-A Rank apply to tier three frostbite. Katon techniques of B-A Rank combat this tier of frostbite.

• Reduces agility in an affected opponent by 6 for 5 posts or until cured.
• Subtracts 50 chakra and prevents the use of handsigns and somatic casting (arms and legs) for 5 posts or until cured. [60] chakra can be spent to cure this.

Tier Four Frostbite

Only the fiercest of cold techniques can affect an opponent at this tier. This tier of cold ravages the target's agility severely while preventing the use of their frozen limbs for an elongated time. Techniques of S-S+ Rank apply to tier four frostbite. Katon techniques of S-S+ Rank combat this tier of frostbite.

• Reduces agility in affected opponent by 8 points for 6 posts or until cured.
• Subtracts 100 chakra and prevents the use of handsigns and somatic casting (arms and legs) for 6 posts or until cured. [80] chakra can be spent to cure this.


Dehydration

Tier One Dehydration

The first tiers of dehydration are of a mild detriment to those affected. They lower the endurance of the victim. Techniques of E-D Rank apply tier one dehydration. E-D Rank suiton techniques combat this tier of dehydration.

• Reduces endurance by 2 for 3 posts or until cured.
• [20] stamina is reduced from the target per post for 3 posts or until cured.

Tier Two Dehydration

The second tier of dehydration is slightly more severe. This tier will reduce the endurance of a target substantially. C Rank techniques apply tier two dehydration. C Rank suiton techniques combat this tier of dehydration.

• Reduces endurance in an affected opponent by 4 for 4 posts or until cured.
• [40] stamina is reduced from the infected target per post for 4 posts or until cured.

Tier Three Dehydration

More potent and deadly techniques affect the target with this tier of dehydration. This tier reduces endurance by a lot. Techniques of B-A rank apply tier three dehydration. Suiton techniques of B-A rank combat this tier of dehydration.

• Reduces endurance in an affected opponent by 6 for 5 posts or until cured.
• [60] stamina is reduced from the target per post for 5 posts or until cured.

Tier Four Dehydration

Only the most fiercest of heat-based techniques can affect an opponent at this tier. This tier of dehydration ravages the target's endurance severely while exhausting them much quicker than any other tier. Techniques of S-S+ rank apply tier four dehydration. Suiton techniques of S-S+ rank combat this tier of dehydration.

• Reduces endurance in an opponent by 8 for 6 posts or until cured.
• [80] stamina is reduced from the target per post for 6 posts or until cured.


Paralysis

A debilitation crippling when applied singularly but outright devastating when applied in a gaseous state when it sets in.

Tier One Paralysis

The first tier of paralysis is not one that is typically too detrimental. It is more of a nuisance and irritation than a threat but can still prove problematic.

• Reduces speed by 2 for the targeted area.
• Must pay an additional [10] stamina to perform hand signs or somatic casting with a corresponding limb or to use it for combat.
• Must pay an additional [10] stamina every other post when dodging if the legs are affected this is halved if only one leg is affected to [5].
• Must pay an additional [10] stamina to cast jutsu using the legs or feet if the legs are affected.

Tier Two Paralysis

The effects are more pronounced and as such the difficulty of movement also increases.

• Reduces speed by 4 for the targeted area.
• If the target is the arms or hands, hand signs or both arms somatic casting can only be used intermittently every other post or by paying [20] Stamina. This is halved if the target is capable of one-handed or one-armed somatic signs and only one limb is affected. or an alternative method. If holding a weapon one must pay [40] stamina to keep it from being disarmed.
• If the target is the legs must pay an additional [20] resource to dodge, this is halved if only one leg is affected. If capable of somatic legs movements to cast jutsu then it can only be used intermittently every other post or by paying [20] stamina. This is halved if the target is capable of one-legged somatic casting.
• The water walking and tree climbing techniques fail.

Tier Three Paralysis

Movement is almost hindered entirely only allowing brief instances of movement and requires the sheer force of will often at times to even move slightly.

• Reduces speed by 6 for the targeted area.
• If the target is the arms or hands the opponent cannot form hand signs or use somatic arm casting unless paying [40] additional stamina to do so. This is halved if the target is capable of one-handed signs or one-armed somatic casting and only one limb is affected. Cannot properly wield a weapon.
• If the target is the legs or feet the opponent must pay an additional [40] stamina to dodge. This is halved if only one leg is affected. The opponent cannot use somatic leg or feet casting unless paying [40] additional stamina to do so. This cost is halved if only one leg or foot can be used for casting.
• Every other post unless paying [40] stamina the infected is immobile
• The water walking and tree climbing techniques fail.

Tier Four Paralysis

Immobilization. Only those with the strongest of wills can even hope to break free of a Paralysis this strong.

• Reduces speed by 8 in the targeted area supremely.
• The targeted area is immobile but may still defend by expending [80] stamina. If the targeted area is the legs and only one is affected the infected can pay [40] stamina to dodge. If the legs are targetted then use of the legs or feet for somatic casting is impossible unless the infected can pay [80] stamina. This cost for leg somatic casting is halved if only one leg is affected.
• Handsigns cannot be formed and somatic arm casting cannot be performed if the targeted area affected are both arms unless paying [80] stamina. If only one arm or hand is affected to cast then the stamina cost is halved.


Blindness

Bane of normal people and Doujutsu users alike blindness unless having been born with it or grown accustomed to it is a debilitating effect known throughout the masses. ~Sensor may circumvent blindness through the use of applicable sensory techniques.

Tier One Blindness

Tunnel Vission, Blurry Vission, Clouded Vision, difficult but not impossible to see. Doujutsu users can bypass these debilitations using their sensory sight as opposed to normal vision but its still more straining to do so.

• Reduces agility by 2 points.
• Enemy Dodges cost [20] less resource.
• Doujutsu requires an additional [10] resource to use.

Tier Two Blindness

The user can only see darkness, Doujutsu users, however man continue to see using their sensory vision albeit much more difficult to do so as now even it is slightly getting blurry.

• Reduces agility by 4, by 2 for doujutsu users.
• Normal vision cannot see.
• Doujutsu requires an additional [20] resource to use.

Tier Three Blindness

Pitch black. Hardly any light if any reaches the iris. Even Doujutsu users start to feel the effects and moreover, their abilities start to fail them as the blindness starts affecting their neuro-network.

• Reduces agility by 6, 4 for Doujutsu users.
• Normal Vision cannot see, Doujutsu vision is blurred.
• Doujutsu techniques cost [60] more resource to use.

Tier Four Blindess

Blindness which extends to the neural network directly interfering with the synapses sent to the brain. Not even Doujutsu users are immune to this tier of blindness and it ultimately the worst kind of blindness.

• Reduces agility by 8.
• Doujutsu users cannot use their Doujutsu techniques.


Disease

Cellular destruction, infections, and disease.

Tier One Disease

Typically allergens, mild irritation, at worst a runny nose, but typically those under the effects a disease at this tier feel semi-sluggish and miserable but not frail or incapable

• Reduces strength by 2.
• Increases the cost of techniques by [10].

Tier Two Disease

Nausea, dry heaving, fully body aches and pains. Diseases of this tier are typically not life-threatening but make it so a person trying to defend themselves in incredibly inconvenienced and straining themselves.

• Reduces strength by 4.
• Increase the cost of all techniques by [20].

Tier Three Disease

Truthfully you should be in bed. High fevers, hot flashes, syncope, confusion. One shouldn't be battling in this condition, although it is possible you're body will hate you for it.

• Reduces strength by 6.
• Increase the cost of all techniques by [30].
• Reduces activations by [1].

Tier Four Disease

Necrosis, severely debilitating diseases and infections that require advanced tiers of treatment and ravage the body, it isn't uncommon that in this state one has become frail and meek and hardly capable of attacking anything.

• Reduces strength by 8.
• Bukijutsu and Taijustu are 1-rank weaker.
• Increase the cost of all techniques by [40].
• Reduces activations by [1].
• Depending on the disease may involve skin loss among other things.


Mental Stress

Mental stress is a mental status effect that is exclusive to genjutsu and hallucinogenic poisons. Active and lingering genjutsu cause mental stress that lasts for as long as the duration of the technique. Genjutsu that invoke psychological distress and false physical pain responses are the only genjutsu that cause mental stress. Mental stress is distinct from its mental status counterpart of insanity and will not afflict the mind at the same time. Genjutsu cannot inflict both mental statuses at the same time because they will naturally overpower each other. The new mental status will always usurp the former. Mental stress makes focusing on sustained techniques (ex. lightning armor) more difficult and shortens those durations as a result. It also causes imprecise chakra and stamina control and for more resources to be expended wastefully on techniques. These tiers do not stack on top of each other and instead override the lower tiered-effects if a higher tier is inflicted. Mental stress tiers cannot be layered either through multiple techniques. The rank of the genjutsu determines the tier of mental stress.



Tier One Mental Stress

The first tier of mental stress is mildly distracting for technique durations and wasteful on resources. E and D Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [2] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [10] until cured or the stress-inducing genjutsu is dispelled. For example, a [10] chakra increase for a spiritual technique or a [10] stamina increase for a simple technique or a [5] chakra and [5] stamina increase for a complex technique.

Tier Two Mental Stress

The second tier of mental stress is moderately distracting for technique durations and wasteful on resources. C Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [4] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [20] until cured or the stress-inducing genjutsu is dispelled. For example, a [20] chakra increase for a spiritual technique or a [20] stamina increase for a simple technique or a [10] chakra and [10] stamina increase for a complex technique.

Tier Three Mental Stress

The third tier of mental stress is highly distracting for technique durations and wasteful on resources. B and A Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [6] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [40] until cured or the stress-inducing genjutsu is dispelled. For example, a [40] chakra increase for a spiritual technique or a [40] stamina increase for a simple technique or a [20] chakra and [20] stamina increase for a complex technique.

Tier Four Mental Stress

The fourth tier of mental stress is extremely distracting for technique durations and wasteful on resources. S and S+ Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [8] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [80] until cured or the stress-inducing genjutsu is dispelled. For example, an [80] chakra increase for a spiritual technique or a [80] stamina increase for a simple technique or a [40] chakra and [40] stamina increase for a complex technique.


Insanity

Insanity, also known as madness, is a mental status effect that is exclusive to genjutsu and hallucinogenic poisons. A specialized few genjutsu cause insanity that lasts for as long as the duration of the technique. Genjutsu that create phantasms (false senses) are the only genjutsu that generate insanity. For example, hearing the audio phantasm of loved ones screaming in agony will create madness. Genjutsu that create mental stress cannot cause insanity and vice versa. A technique will specify which status, if any, that it inflicts. Insanity and mental stress cannot plague the mind at the same time because one will naturally overpower the other. The most recent mental status will replace the previous as well. The tiers of insanity do not stack on top of each other and instead override the lower-tiered effects if a higher tier is inflicted. Insanity tiers cannot be layered through multiple techniques. The rank of the genjutsu determines the tier of insanity. Unlike mental stress, isanity will increase in tier over time and override the previous tier. At the halfway point of a duration rounded up to the nearest total the insanity tier will increase by one. There are four tiers of insanity with a maximum tier of four and a minimum tier of one. Insanity causes a decrease in agility and makes additional genjutsu more effective.


Tier One Insanity

The first tier of insanity is mildly detrimental to the victim's agility and makes further hypnosis a little easier. E and D Rank genjutsu create this tier of insanity.

• Reduces agility by 2 until cured or the insanity-inducing genjutsu is dispelled.
• The caster can add [1] phantasm (sensory hallucination) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.

Tier Two Insanity

The second tier of insanity is moderately detrimental to the victim's agility and makes further hypnosis significantly easier. C Rank genjutsu create this tier of insanity.

• Reduces agility by 4 until cured or the genjutsu is dispelled.
• The caster can add [2] phantasms (sensory hallucinations) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.

Tier Three Insanity

The third tier of insanity is highly detrimental to the victim's agility and makes further hypnosis substantially easier. B and A Rank genjutsu create this tier of insanity.

• Reduces agility by 6 until cured or the insanity-inducing genjutsu is dispelled.
• The caster can add [3] phantasms (sensory hallucinations) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.

Tier Four Insanity

The fourth tier of insanity is extremely detrimental for the victim's agility and makes further hypnosis much easier. S and S+ Rank genjutsu create this tier of insanity.

• Reduces agility by 8 until cured or the insanity-inducing genjutsu is dispelled.
• The caster can add [4] phantasms (sensory hallucinations) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.


Deafness

All tiers of Deafness are the same
• Cannot hear
• Immunity to sound-based Genjutsu if it does not target the Chakra sense

Muteness

All tiers of Muteness are the same
• Cannot speak
• Incapable of vocal-based techniques


Petrification

Petrification is a Unique status effect applied by certain Doton techniques and Sage techniques. Those of the Ninjutsu Class may apply the Petrification Status Effect to all Doton techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Petrification to all Doton techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Petrification may be applied from higher ranks if desired. Petrification cannot be applied to Defensive 'wall' techniques.

Tier One Petrification

• Reduces speed by 2 for the targeted area.
• Area takes on a cracking earth-like texture.
• Increases endurance by 2 for the targeted area.
• Can be freed with the exertion of [D]-stamina chakra or strike. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.

Tier Two Petrification

• Reduces speed by 4 for the targeted area.
• Area takes on a cracking earth-like texture and is heavy.
• Increases endurance by 4 in the targeted area
• Can be freed with and exertion of [C]-rank stamina or self strike. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.

Tier Three Petrification

• Reduces speed by 6 for the targeted area.
• Area becomes close to solid stone
• Increases endurance by 6 in the targeted area
• Chakra cannot be sent to the targeted area i.e it the feet are petrified cannot perform water walking, if the hands are petrified cannot perform hand signs or send chakra to the hands for spiritual and complex techniques
• Can be freed with and exertion of [A]-rank stamina or strike. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.

Tier Four Petrification
• Reduces speed and agility entirely from the targeted area.
• Area becomes solid stone
• Increases endurance by 8 in the targeted area
• Chakra cannot be sent to the targeted area i.e it the feet are petrified cannot perform water walking, if the hands are petrified cannot perform hand signs or send chakra to the hands for spiritual and complex techniques
• Cannot functionally use the area further for any other techniques as nervous response stops
• Can be freed with and exertion of -rank stamina or strike inflicted by oneself. A strike from an opponent will shatter the petrified area. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.


Burning/Burned

Burning is a Unique status effect applied by certain Katon techniques. Those of the Ninjutsu Class may apply the Burning/Burned Status Effect to all Katon techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Burning/Burned to all Katon techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Burning/Burned may be applied from higher ranks if desired. All burning statuses are put out by Suiton techniques or applicable water source unless stated otherwise. When techniques Burning status ends naturally it applies its Burned status.

Tier One Burning/Burned

• Continuously applies a E-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] reduced by 2. {Bypasses stats reduction resistance until the burns are treated}

Tier Two Burning/Burned

• Continuously applies a D-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] stats reduced by 4. {Bypasses stats reduction resistance until the burns are treated}

Tier Three Burning/Burned

• Continuously applies a C-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] stats reduced by 6. {Bypasses stats reduction resistance until the burns are treated}

Tier Four Burning/Burned
• Continuously applies a B-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] stats reduced by 8. {Bypasses stats reduction resistance until the burns are treated}
• The target loses an activation from the continuous pain. {does not stack}


Drench

Drench is a Unique status effect applied by certain Suiton techniques. Those of the Ninjutsu Class may apply the Drench Status Effect to all Suiton techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Drench to all Suiton techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Drench may be applied from higher ranks if desired. All Suiton regardless of class apply Tier 1 Drench minimally.

Tier One Drench

• The targeted area is conductive for [1] post allowing [Raiton] to be channeled through them
• [Raiton] techniques cost [10] more resource to evade
• Lowers speed by 2

Tier Two Drench

• The targeted area is conductive for [2] posts allowing [Raiton] to be channeled through them.
• [Raiton] techniques cost [20] more resource to evade
• Lowers speed by 4

Tier Three Drench

• The targeted area is conductive for [3] posts allowing [Raiton] to be channeled through them.
• [Raiton] techniques cost [40] more resource to evade
• Lowers speed by 6

Tier Four Drench

• The targeted area is conductive for [4] posts allowing [Raiton] to be channeled through them.
• [Raiton] techniques cost [80] more resource to evade
• Lowers speed by 8
• Enemy Raiton backfires


Suffocation

Suffocation is a Unique status effect that occurs primarily in Suiton. However, it can occur in any environment that individuals are unable to breathe in. If a target is under or immersed in this environment for a certain number of posts they fall unconscious

Tier One Suffocation

• Occurs on the first post of immersion.
• Target cannot breathe normally.

Tier Two Suffocation

• Occurs on the second post of immersion with an inability to breathe
• Lack of oxygen decreases one's Agility and Endurance by 1 each.

Tier Three Suffocation

• Occurs on the third post of immersion with an inability to breathe
• Lack of oxygen decreases one's Agility and Endurance by 2 each.
• Consciousness begins fading

Tier Four Suffocation

• Occurs on the fourth post of immersion with an inability to breathe
• Lack of oxygen decreases one's Agility and Endurance by 4 each.
• Unconciousness


Vertigo

Vertigo is a Unique status effect applied by certain Fuuton techniques. Those of the Ninjutsu Class may apply the Vertigo Status Effect to all Fuuton techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Vertigo to all Fuuton techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Vertigo may be applied from higher ranks if desired. Vertigo is the sensation of dizziness often caused by changes in air pressure. In its simplest form its dizziness.

Tier One Vertigo

• Lowers agility by 2
• Evasive maneuvers cost [10] additional resource

Tier Two Vertigo

• Lowers agility by 4
• Evasive maneuvers cost [20] additional resource
• Shunsin can be used but are disoriented and cause the user to end up somewhere else

Tier Three Vertigo

• Lowers agility by 6
• Evasive maneuvers cost [40] additional resource
• Shunsin can be used but are disoriented and cause the user to end up somewhere else, Shunshin and Kawarimi cause nausea reducing an activation.
• Tier 1 Blindness [2 posts]

Tier Four Vertigo

• Lowers agility by 8
• Evasive maneuvers cost [80] additional resource
• Shunshin can be used but are disoriented and cause the user to end up somewhere else, Shunshin and Kawarimi cause nausea reducing activation and additionally causes the user to fall on the ground
• Tier 2 Blindness [2 posts]


Grappled Status

The Grapple Status occurs whenever a successful grapple occurs. The grapple status is rather simple and does not come in Tiers. The strength of the grapple directly correlates with the rank the grapple was used at.

Grappled
• A Grapple with only one limb is only half as strong as a grapple performed with two limbs. A one limbed grappled reduces the rank of a grapple by [1]
• If a grapple is performed with two limbs or more is equal to its rank. However, unless having an alternative method to mold chakra the user cannot perform hand signs and neither can the grappled target.
• When a target it grappled the grapplers following technique is [Guaranteed] to hit.
• At any time a grapple can be broken by spending an equal amount of stamina to the grapple unless otherwise stated. The grappler loses their activation for having their grapple broken and the resource spent for their follow up technique is refunded, the grappled will have spent an activation to break out of said grapple.
• A grapple is treated as a [Simple] move unless otherwise stated


Jamming

Jamming is a Unique status effect applied by certain Sensory techniques. Those of the Scholar Class with the Infinite Perception discipline may apply the Jamming Status Effect to all sensor techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Scholar Class with the same discipline can apply Jamming to all sensory techniques. This jamming comes from the successful scans of the opponent which are gathered from the sensory techniques. This does not apply to passive sensory. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Jamming may be applied from higher ranks if desired. Jamming is the interception and disengagement of other chakra sources in their pure, chakra form.

Tier One Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [10] additional resource

Tier Two Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [20] additional resource
• Genjutsu cast by those not of genjutsu or performer class are one rank easier to kai out of.

Tier Three Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [40] additional resource
• Genjutsu cast by those not of genjutsu or performer class are one rank easier to kai out of. Genjutsu disciplines which increase the potency of genjutsu are negated.
• Tier one vertigo is applied to anyone with passive sensory, (Including sensory gained from dojutsu). [2 post duration]

Tier Four Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [80] additional resource
• Genjutsu cast by those not of genjutsu or performer class are one rank easier to kai out of. Genjutsu disciplines which increase the potency of genjutsu are negated.
• Tier two vertigo is applied to anyone with passive sensory, (Including sensory gained from dojutsu). [2 post duration]


Trauma

Trauma is the status effect all physical techniques deliver. Literally any technique or attack which hits an unguarded opponent applies Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Trauma may be applied from higher ranks if desired. Trauma is the physical consequences from enduring an unguarded attack. In addition, bukijutsu and taijutsu enhanced by a supreme boost over the opponent’s endurance stat provides an additional tier of damage per unguarded hit. This effect stacks.

Tier One Trauma

• Drains four times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.

Tier Two Trauma

• Drains four times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.
• Opponent loses 4 points in endurance.
Tier Three Trauma

• Drains four times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.
• Opponent loses 6 points in endurance.
• Opponent may not use one of their offensive actions for an offensive action. May still use it for a defensive or evasive activation. [1 post]

Tier Four Trauma

• Drains four times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.
• Opponent loses 8 points in endurance.
• Opponent may not use either of their offensive actions for an offensive action. May still use them for a defensive or evasive activation. [1 post]
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Tue Dec 17, 2019 12:57 pm
User Image

___The Senju Family Tree:
The Senju clan (千手一族, Senju Ichizoku) was a group of shinobi that were the strongest, feared and most respected clan above all other clans in the ninja world during the war-torn era before the founding of the hidden villages. Together with their rivals — and distant relatives through a common ancestor — the Uchiha clan, they are responsible for founding the first hidden village named Konohagakure and making the village into what it is today. The clan has produced three of the five Hokage of Konoha: the First, Second, and the Fifth. Wood Release (木遁, Mokuton; Viz "Wood Style" ) is an advanced nature kekkei genkai formed through simultaneous use of earth and water-based chakra natures to create wood, or complete trees. This ability can also be used to create other aspects of trees, such as seeds or even flowering plants. Wood Release techniques can be produced from anywhere, including the user's body, as the user's chakra is literally converted into a source of life. Wood Release Techniques (木遁の術, Mokuton no Jutsu) are commonly affiliated with the Snake seal.

___Traits:
All Mokuton users have Doton [ Earth ] and Suiton [ Water ] as chakra elements.
All Mokuton users learn 1 extra Doton [ Earth ] and Suiton [ Water ] ninjutsu per post.
All Mokuton techniques that absorb chakra from demons do not confer that chakra to the Senju, rather simply naturalizing it and releasing it into the world harmlessly.
Senju tend to be naturally charismatic and seem to be built for leadership.
The Senju is a clan rich in life energy which gives birth to their unique Kekkei Genkai: Mokuton. They passively gather 50 Nature Energy per post regardless of whether in combat or not. This results in a natural specialized sage mode that the Senju can access at B body rank.

The amount of Nature Chakra they can maintain/gather is equal to 1/4 of their combined maximum chakra and stamina. Once activated, the sage mode can be maintained for 10 posts. After which, to reenter the user must have fully replenished their nature chakra. Wood techniques and Eisenjutsu overwhelm same ranked techniques. If overwhelming is already possessed, the techniques are treated as one rank higher. The class stat cap of the user is increased by [2] points. Sage mode will increase all stats to reach this cap. This sage mode follows its own rules, and gives the listed Senjutsu techniques as well. Incompatible with another sage mode simultaneously.

___Optional Pas:
Legends and Legacies: Senju have a bonus of +100 chakra to their chakra pools.
Diversity is Key: The Senju can choose any two of the following: 10 Ninjutsu or Genjutsu, One Tai, One Buki Style.
Naturalization: With their connection to natural energy, the Senju have learned to eliminate the usage of handseals for mokuton, instead able to form ninjutsu with simplistic somatic actions such as claps, waves of the arms, stomps etc. In addition, they are capable of creating their Mokuton techniques from any surface that isn't in use by another ninja. This includes their own Mokuton techniques.

___Senjutsu Techniques:
Mokuton: Hotei no Jutsu [ Wood Style: Laughing Buddha Jutsu ]
Rank S
After performing the required hand seals, the user creates a number of gigantic wooden hands that erupt upward from beneath the ground, which encircle and then attempt to restrain a chosen enemy. The size of each of these hands is around the size of a tailed beast. ( Must be in Sage Mode to use )

Senpō: Mokuton: Shin Sūsenju [ Sage Art: Wood Release: True Several Thousand Hands ]
Rank S+
After entering Sage Mode, Hashirama creates a wooden statue of titanic proportions, easily able to dwarf a tailed beast like Kurama. Thousands of hands emanate from the statue's back in countless concentric rows, while its two main hands are clasped as if in prayer. The statue can serve a variety of purposes in battle from fighting on Hashirama's behalf, to defending and even using other techniques with it. ( Must be in Sage Mode to use, the user can expend their sage chakra to make the statue attack or defend with it's many hands up to S rank. Requires S+ damage to be fully destroyed. )

Mokuton: Kajukai Kōrin [ Wood Release: Advent of a World of Flowering Trees ]
Rank S+
Taking advantage of the innate properties of Wood Release which allows the user to force trees to grow on any surface in an instant, the user creates a dense forest of flowering trees. The pollen produced by these flowers is then released into the atmosphere and when inhaled, renders any afflicted target unconscious. With enough willpower, it is possible to regain consciousness. However, in order to counter the technique fully, either the trees themselves must be destroyed completely or the target must continue to remain elevated above the dispersed pollen. ( Requires this technique to be known prior to learning: Mokuton Hijutsu: Jukai Kōtan [ Wood Release Secret Technique: Nativity of a World of Trees ] ) ( Must be in Sage Mode to use )

___Techniques:
Moku Soujuu [ Wood Manipulation ]
Ability
This control allows the Senju to bonsai existing vegetation as though it were rapidly growing. Not only can it take any form the user desires, but it can also be shifted around as if it were free from the ground. It should be noted that one can also manipulate wood they themselves have made, and it must be done while holding a double hand seal. Additionally, any wood that is being freely manipulated is not very solid, and can be broken or shattered as if it were completely natural, making it a poor choice for attacking or defending with. Should be noted that techniques can be made smaller while retaining their rank.
___ Rank E: Very small vegetation. ( Single leaves, petals, bits of bark, etc )
___ Rank D: Small vegetation. ( Flowers, young growth, small trees, etc )
___ Rank C: Medium vegetation. ( Bushes, patches of tall grass, etc )
___ Rank B: Large vegetation. ( Medium trees, clearings, etc )
___ Rank A: Enormous vegetation. ( Tall trees, fields, etc )
___ Rank S: Massive vegetation. ( Elder, ancient trees, groves, etc )
• Requires [5] posts to learn, and must learn in order.
• Freely manipulated wood has no chakra or stamina bearings in versus situations.

Mokuton: Sentō Hana no Bōei [ Wood Release: Militant Flower Defense ]
Rank X (Learned as C)
As an attack rushes to strike the Senju, a large flower of wood springs from the floor to swallow him and defend him from the impact. Then, after the impact has been sustained (unless the flower has been destroyed), the flower will allow the Senju to move through the wood and exit for D ranked chakra, before rising upon a large cord-like stem and launching itself rapidly at a designated enemy, attempting to crush them with a whipping strike.

Mokuton: Sashiki no Jutsu [ Wood Release: Cutting Technique ]
Rank E
A versatile technique where the user can produce sharp wooden spikes from their body to either fashion short-range weapons akin to a makeshift sword, or else use them as long-range projectiles, where the branches' growth can be triggered remotely, skewering the enemy as a result.

Wood Release: Wood Spikes Ring
Rank E
The user creates a semi-circle of wood around a captured target, and then forms spikes within the ring, pointing at the target, preventing them from making any sudden movements.

Moku Bunshin no Jutsu [ Wood Clone Technique ]
Rank D
A clone that is created by using chakra to alter the user's own cells into vegetation. The clones can be as simple in function as a wooden dummy for use in the Body Replacement Technique or completely mobile and able to perform techniques.[4] They have the ability to travel far from the user and are able to communicate with the original. Moreover, since the wood clone has the ability to merge with plants and trees, it is also great for reconnaissance missions.[5] By directly touching the wood clone with his hand, the user can absorb the information it gathered and change the shape of the clone.[6] Unlike the Shadow Clone Technique, the wood clone doesn't disappear when hit and even appears to take the damage. This, according to Madara Uchiha, makes it the perfect clone technique that only he, with his dōjutsu, was able to see through. If a wood clone is changed into a seed and ingested into the body or left on a target, it can be used as a transmission device of sorts. The user can use these to track their target as the seeds respond to their chakra only.
( Each additional clone beyond the first costs [15] chakra to make. Each clone is able to be given their own chakra pool through donation during creation. )


Wood Release: Threefolded Wood Shield
Rank D
The user forms a shield of wood, which consists of three round parts out of their hand. The shield is very durable and can be removed and reconditioned any time the user wants to. ( Sustains up to a D-ranked amount of damage before breaking. )

Wood Release: Underground Roots Technique
Rank D
Using the Wood Release, a user can manipulate the terrain, bringing out underground roots of varying sizes to fit various offensive situations, such as using the roots for trickery, misdirection and restriction. One can also use a large scale version, bringing out massive roots over a larger area that tangle around each other with such force that any one caught in-between is violently crushed to death. ( The Tajū version is treated as A-ranked, and is named 'Mokuton: Daisōju [ Wood Release: Great Spear Tree ]' )

Ki Eda no Jutsu [ Tree Limb Technique ]
Rank C
The user summons forth five thick tree roots from the ground. These roots can then be used to shelter, shield, or impale, depending on the user's whim. Unfortunately, they don't stretch too far.

Jukai Heki [ World of Trees Wall ]
Rank C
The user creates countless wooden branches that grow at high speed from the ground. The wood interlaces to form a wide, net-like wall with an impressive defensive power.

Mokuton: Mokusatsu Shibari no Jutsu [ Wood Release: Smothering Binding Technique ]
Rank C
By transforming their arm into a tree, the user can then create multiple branches which will rapidly grow around the target, immobilizing them.

Mokuton: Henge [ Wood Release: Transformation ]
Rank C
This jutsu is just like any other Transformation Technique. The user performs the necessary hand seals, then wood emerges and covers his entire body and a puff of smoke or chakra covers up the transformation. Once the jutsu is done, the transformation is complete. It acts more like a costume than a transformation, as the user is able to leave it behind if necessary. He also demonstrates the ability to adjust his voice while using this technique.

Mokuton: Boāru Ikari no Hikō [ Wood Release: Flight of Boreal Anguish ]
Rank B
Flight of Boreal Anguish crafts an arm of wood around the Senju's right arm, and a second arm - also of wood - atop the left shoulder. The arm crafted around his right appendage will then weave a bow of wood, with arrows created equally in the same manner. The bow - and the arrows - are imbued as a part of the arm, and so are drawn back by the wooden arm crafted atop his left shoulder, specifically shaped to pull the bow back in a way that compounds the most force, hoping for each arrow to meet a velocity near terminal.

Each arrow fired by the bow costs B rank chakra to loose, as they are empowered by Mokuton energy to explode into an amalgamation of dense forestry upon making impact with any target, akin to the impact of - of course - a B rank jutsu. The arrows not only deal incredible damage at exceptionally high speeds, but create - instantly upon their impact - a vast quantity of forestry at the impacted location.


Mokuton: Daijurin no Jutsu [ Wood Release: Great Forest Technique ]
Rank B
A technique that changes one's own arm into big trees. Using chakra, the tissues are transformed into trees at the cellular level. Then, by activating the trees, stimulating them to grow rapidly, they lengthen at high speed and fork into many branches. It is possible to capture the enemy with these branches and at the same time, if one changes the ends into sharp stakes, turn them into countless, sharp, spear-like piercing weapons. This technique has also been used to break through stone walls. When a small hole is found the tree will squeeze in the hole and grow into a square shape and increase the size of the hole so a human can pass through.

Mokuton: Shichūka no Jutsu [ Wood Release: Four-Pillar House Technique ]
Rank B
By sending chakra into the ground, the roots of the plants are converted into raw materials. This technique allows for a building to be constructed, by forcing accelerated growth. Just like with the Four-Pillar Prison Technique, the size and shape of the building are taken from the user's imagination or memories. By placing tags around the house, the user creates a barrier, making it impossible for the enemy to detect it and allowing the user to "camp" in peace.

Mokuton: Jubaku Eiso [ Wood Release: Tree Bind Flourishing Burial ]
Rank B
This technique lets the user summon a tree to slowly wrap and bind their opponent. This technique is relatively powerful and holds opponents much more gracefully, with less of a strain on the user, because the user sinks them into the ground. Afterwards, the user can enclose the opponent so that their body implodes. This technique requires some preparation as Yamato first had to crush the earth and then add water before this technique could be used. ( 1 post of preparation time needed )

Wood Release: Foo Dog Heads
Rank B
A technique used to absorb a tailed beast's chakra. The user produces the "sit" (座, suwaru) kanji on their palm and creates a series of wooden pillars, which are engraved with what resemble foo dog faces and have lit wicks on top of them. When the user slams their palm on the ground, the wooden statues rush towards the target and absorbs its chakra. ( Deactivates demonic chakra & removes tailed beast chakra that has been given to others as well. Only deactivates up to the partial miniaturization stage. Any beyond that are unaffected by this technique. This skill fails if contact isn't made however.)

Wood Release: Stocks
Rank B
Yamato uses wooden stocks to suppress the targets chakra with his Wood Release. There are also two candle-like appendages on each end of the device similar to the technique Yamato used during Naruto's training. (Foo Dog Heads) In the anime, the stocks were illustrated with metal rings. ( Prevents B-ranked and under chakra usage while in the stocks by demon hosts, and prevents usage of the cloak of the demon version one stage and below. Anything higher will be ignored. )

Mokuton: Jukai Kōtan [ Wood Release: Nativity of a Sea of Trees ]
Rank A
Mokuton • Jukai Koutan is a Ninjutsu technique used by Yamato which uses the Wood Element. After doing the needed hand seals, a small woodland will grow from the ground. The size of the forest is dependent on how much Chakra is used. E-rank usage may only create a few small saplings, but an A-rank usage will create tens of adult trees.

Mokuton: Renchūka no Jutsu [ Wood Release: Serial Pillar Houses Technique ]
Rank A
A larger scaled version of the Wood Release: Four-Pillar House Technique where instead of creating a single house, Yamato creates multiple houses at once. Because of the sheer volume of structures created with this technique, it appears to exhaust him rather quickly. It should be noted that in the anime, these constructs emerged fully painted and with glass windows. ( In essence, this is the Tajū version of Mokuton: Shichūka no Jutsu [ Wood Release: Four-Pillar House Technique ] )

Mokusatsu Shibari no Jutsu [ Smothering Binding Technique ]
Rank A
This technique is similar to the Wood Release: Great Forest Technique, as it also transforms the user's arm into several wood tendrils which can be used to capture and restrain an enemy. This technique can be made large enough to capture a giant enemies or a mass of normal sized ones.

Shichuurou no Jutsu [ Four Pillar Prison Technique ]
Rank A
The user converts chakra into timber under the ground and makes it grow rapidly, while forming it into a wooden prison. The size of the prison is based on the user's imagination. From an insect cage to a great prison, one can make it into whatever they want by regulating the amount of chakra used. The timber itself is treated with a chakra coating, making its destruction extremely difficult. During war, it has the great ability to detain prisoners, but it can also be used as a disciplinary measure for quarrelling subordinates. Parts of the prison can extend into the interior to serve as additional shackles to bind prisoners, and sealing tags can be placed onto the prison, which, when removed, caused the prison to disappear similar to recalling a summon, for later use.

Mokuton: Mokujōheki [ Wood Release: Wood Locking Wall ]
Rank A
An extremely versatile move, this technique uses chakra to activate the roots in the ground and, using the user of the technique as a reference point, makes wooden pillars appear from left and right. The wooden pillars join together in a dome-shape with the user at the center. This process can be used to catch the enemy in a double sided attack. Also, in case one confronts the enemy at a short distance, the enemy can be locked up inside the dome, setting the situation for a one-on-one fight. This dome can also be collapsed or burnt with the enemy inside to inflict damage. Furthermore, it functions as an easy shelter against the enemy's long-distance attacks, like shuriken and kunai. When Yamato used this technique in Naruto 5: Blood Prison, he formed the dome around Naruto for protection, instead of using himself as the reference point.

Mokuton: Mokuryū no Jutsu [ Wood Release: Wood Dragon Technique ]
Rank A
After performing the required hand seals, the user creates a gigantic wooden dragon from any surface, which is then directed to attack an intended target. Its shape closely resembles a Chinese dragon, though with a short trunk-like nose, having an elongated and serpentine body, which can be used to constrict larger opponents. It also has the ability to absorb a tailed beast's chakra once it is bound. The dragon created by this technique resembles a creature predominantly seen in Hindu mythology known as the Makara. Over time, the myth surrounding this creature has spread throughout most of Asia, and in Chinese renditions of the creature it most resembles this one: a dragon with an elephant's trunk. If being used from the bark of the God Tree, this technique's name becomes 'Inukai Takeru no Mikoto'.

Tajū Mokuton Bunshin no Jutsu [ Multiple Wood Release Clone Technique ]
Rank A
This technique is essentially a mass version of the Wood Clone Technique wherein the user forms the clone-oriented hand seal and then, using the pre-existing vegetation in the immediate vicinity as a medium, creates a large number of wood clones.

Mokuton: Hotoke no Kao [ Wood Release: Complexion of the Buddha ]
Rank A
Pressing their palms together, the Senju will craft a large wooden head in any direction around them, similar in appearance to the Laughing Buddha crafted in Senpo Mokuton. This Buddha-like head will then part its lips, and will guide any incoming attacks into its mouth. If they are of a rank lower, it will absorb them and seemingly use their energy to propel itself at the enemy at a rapid pace, opening its eyes as its expression contorts to a horrific and bloodthirsty visage. If of the same rank (unless overwhelming) or higher, it will consume the techniques only to explode into a flurry of wooden shards immediately afterwards.

Hokage-Shiki Jijun Jutsu — Kakuan Nitten Suishu [ Hokage-Style Sixty-Year-Old Technique — Enclosed Hermitage Entering Society with Bliss-Bringing Hands ]
Rank A
This technique utilizes the power of the Wood Release to forcibly suppress a tailed beast's chakra. To invoke this technique, it is necessary for the user or a jinchūriki to be in the possession of the Crystal Gem (結晶石, kesshōseki) that responds to the First Hokage's chakra. The user produces the "sit" (座, suwaru) kanji in his palm, and by touching the tailed beast, or its host, with their hand, the user suppresses the chakra inside an area lined with ten pillars. When Hashirama used it on a tailed beast directly, rather than a jinchūriki, he circumvented the use of the pillars and channeled the tailed beast control through his Wood Release: Wood Human Technique. (Skill removes up to the Miniature demon stage of demon possession on contact.)

Mokuton: Habataki Tengu [ Wood Release: Fluttering Wood Swallow ]
Rank S
This technique was developed by a former Mokuton master, who equally delved into and adored many different styles of bukijutsu. The Senju will craft wooden wings upon their back, wholly non-functional, and a long wooden sword between their palms. Equally, a wooden mask will cover their face, save for their eyes. The Senju appears, then, much like a Tengu. Their stance will often shift into one with an extended sword-wielding arm, held to their side, as their legs spread far apart and they lower themselves to a point where their knees even with the horizon. Though the wings cannot fly, the chakra within the wings will propel the user and his movements at a speed one supreme rank higher. The wings can also be segmented off in parts to create more wooden blades, and can even be flung from the overarching wooden stem, the wooden segments used as lethal projectiles. This technique lasts for eight posts.

Mokuton Hijutsu: Jukai Kōtan [ Wood Release Secret Technique: Nativity of a World of Trees ]
Rank S
A technique developed by Hashirama Senju, founder of Konohagakure, the user forces trees to grow on any surface, easily creating a dense forest anywhere they choose. A small plant can grow into a forest in an instant.[2] By generating chakra, the user manoeuvers it as they see fit for attack and defense; and furthermore, this omnipotent technique even allows them to capture the enemy at the same time. With their tremendous life force, the trees can pierce through earthen walls, and extend their branches at their prey in an instant. Even stating that Konohagakure wouldn't have been established without this technique wouldn't be an exaggeration.

Mokuton: Mokujin no Jutsu [ Wood Release: Wood Human Technique ]
Rank S
After forming the required hand seals, the user creates a large statue-like creature out of wood, which is strong enough to catch an uncompressed Tailed Beast Ball fired by the Nine-Tails.

Mokuton: Hōbi no Jutsu [ Wood Style: Wood Expulsion Jutsu ]
Rank S+
Using Wood Release, the user creates a dome-like defensive structure that completely surrounds which takes the form of a dragon's face. This defense is split down the middle and can be opened on the user's command. It is strong enough to withstand the destructive force of a Tailed Beast Ball. ( Blocks all projectile-based, non-Katon Ninjutsu S+ranked and below )

Chōjō Kebutsu [ Top Transformed Buddha ]
Rank S+
After creating a gigantic wooden statue that possesses thousands of hands, Hashirama utilises all of these hands simultaneously to deliver thousands of powerful blows to a target. Due to the sheer volume of the punches involved, defending against the entirety of them is nearly impossible. These punches are of such magnitude that they were able to completely destroy Madara Uchiha's final Susanoo, strip it off the Nine-Tails, while at the same time create a massive crater which later became known as the Valley of the End despite the fact the overall damage of this technique had been weakened by Madara shortly before it landed on Kurama. ( Requires this technique to be active: Senpō: Mokuton: Shin Sūsenju [ Sage Art: Wood Release: True Several Thousand Hands ] )
 
PostPosted: Tue Dec 17, 2019 1:01 pm
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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:
• All Hoshigaki have the water element, and techniques that form a fling sharks made of water do not require slots to learn.
• They learn water techniques and bukijutsu at a rate of +1 per paragraph.
• 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.
• Hoshigaki possess a set of gills for innate breathing of either air or water.
• Hoshigaki are capable of harnessing natural energy while moving (for sharks never stop) so long as they 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. The Hoshigaki can gather 100 nature chakra per post if they meditate. However it still requires B body rank to access their sage mode.

The amount of Nature Chakra they can maintain/gather is equal to 1/4 of their combined maximum chakra and stamina. The user gathers 75 natural energy per post while in the water. The Sage Mode can maintained indefinitely while submerged. On land, the sage mode can be maintained for 5 posts. After which, to reenter the user must have fully replenished their nature chakra. Water techniques and bukijutsu overwhelm same ranked techniques. If overwhelming is already possessed, the techniques are treated as one rank higher. The sage mode boosts endurance and strength to [10] alongside a boost to [8] for speed and agility. While in the water, Hoshigaki instead receive a boost to [10] to speed and agility. These stats boosts take effect regardless of class stat cap. This sage mode follows its own rules, and gives the listed Senjutsu techniques as well. Incompatible with another sage mode simultaneously.

___Optional Pas:
• Barbaric Bloodlust: Hoshigaki clansmen are notorious for their strength and speed. The clan member gains a +1 to Strength or Speed every time they increase in body rank. This culminates in a total of +4 Stats spread to Strength & Speed as desired.
• Sharklike Aggression: The Hoshigaki clan members start with an additional 2 buki styles.
• 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, ear, , 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. The lacerations are treated as D-rank wounds in this instance.

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 sustained, 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 4 posts, giving the Hoshigaki a method of speedy transportation that outruns techniques that don't match it's the strength. Conversely, for aesthetic, you can style yourself however you want. The default is a sharky sheath though, and takes one activation per post to maintain.

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 C 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 Grounds 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.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Tue Dec 17, 2019 1:08 pm
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                        ▰ Clan Background:
                        The Seinaru Enjo clan, one of the five noble clans of Zaishin who were named for their sacred fire that has been considered unrivaled since it's founding. They command three variant properties within their flames. Masters of fire ninjutsu, members of the clan often guard shrines to deities of fire, worshiping the flames themselves over named gods. Often called harbingers of the apocalypse for the way they so easily command the element and bring a wrathful flame upon the land as they battle. More often than not, when these shinobi fight, they have been known to leave little little hope for the area's recovery.


                        ▰ Clan Traits:
                        • The user must have the fire element.
                        • The user is able to add their active flame type to their fire based techniques. Doing so requires five additional chakra per rank of the technique affected. This chakra spent counts towards a techniques strength during clashes.
                        • Clan techniques are effected by water techniques as normal Katon would be.
                        • User learns an additional Katon technique.
                        • The user's fire based techniques may be the same color as their chakra.
                        • The Seinaru clan has a deeper connection to nature's flames and has access to Nature Chakra. They can gather 150 nature chakra per post if they meditate. This results in a natural specialized sage mode granted through five posts of training at B body rank.

                        The amount of Nature Chakra they can maintain/gather is equal to 1/5 of their combined maximum chakra and stamina. Once activated, the sage mode can be maintained for 10 posts. After which, to reenter the user must have fully replenished their nature chakra. Fire based techniques overwhelm if not already possessing the property. If overwhelming is possessed, the techniques are treated as one rank higher. The class stat cap of the user is increased by [2] points. Sage mode will increase all stats to reach this cap. This sage mode follows its own rules, and gives the user three custom slots to use for clan techniques. Incompatible with another sage mode simultaneously.


                        ▰ Flame Types:
                        Flames of Strength: This flame burns hotter than other traditional flames. The user's flames have the ability to create concussive blasts that either throw targets five feet per rank of the technique or can propel the user five feet per rank of the technique.
                        Flames of Entropy: This flame has the ability to deteriorate certain objects and materials it interacts with, causing them to crumble away while not actually burning targets. Ninjutsu lesser in rank and chakra composition than the user's effected technique are disintegrated and allow for the flames to continue by paying an additional difference between techniques to retain strength. Objects which include weapons and armor not containing chakra may be disintegrated by flames equal to that weapon's rank.
                        Flames of Conductivity: The user's flame techniques gain the ability to 'conduct' through one successfully stricken target and strike at another target for no extra cost by lowering the technique's strength by one rank. Alternatively, the flame can be enhanced with an activation and paying the difference in ranks for the technique to remain the same strength.

                        ▰ Optional PAs
                        Flames of Salvation: The user's effected fire based techniques effected by the active flame are reduced by 5 chakra for every other rank of the technique. ( D, B and S Rank ). In addition, fire based techniques are considered one rank lower against the user.
                        Inferno Mastery: The user gains four additional ninjutsu slots to be used specifically for katon techniques per body rank. Additionally, hand signs may be executed with one hand. The user's fire techniques all cause an additional post of burning while adding an additional tier of burning/burns to fire based techniques.
                        Fanning Flames: The user's fire based techniques may be doubled in size for no additional cost. This does not effect the strength of the user's fire based techniques. In addition, should the user's fire ninjutsu or clan techniques interact with another fire based technique, the user's technique steals one rank of chakra from the opposing technique. If this overpowers the opponents technique, this technique continues on it's path normally.


                        ▰ Clan Techniques
                        ▰ Flame Shift | Rank D
                        The clansmen has the ability to shift their flame's properties between the given flame attributes by paying a D Rank amount of chakra. This chakra cost requires no activation to preform, merely it's cost each time the flame type is changed. Flame types may be changed up to two times per post. Users may naturally have only one flame property active at once unless stated otherwise.

                        ▰ Cloak of Divinity | Rank X
                        The user channels charka around their body, creating a silhouette of fire that encases them. This flame offers it's own rank in protection against attacks while enhancing their speed and strength slightly per rank of the cloak. This technique has an upkeep cost two ranks below it's execution with a minimum cost of 5 chakra. This technique inflicts tiered burns upon those who make physical contact with them.
                        •Flames of Strength: Allow the user to access both paths of the flames ability, propelling themselves as well as throwing those who make physical contact with them the full range of the flame's ability.
                        •Flames of Entropy: All matter making physical contact with the user is disintegrated that is not effected by chakra. Complex melee attacks of the user are augmented by their flame during this technique's duration.
                        • Flames of Conductivity: The user's cloak fires a fireball at the target upon casting the technique. Should the fireball hit, the target is engulfed in fire and has tiered burning.


                        ▰ Majestic Spark | Rank X
                        Much like the Cinder Technique available to all using ninjutsu, this technique is activated with the simple snapping of the fingers. Instead of a small spark, this technique creates a fireball measuring ten feet in width within ten feet of the user per rank of the technique. This fireball travels ten feet before dissipating unless it strikes a target, exploding on impact and coating a ten foot radius in flames per rank of the technique, causing tiered burning.
                        • Flames of Strength: The user's flame that coats the ground after making impact creates concussive flaming explosion two ranks below the rank of this technique. These explosions are triggered by contact with the flaming area.
                        • Flames of Entropy: Instead of coating an area, when impact is made, the user's flames engulf the target and applies burning for an additional post.
                        • Flames of Conductivity:
                        When impact with the fireball is made, the fireball does not explode but separates into two duplicates of itself at one lower rank, seeking new targets and then explodes on impact.

                        ▰ Ascendant Flames| Rank C | Variable Rank
                        Preforming required hand signs, the user will expel flames from their hands or feet to launch and propel them self through the air. These flames cover a one foot area around the hands and create a trail of flames in their path that lingers the following post. The flames can only be sustained for four posts before the technique cuts off and must be paid again. The user's speed is considered moderately faster during flight. For an S Ranked amount of chakra, the user's flames surrounding their hands or feet explode violently in a five foot width and their flame trails linger for six posts. Flames left in this manner will become normal flames after the end of the technique and spread rampantly, causing tier two burning within thirty feet of the user's traveled path.
                        • Flames of Strength: The user's speed acceleration is increased to a heavy amount during this technique's use.
                        • Flames of Entropy: The user's propulsion flames are doubled in size, allowing them to effect a sixty foot area. In addition, their flame trails linger for two additional posts, carrying the full disintegration property of that rank for the duration.
                        • Flames of Conductivity: The user's flame trails are doubled, allowing the user to manipulate the flame trail's path once laid the following post by thirty feet at D Rank potency.

                        ▰ Sacred Prayer | Rank X
                        The user claps their hands together to imitate a prayer as an incoming attack approaches to reflect the attack back at it's source. Channeling chakra outward from their hands, the user projects their flame outward in a sphere surrounding them measuring ten feet in width. Upon contact this engulfs the attack in their flame and treating it as a Korabo attack. This attack has a three post cool down and the returned attack causes tiered burns.
                        • Flames of Strength: The reflected attack carries the concussive knock back effect of the flame.
                        • Flames of Entropy: The reflected attack carries the disintegration property of the flame, applying it to the technique's entire radius, including secondary effects.
                        • Flames of Conductivity: The opponents attack becomes the conducted technique along with the user's flame, lowering it's rank each time it bounces to a new target.


                        ▰ Hand of Judgement | Rank B
                        The user waves their hand, extending their palm towards a target. The area before them bursts into a conical wildfire that expands thirty feet in that direction. The flames wash over a target, causing tier three burning.

                        • Flames of Strength: The wildfire causes a massive concussive blast that causes the flames that have not ignited the target to expand away from them then return the following post like a vacuum and strike them a second time for no activation. This second strike must be evaded separately.
                        • Flames of Entropy: If successful, the disintegration effects all held items, even seals, weapons, and armor. Sealed objects may not be accessed.
                        • Flames of Conductivity: Once target has been stricken, a C ranked wave of flames carrying this ability washes over the ground traveling only inches above it for twenty feet in all directions.


                        ▰ Pillar of Incandescence | Rank A
                        The user forms the required hand signs, holding the final hand sign. The ground around the user ignites in a small circle and travels directly towards the target quickly as it surrounds the target in a pillar of flames measuring ten feet in width and forty feet in height. Once surrounding the target, the swirling flames converge on the target, causing tier three burning and burns. Alternatively, if the Ascended Flames Technique is in use, the user can cast the pillar directly above the target by spinning in a circle in flight.
                        • Flames of Strength: Upon converging on the target, the user's flames create a concussive wave of flames that expand thirty feet from the pillar.
                        • Flames of Entropy: The user's flames eat away at the earth around it, creating a thirty foot crater that the pillar sinks into, the ground within the crater smolders, transferring the flames ability at the rank of this technique to objects touching it for two posts.
                        • Flames of Conductivity: Upon converging on a target, the pillar of swirling flames splits into four C Rank twisters that each travel in the direction of the users choice individually the following post.


                        ▰ Temple of the Flame Priest | Rank S
                        The user forms a single hand sign, creating a barrier of any size up to one hundred feet in width. The barrier is composed of the user's fire but only appears the color of their chakra. Once impacted, the barrier expels a powerful stream of fire in the direction the impact originated from and extends fifty feet before dispersing, causing tier four burning and burns to those caught by it. This barrier can be maintained for four posts before vanishing unless impacted prior. Impact of any sort triggers the barrier's defense.
                        • Flames of Strength: The user's flame expelled after triggering the barrier is doubled in size, having an earth shattering impact that not only burns but causes bone fractures.
                        • Flames of Entropy: Alternatively to it's primary use, the user can cast the technique while using this flame and begin to deteriorate objects within it, turning it's trigger to the inside of the barrier and targeting things attacking it from within.
                        • Flames of Conductivity: The user's flame does not trigger a stream of flames, instead the barrier replicates itself at one rank lower by paying the difference in the technique attacking it. Even though the flame does not project at the direction of impact, there is a pulse of flames omitted ten feet around the barrier.


                        ▰ Blazing Six Heavenly Forms | Rank S+
                        The user forms a hand sign, creating six clones that are composed of the user's flames, appearing as smoldering forms resembling the user's body size with no details. These six forms remain active and are treated as shadow clones in their capacity and each carry their own unique trait based on the user's flame, all able to use the user's physical attacks, clan techniques and fire based techniques, consuming the user's chakra. While active, the user isn't able to release the hand sign, if it is released, the six forms explode, coating a forty foot area in the user's flame. Physical impact with the clones cause tier four burns with a target. Upon explosion, the area effected suffers tier four burning.
                        • Flames of Strength: The six forms physical attacks carry concussive blasts that measure five feet in range per rank of the technique paired with.
                        • Flames of Entropy: Physical techniques the forms utilize cause disintegration to the extent listed in the flame's description.
                        • Flames of Conductivity: Each time physical impact is made with one of the forms, the form splits itself in half, halving each of their ranks, causing the explosions at half range each time they duplicate.
 
PostPosted: Wed Jan 01, 2020 8:17 am
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                        ▰ Career Titles:
                        For 10+ Medical Field jobs, the character gains the title of "Xx: Life Saver", to be listed on the profile. (Xx being your specific type)
                        ▱▰▱The title gives: -1 post to the E - Rank and the B - Rank missions.

                        For 20+ Medical Field jobs, the character gains the title of "Xx: Medic", to be listed on the profile.
                        ▱▰▱The title gives: -1 post to the D - Rank and the A - Rank missions.

                        For 25+ Medical Field jobs, the character gains the title of "Xx: Assistant", to be listed on the profile.
                        ▱▰▱The title gives: -1 post to the E - Rank, the B - Rank, and -2 to the S - Rank missions.

                        For 30+ Medical Field jobs, the character gains the title of "Xx: Doctor", to be listed on the profile.
                        ▱▰▱The title gives: -1 post to the D - Rank, the A - Rank, and -2 to the S - Rank missions.


                        ▰ Career Branches:
                        The field of medicine is a vast, wide open space of many specialized areas. While we recognize that there can be many sub headers to each of these, or even more actual headers, we've reduced them to five for simplicity. For Tamers, the Medical Field can turn into Veterinarian Practices, with the same benefits.

                        Nursing
                        A general physician that focuses on the well being of many patients, making long-term decisions that can affect wide swaths of people. They are more than competent with first aid materials, with the knowledge beyond simple Academy field kits, and also with long-term care. They can also give correct dosages of medicine and are slightly proficient in small incision detailing. Unfortunately, learning about a wide swath of medicine also makes them poor at more than the general, most-seen scenarios. In general, nurses are the best at diagnosing problems, while other fields have to rely on nurses to do it for them. Of the basic standard med-kit, nurses can use it to its full potential, and make adjustments as necessary. Experienced botanists will even have knowledge on what plants will be good replacements for out of stock supplies.
                        {Gain the Career PA}
                        • Certified Nurse: Using medical supplies alone the nurse can reproduce the effects of [Pain Supression], [Healing Hands], and [ Bleeding Suppression ] without the need for Chakra. However, the rank of effectiveness is determined by the quality of the items on hand. When using said items they are treated to have [3] charges per item. It takes a [Full-post] while not in a combat heavy scenario to perform these procedures. A [Botany] kit may be used to replace the medical supplies requirement its rank equal to [Basic][Lifesaver] E-D , [Advanced][Medic] C-B, [Special][Assitant] A-S, and [Legendary][Doctor] S+. This knowledge is limited to the progress of the Certified Nurse in the medical field Career.

                        Emergency
                        An emergency physician focuses on the immediate decision making and action necessary to prevent death or any further disability both in the prehospital setting by directing emergency medical technicians and in the emergency department. The emergency physician provides immediate recognition, evaluation, care, stabilization, and disposition of a generally diversified population of adult and pediatric patients in response to acute illness and injury. In the field, they are able to quickly address situations, but cannot deal with medium- or long-term problems. Emergency physicians also need more than the basic standard med-kit.
                        {Gain the Career PA}
                        • Rapid Response: Gains a [Slight] increase to [Speed] or [Reflex] per Medical Career Title. The Emergency physician can emulate the use of the ability [Diagnosis] on sight alone when an individual is in critical condition without requiring chakra. If a medical kit is in their possession they can emulate the effects of [ Adhesives ] and [ Delicate Stitching ] without requiring chakra. When using said items they are treated as having [3] charges per item. This takes a full post while not in a combat heavy scenario.

                        Internal
                        An internist provides long-term, comprehensive care in the office and the hospital, managing both common and complex illness of adolescents, adults, and the elderly. Internists are trained in the diagnosis and treatment of cancer, infections, and diseases affecting the heart, blood, kidneys, joints, and digestive, respiratory, and vascular systems. They are also trained in the essentials of primary care internal medicine, which incorporates an understanding of disease prevention, wellness, substance abuse, mental health, and effective treatment of common problems of the eyes, ears, skin, nervous system, and reproductive organs. In the field, they are not able to address situations with the same haste as others. After patients are stabilized, they can take care of medium- or long-term problems. Internal physicians also need more than the basic standard med-kit.
                        {Gain the Career PA}
                        • Preventative Measures: The Internal Physician accrues double the rate of hazard resistance, biological hazards in their possession inflict [2] doses as opposed to [1]. If a medical kit is in their possession they can emulate the effects of [ Poison Removal ], [ Bacteria Removal ] and [ Virus Removal ] without requiring chakra. When using said items they are treated as having [3] charges per item. This takes a full post while not in a combat heavy scenario.

                        Psychiatry
                        A psychiatrist specializes in the prevention, diagnosis, and treatment of mental, addictive, and emotional disorders such as schizophrenia and other psychotic disorders, mood disorders, anxiety disorders, substance-related disorders, sexual and gender identity disorders, and adjustment disorders. The psychiatrist is able to understand the biologic, psychologic, and social components of illness and, therefore, is uniquely prepared to treat the whole person. A psychiatrist is qualified to order diagnostic laboratory tests and to prescribe medications, evaluate and treat psychologic and interpersonal problems, and intervene with families who are coping with stress, crises, and other problems in living. In the field, psychiatrists are able to correctly choose dosages, identify or correctly apply genjutsu to situations, and apply their knowledge of the mind to slyly manipulate conversations.
                        {Gain the Career PA}
                        • Mental Mastery: The Psychiatric Physician's understanding of the mind reduces the cost required to Kai out of a Genjutsu by [5] per their Medical Title and making it that much difficult to Kai out of their own Genjutsu by [5] per their Medical Title. They can emulate the effects of [ Diagnosis: Mental State ] and [ Mental Medicine ] without requiring chakra after spending at least [2] posts alone with a person.

                        Surgery
                        A surgeon manages a broad spectrum of surgical conditions affecting almost any area of the body. The surgeon establishes the diagnosis and provides the preoperative, operative, and postoperative care to surgical patients and is usually responsible for the comprehensive management of the trauma victim and the critically ill surgical patient. The surgeon uses a variety of diagnostic techniques, including endoscopy, for observing internal structures, and may use specialized instruments during operative procedures. A general surgeon is expected to be familiar with the main features of other surgical specialties in order to recognize problems in those areas and to know when to refer a patient to another specialist. In the field, the Surgeon knows just where to apply a blade, either for physical or spiritual needs. As such, a Surgeon can often find Tenketsu and the Inner Gates in others, along with starting the healing process to damaged internal organs.
                        {Gain the Career PA}
                        • Absolute Precision: Ever delicate and precise the Surgeon with their bladed physical attacks may severe muscles and veins knowing exactly what interacts with what. For each hit with a bladed weapon or something of similar sharp and severing degree, the Surgeon reduces the opponent's stamina by [5] per Career title per hit on the opponent. If a medical kit is in their possession they can emulate the effects of [ Necrotic Flesh Removal ], [ Extraction ] and [ Muscle Realignment ] without requiring chakra. When using said items they are treated as having [3] charges per item. This takes a full post while not in a combat heavy scenario.

                        ▰ Career Missions:
                        Title: Diagnosis
                        Rank: E
                        Information: Diagnosing the correct problem makes further work easier, and sometimes leads to almost no work at all! Frequent diagnostic tools include a stethoscope, an enhanced lens, a small hammer, a large padded counter to sit patients on, and a myriad of other day to day items. Also includes day to day paperwork, for when there are no available patients.
                        Solo or Squad: Solo
                        Minimum Posts: 2
                        Note: If followed by or before Purification, treat Diagnosis as a D-rank mission.

                        Title: Purification
                        Rank: D
                        Information: Always an important first step (and last), this involves thoroughly cleaning all tools, clothing, and people involved. Performing even when not needed ensures lower infection rates after interacting with patients.
                        Solo or Squad: Both
                        Minimum Posts: 2
                        Note: If followed by or before Diagnosis, treat Diagnosis as a D-rank mission.

                        Title: Consultation
                        Rank: C
                        Information: Consultation usually refers to a procedure whereby, on request by one physician, another physician reviews a patient's medical history, examines the patient, and makes recommendations as to care and treatment. Missions of this rank are typically of high-class, citizen nature, rather than shinobi.
                        Solo or Squad: Solo
                        Minimum Posts: 4 posts. 2 to get there, and 2 to return. Usually, the mission involves Diagnosis at some point. Receives the one time redeemable [Medical Kit] Coupon allowing them to summon a medical kit. [500] Extra Ryo OR [250] Extra Ac

                        Title: Research
                        Rank: B
                        Information: Medical research is a lengthy, soul searching subject into the nuances of human and non-human activities. Frequently, pen and paper tests have to be performed, to which they are closely scrutinized amongst the academic community. Other times, long nights of reading through bookcase after bookcase is necessary to find the right information. The research is even applicable towards how chakra affects others, by what margins, and aftermaths.
                        Solo or Squad: Solo
                        Minimum Posts: 3 posts, once on location.
                        Note: Redeemable [Research] Coupon: -2 posts off of a single training, or -1 post off for a mission completion. -3 posts in regards to crafting a Pharmaceutical or Toxin. The research must pertain to what the coupon is going towards.

                        Title: Hazard Inspection
                        Rank: A
                        Information: As many valuable pharmaceuticals are created and stored on location, their maintenance is both necessary and a prerequisite for non-chakra based medicine. Frequently, inventory is stolen from, vials and beakers of poor glass quality break, and general accidental spills occur. Additionally, new shipments are always arriving or departing, requiring rigorous practices to ensure the highest of quality with the correct amounts requested. Failure to do so properly could result in the deaths of many, or just you.
                        Solo or Squad: Both
                        Minimum Posts: 3 posts, once on location.
                        Note: Adds one [1] extra poison resistance slot above and beyond the normal allowances, for the rpc(s) involved.

                        Title: Experimentation Recovery
                        Rank: S
                        Information: Debates have raged for centuries on the ethical standards of experimentation, with both sides providing valid commentary. In the end, both will agree that not being able to do some form of experimentation causes a poor quality technique or drug. When animals are insufficient, the terminally ill will sometimes volunteer to be a part of theoretical lab works. It's the physicians' job to make sure that these brave souls come out the other side alive, whether it's through a dire emergency situation, or a calm discussion with the patient during the trial period, to gauge mental health. Insight from these quirky situations are invaluable to those participating, providing a boon to one's creativity and intelligence for a short while.
                        Solo or Squad: Both
                        Minimum Posts: 4 posts
                        Note: Allows for the creation of a [Custom] medical jutsu that does not count against the user's limits. This may be done up to [2] times per [Career Branch] in the Medical Field the user has.

                        Special - Rank: Allows for retraining of standard jutsu into those with a [Medical] tag on the end of them. [Medical] jutsu are ever so slightly different from their standard counterpart, trained to have more medical based utility than their original offensive ability, as an instrument. A bonus for retraining a jutsu this way is a rank lower for sustain costs, minimized at E-rank. [Medical] tagged jutsu do not exhibit any special Eiseijutsu chakra or healing properties.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Tue Jan 14, 2020 8:35 am
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▰ Description:
Shinobi of this caliber are a rarity; they not only possess unique kekkei genkai—powers ingrained in their blood—but they also focus their training to fine tuning these blood bound techniques and abilities. Even an unseasoned bloodline user can be a bothersome foe for the unprepared or less experienced enemy; but shinobi of this class prove that thanks to their dedicated and focused training, their kekkei genkai is a more than ample toolbox for dispatching his or her targets.

▰ Notes:
• You cannot select this class if you do not possess a bloodline. (You do not need to be of this class if you have a bloodline, though.)
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)
• This class grants a cap of [6] per stat. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.

Quote:
▰ Disciplines:
Heritage Keystone: You receive an additional 5 custom technique slots to be used only on bloodline and bloodline-related techniques. Additionally, you may create a "keystone" technique; this technique is essentially a Bloodline ninja's signature move, with power and versatility similar to a technique such as Kamui. This technique must be submitted as a custom jutsu and approved. It also does not take a custom jutsu slot. In addition, you are able to use your third activation for any Bloodline Jutsu, whether it is offensive or defensive, once every two turns. This discipline may not be taken in conjunction with another Keystone Discipline. Refer to the Keystone Guideline for more information.

Dual Ancestry: Dual Ancestry allows you to have full access to two bloodlines upon creation including all techniques, abilities, and personal attributes associated with them. For biographical purposes, your secondary bloodline may be genetic or implanted at your discretion. This discipline gives you [4] bloodline PAs to be used only for the optional attributes of your dual bloodlines on top of the [2] personal attributes you receive at base for a total of [6]. If two elemental bloodlines are chosen then the primary bloodline's elemental affinities become your base elements and you gain full access to those elements while your secondary bloodline gives you locked elemental affinities that you cannot learn ninjutsu techniques from but you gain full access to the secondary bloodline. Locked elemental affinities can be unlocked through methods such as ninjutsu class or personal attributes. Elemental affinity personal attributes are automatically allotted to locked affinities. Jiongu users do not have access to Dual Ancestry nor can they be chosen as a secondary bloodline. Dual Ancestry users do not have access to the implant system including the Genetic Palette personal attribute. If you use multiple techniques from both of your bloodlines in the same post without Korabo then those techniques are increased in effectiveness by one rank.

Blood Knight: Your bloodline techniques possess greater power, allowing them to overwhelm techniques of the same rank and preventing them from succumbing to elemental weaknesses. You can cast bloodline techniques through one-handed seals. {The Overwhelming Trait does not apply to anything above S} In addition, Blood Knights are able to Korabo bloodline techniques at varying cool downs depending on the technique ranks for a single activation.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Resource Pools:
▱▰▱150 chakra.
▱▰▱150 stamina.
Passive Benefits:
▱▰▱ Learn 1 extra Bloodline technique per paragraph.
▱▰▱ Learn 1 extra of one technique type of your choice per paragraph.
Base Jutsu Limits:
▱▰▱3 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
Passive Benefits:
▱▰▱ Learn 2 extra Bloodline techniques per paragraph.
▱▰▱ Learn 2 extra of one technique type of your choice per paragraph.
Jutsu Limit Increases:
▱▰▱+3 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
Passive Benefits:
▱▰▱ Learn 3 extra Bloodline techniques per paragraph.
▱▰▱ Learn 3 extra of one technique type of your choice per paragraph.
Jutsu Limit Increases:
▱▰▱+3 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
Passive Benefits:
▱▰▱ Learn 4 extra Bloodline techniques per paragraph.
▱▰▱ Learn 4 extra of one technique type of your choice per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
Passive Benefits:
▱▰▱ Learn 5 extra Bloodline techniques per paragraph.
▱▰▱ Learn 5 extra of one technique type of your choice per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
Passive Benefits:
▱▰▱ Learn 6 extra Bloodline techniques per paragraph.
▱▰▱ Learn 6 extra of one technique type of your choice per paragraph.
Jutsu Limit Increases:
▱▰▱+6 Ninjutsu slots.
▱▰▱+6 Genjutsu slots.
 
PostPosted: Tue Dec 21, 2021 6:59 pm

                                ▰ Muranaka
                                Rank D | Chakra: 400 | Stamina: 450
                                Str: 0 | Spd: 2 | Agi: 2 | End: 0
                                Muranaka is a small brown weasel who is incredibly fast and uses shuriken in battle. He has a pouch on his back filled with dozens of shuriken and kunai that he uses for melee range. Muranaka is hyper and proud of his accuracy with throwing weapons.

                                Ability: Marksman Weasel
                                Muranaka is the best shuriken-throwing muskrat in all of Katekiba. As such, Muranaka gains access to all stages and techniques of the Honshi Art style.

                                Tuck n' Roll! | Rank D | Cost: Simple
                                Muranaka curls up into a furball and rolls away from an incoming technique as fast as he can. This is a dodging technique that is so effective that it will allow Muranaka to dodge up to C-Rank jutsu with ease.

                                Burrow | Rank D | Cost: Simple
                                The weasel digs underground before quickly rising to the surface again in another part of the battlefield. When Muranaka rises again the jutsu that he uses next will be one rank harder to dodge.

                                As the Wind | Rank C | Cost: Complex
                                Muranaka throws his shuriken as a target while enhancing it using his wind chakra. This increases the force behind his other shuriken, making two of them hit as if they were D-Rank spiritual jutsu.

                                ▰ Harumi
                                Rank C | Chakra: 775 | Stamina: 775
                                Str: 0 | Spd: 2 | Agi: 2 | End: 0
                                Harumi is a three-foot-tall red ferret with fiery orange eyes who wields two sets of nunchucks. She has a passionate personality and is a well-regarded huntress in Katekiba.

                                Ability: Holding Power
                                Once per battle, Harumi is able to use her chakra to strengthen the power of her summoner's fuuinjutsu by one rank. The seal will not retain overwhelming. Additionally, Harumi can use the first three stages of Nunchaku Ryu.

                                Nunchaku Return | Rank C | Cost: Simple
                                The ferret chucks one of her nunchucks at an enemy and disarms the enemy of their weapon unless countered by a same-rank jutsu. The nunchuck and disarmed weapon then immediately swing around and return to her paw like a boomerang.

                                Twirling Flight | Rank C | Cost: Simple
                                Harumi spins one of her nunchucks above her head so quickly that it allows her to take flight. Using this method to dodge an enemy attack allows her to avoid up to B-Rank enemy jutsu.

                                Armory Seal | Rank B | Cost: Spiritual
                                Harumi creates a seal that creates a fifty foot wide barrier of fuuinjutsu chakra that will defend against jutsu up to A-Rank. All physical items of the enemy including weapons that come into contact with the barrier are sealed away.

                                ▰ Shiroma
                                Rank B | Chakra: 1,300 | Stamina: 500
                                Str: 2 | Spd: 6 | Agi: 2 | End: 2
                                Shiroma is a six-foot-tall otter who is known for her ability to swim quickly. She has a quieter personality than the other mustelids. She also cares deeply for the other otters who live in her river and has a maternal relationship with many of the otters.

                                Ability: My Shiroma
                                Shiroma has access to the water element as well as wind. She can also perform suiton jutsu upon to A-Rank.

                                Water Whip | Rank B | Cost: Spiritual
                                The otter creates a whip of water that she swings with her mouth once. The whip then is able to cut through rocks and metal. This whip is considered suiton but lacks a weakness to doton.

                                Floodplain Seal | Rank B | Cost: Spiritual
                                Shiroma is able to create a seal that contains and can release enough water to flood an area (topic) up to ten feet. Multiple of these seals can be created and unsealed simultaneously to add to the flooding. Once per battle, one of these seals may make the suiton of the summoner overwhelming.

                                Swift Swim | Rank A | Cost: Complex
                                Shiroma creates so much water from her feet that she is able to flood the area (topic) before beginning to swim. She disappears and reappears as fast as a shunshin before biting into her target. This technique can only be used once per post and twice per battle.

                                ▰ Kamatari
                                Rank A | Chakra: 1,025 | Stamina: 1,025
                                Str: 4 | Spd: 6 | Agi: 6 | End: 2
                                Kamatari is an eight-foot-tall white weasel with an eyepatch on his left eye. He carries a ten-foot-tall scythe that he uses as his priimary weapon. He has a raspy voice and a cynical personality but is utterly ruthless in battle. Kamatari is another version of the weasel Kamaitachi from legend and is one of the oldest weasels in the sage lands.

                                Ability: Cynical Sickle
                                A cursed fuuinjutsu appears on Kamatari's scythe blade. This allows him to inflict the hex status through any bukijutsu used with his scythe at the same tier as the rank of the bukijutsu. Additionally, Kamatari is a master of all stages and techniques of the Soul Slayer Art bukijutsu style.

                                Cursed Gale Sealing Method | Rank A | Cost: Spiritual
                                Kamatari forms a large seal on any surface with the potential of releasing a hexed gust of wind at any moment that Kamatari wishes during the battle. The wind applies hex at the third tier as well as third tier vertigo as a fuuton technique.

                                Scythe Swinging Slash | Rank A | Cost: Simple
                                Kamatari is able to swing his scythe with such force that it increases his strength to eight for one swing. If a fuuinjutsu or wind technique is used in tandem with this technique then its cost is reduced by thirty chakra to a minimum of five chakra.

                                Cursed Weasel's Rush | Rank S | Cost: Complex
                                He rushes forward using his own variation of the Assassin's Rush fuuton technique. The wind carries him and allows him to move as fast as a shunshin before slashing at a target. The wind carrying him also increases the cutting power of the scythe and inflicts fourth-tier hex. This technique can only be used twice per battle.

                                ▰ Adachi
                                Rank S | Chakra: 1,100 | Stamina: 1,100
                                Str: 4 | Spd: 6 | Agi: 6 | End: 4
                                Adachi is the chief of the mustelids and the largest creature in Kaketakiba. She stands at two hundred feet tall and rivals the size of even the bijuu. She has brown fur and claws that are sharper than swords and reach up to fifty feet long. There are scars all over her body including a deep slash over her right eye. She is fearsome and is by far the greatest hunter of them all. The other hunters often pay tribute to her and give her the biggest kill of any given day. Adachi prizes strength in the hunt above all else.

                                Ability: Chieftain's Headdress
                                Fifty-foot-long claws that are as hard as steel extend from all points in her body. A crown of claws also leave the top of her head. Adachi knows all blade-based bukijutsu up to level six and can use these claws for those techniques.

                                Wind Claw | Rank S | Cost: Complex
                                Adachi roars before slashing one of her paws. The immense gust created by the force of her swipe carries the power of the claws. The wind claws tear through the air for up to two hundred feet and are capable of ripping even the oldest trees from their roots destroying an area (topic). This fuuton technique has no weakness to doton.

                                Seal of Restoration | Rank S | Cost: Spiritual
                                The ultimate of the mustelids sealing arts, Adachi is the only mustelid to have mastered this powerful seal. The chieftain wolverine stomps and places a massive seal on the ground. This fuuinjutsu costs an S-Rank amount of chakra but can later restore her chakra by an S+ rank amount of chakra. This fuuinjutsu costs no action and must be used in a later post. This seal can only be used once per battle.

                                Catastrophic Claw Roll | Rank S+ | Cost: Complex
                                With all of her claws spiking from her body, the wolverine rolls into a ball and rolls over the landscape. She moves with such force that she is able to destroys trees and the earth beneath and surrounding her. Wind dramatically increases her speed to 8 for this one technique.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Thu Dec 30, 2021 12:20 pm
▰ New Game Plus:
When a character reaches 200,000 Exp on a character, a new option is given to start again. The player must choose one of two paths for their character to go down. The character can either be reset beginning again at 0 exp or they can choose to reset to S+ rank. With both of these paths are some different rules and benefits.

    Rules for a Complete Reset:
  • You must start at D-Rank, you can cannot start in the academy when resetting.
  • Your character can remains exactly the same except they have something happened to them that causes them to revert to D-Rank. I.E. They were cursed, the kage placed a seal on them, etc.
  • You keep any summons, curse marks, or guild rewards that you earned up to this point. If something has a rank requirement, you must get back to that body rank in order to be able to use it again.
  • When you reset your character you get to keep the endgame rewards you already earned but you cannot use them until you reach 200,000 XP again.
  • If you replenish your character, these rewards cannot be replenished to your new character.
  • You must start at D-Rank, you cannot start in the academy when resetting.
  • When a completely reset character obtains 8,000 Narrative Exp, they are able to select one of the General Rewards below.
  • A character must reach 200,000 exp once again to reset again. You can only reset one more time for a total of two resets. It is possible to do both kinds of resets or to do the same reset twice.
  • A character reset to D rank receives this extra reward
    On the first reset to 0 exp you are given the choice of giving a single technique type overwhelming (nin, buki, bloodline, etc), the character is also given this PA:

    ▱▰▱ [b]Veteran[/b] | As a Veteran, you are forever bestowed with an extra reward in arc, timeskip, and guildwide events. You can also choose one additional source of overwhelming.


    On the second reset to 0 exp, the character is given an extra General Reward listed below to a maximum of 3.


    Rules for a Partial Reset:
  • When resetting you start back at S+ rank with 0 narrative Exp.
  • After obtaining 8000 Exp a player is able to choose a General reward below for their character.
  • The character must reach 200,000 exp to reset again. You can only reset one more time for a total of two resets. It is possible to do both kinds of resets or to do the same reset twice.
  • When you reset your character you get to keep the endgame rewards you already earned but you cannot use them until you reach 200,000 XP again.
  • By doing a partial reset you lose access to the Veteran Pa and the extra General Reward, giving you a maximum of 2 General rewards for that character.

    General Rewards:
    • Additional Keystone: The character is able to create a keystone for their character. This allows the character to have a maximum of two keystones if they have a keystone through another special circumstance.
    • Keystone PA: You are able to create a PA on par with most bloodline PAs. PAs are still submitted and looked at on a case by case basis. Keystone PAs will still be unable to mimic disciplines.
    • New Bloodline: The character is able to use another bloodline to it's fullest potential S+ rank. They do not receive PA slots for the bloodline and must obtain them separately. A character can only ever have a max of 3 bloodlines if they have DA as a discipline. If they do not have DA, they can only have a maximum of 2 bloodlines and 1 implant (2 if genetic palette is chosen).
    • Legendary Item: You may create an additional legendary item to a cap of 2 (except for other special circumstances.) This legendary item comes with 8 custom technique slots for the weapon and is able to have a 3 passive PAs that affect the user while wielding it.
    • Fourth Class: With 250,000 XP above 8,000 XP (for a total of 258,000 exp) you can obtain a fourth class for your RPC. The fourth class like the third class class gives full access to one discipline, all technique and style slots, and all resource increases. However, you also receive the cross class benefit between your third and fourth classes. In addition, Keystone Techniques and additional customs from Keystone PA may not be obtained through the fourth discipline. Classes that grant their own PA with body rank progression are not granted. The fourth class does not grant access to esoteric knowledge such as but not limited to class specialist restricted techniques, the eight gates, Flying Thunder God, Yin Seal, and Reiken no Michi. However, non-specialist kugutsu, fuuinjutsu, sensory, iryojutsu, etc can be learned using the appropriate fourth class. Your fourth class can raise your stat cap but cannot lower it. You are not considered a specialist if your third and fourth classes are the same, nor does the fourth class count for specialization in anyway.
 
PostPosted: Sun Oct 02, 2022 11:46 am
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                        ▰ The Spider's Web:
                        The Arakune Clan are known as the spider people of the Sound Country but have since expanded across the shinobi world. In ancient times, the Arakune were members of the now extinct clan of giant spiders in the Sound Country's heartland. The Arakune were powerful spider sages who were able to summon gargantuan spiders onto the field of battle. They controlled wide swathes of forested land in the Land of Sound and were reclusive, living among spiders. After a few centuries, the spider sages became greedy for more power and control. They made a pact with Jashin to become stronger. The result was the ruin of the clan when they were given the Curse of the Arachnid. This gave the Arakune powerful forbidden seals but also filled their lands with corrupted natural energy that killed off their spider summons and destroyed their connection to the natural energy of their homeland. Every cursed Arakune lost their sage status and ability to summon with the exception of the spiders that each individual was born with a connection to, corrupting those personal summons as well. In modern times, most Arakune focus on mastering the Curse of the Arachnid, performing web techniques, using poisons, their personal spider summon, and genjutsu. The Arakune tend to be tactically minded and often ruthlessly efficient in combat, viewing a battle as a cruel game.

                        ▰ Curse of the Arachnid:
                        The Curse of the Arachnid is a powerful manifestation of corrupted nature chakra that is unique to the Arakune who has it. The usual pattern of the seal is typically round, swirling, and web-like but some have a different design. Where the seal is located on the body depends on the individual. At D-Rank body the Arakune is able to train for [5] paragraphs to reveal their curse in its dormant state. While Arakune who choose to activate the Curse of the Arachnid can have a second forbidden seal they cannot become summoners of anything except their Arakune personal summon unless they absolve themselves of their curse through a personalized narrative mission that can be completed by the character at any time. Implanting Arakune DNA immediately curses the blood and places the Curse of the Arachnid upon them. However, implantees may only have Curse of the Arachnid and no other forbidden seal. Primary members of the Akuryo may have the Curse of the Arachnid and one other forbidden seal but cannot use them at the same time. The phenomenal statistical buffs provided by the Curse of the Arachnid will revert back to your class's stat cap once the seal is dormant again. If the awoken stage is used then there are no drawbacks but if the unleashed stage is used then all stats are set to [-4] for [5] posts after the Forbidden Seal is fully unleashed and made dormant. The forbidden seal may not be accessed again until the [5] posts are up.

                        Dormant Stage
                        The passive stage: Provides the host with 400 corrupted nature chakra. This chakra can only be recovered while the host has their seal in its dormant stage. In addition, the host gains a passive chakra and stamina increase of +50 per body rank. Corrupted nature chakra when the forbidden seal is not active passively gathers natural chakra. In non-combat situations, the seal regains 50 chakra per post and 25 chakra per post in combat situations.
                        Training:
                        • Requires the Arakune to write out five posts of the user training to activate the Curse of the Arachnid.

                        Awoken Stage
                        This is the first stage usage of the Curse of the Arachnid. Swirling lines cover the Arakune's entire body originating from the forbidden seal's location. These patterns can be different depending on the individual.
                        Basic Effects:
                        • Increases all stats to [10] automatically.
                        • Grants Overwhelming to Arakune clan techniques as well as all Genjutsu.
                        • Costs 25 Corrupted Nature Chakra per post used to maintain.

                        Unleashed Stage
                        This is the second stage of the Curse of the Arachnid. The swirling bodily marks extend to cover the skin and turn it a deep red color. The eyes blacken, four additional limbs grow if not already, and one additional eye forms on the forehead if not already possessed. Overall, the Arakune appears like a demonic spider. While this is the typical design it can be different depending on the individual.
                        Basic Effects:
                        • Increases Speed and Agility to [12] and Strength and Endurance to [10] automatically.
                        • Grants Overwhelming to Arakune clan techniques, all Genjutsu, and [1] ninjutsu element of the Arakune's choice.
                        • Costs 50 Natural Chakra per post used to maintain.

                        ▰ Arakune Traits:
                        • Arakune are humans who are often born with arachnid features but this is not required. For instance, four additional limbs or more than two eyes.
                        • Because of the Arakune's natural physicality, they are able to stick to and climb surfaces without the use of the Art of Water or Tree Walking techniques.
                        • All Arakune begin as veteran toxicologists and require half as many crafting missions to advance in toxicology titles.
                        • Able to learn the Lattice Embrace bukijutsu style without consuming a bukijutsu style slot. Arakune also receive [2] free custom technique slots for Lattice Embrace. Webs creased by the Arakune can be used instead of metal wires for the Lattice Embrace style.
                        • If the Arakune is of the tamer class and has a spider pet, the pet gains [2] additional tamer points per rank beginning at D-Rank.
                        • If the Arakune is of the genjutsu class then they receive [3] genjutsu customs that must be spider-based.
                        • Primary Arakune clansmen (non-implanted) begin their journey with a custom spider summon that is personal to them. This spider summon is of custom name, design, etc, and must be submitted to custom techniques for approval. Use scroll crafting as a guide. At E-D rank the summon is considered basic scroll level, advanced at C-Rank, special at B-A rank, and legendary at S-S+ rank. This summon can always perform Arakune clan techniques and even has specially designated summon techniques within the clan. Arakune will always be able to summon this creature even if they have awakened the Curse of the Arachnid.
                        • All web bindings can be broken by the enemy releasing an equal amount of chakra to break out.

                        ▰ Arakune Venom:
                        All Arakune receive access to the following poison to apply to their Arakune clan techniques. This poison can be replaced by [1] custom poison of your choice but this does not grant an additional custom slot.

                        Drug Name: Arakune
                        Drug Type: Poison
                        Drug Tier: Advanced for E-C rank techniques | Legendary for B-S+
                        Drug Form: Liquid

                        Narcotic Description: Arakune poison is a spider-like hallucinogenic poison with the viscosity of venom. It can take effect when it enters the bloodstream through a cut or even by seeping into the bare skin on contact such as through spider webs. It is common for victims of this poison to suffer intense hallucinations of spiders crawling over their skin and biting them. This poison has two possible tiers of potency depending on the level of Arakune technique the poison is used for.

                        Advanced Tier | E-C Rank Arakune Jutsu
                        • Tier 2 Mental Stress.

                        Legendary Tier | B-S+ Rank Arakune Jutsu
                        • Tier 4 Mental Stress.


                        ▰ Bloodline Attributes:
                        ▱▰▱ Arachnophobia | The Arakune can insert spiders into any genjutsu that they know for [5] additional chakra and no action cost. Using this method allows mental stress to be applied to the genjutsu and at [1] tier higher than the rank of the genjutsu. Doing this also adds [1] additional genjutsu sense (chakra) which causes the victim to feel a palpable sense of fear as long as the genjutsu is not controlling more than [5] senses when applied.
                        ▱▰▱ Caught in the Spider's Web | All spider web-based Arakune techniques are now naturally corrosive. Corrosion is applied at [1] tier above the rank of the Arakune technique.
                        ▱▰▱ Arachne's Curse | Forbidden Seals, including Curse of the Arachnid, owned by this rpc have an additional 300 corrupted nature chakra stored in their seal. This increases their cap from 400 to 700.

                        ▰ Arakune Clan Techniques:
                        Spider Venom Breath [ Kumo no dokunoiki ] | Rank E | Spiritual
                        The Arakune applies their venomous poison to their breath using a small amount of chakra. They then exhale and an abundant amount of gas flies toward the target. This basic technique allows the Arakune to make their poison gaseous. Additionally, using this technique allows the gas to be used as a trigger for genjutsu.

                        Web Technique: Spider Web Blast [ Kumonosu Jutsu: Kumonosu Bakuhatsu ] | Rank X | Spiritual
                        The user forms a handsign before channeling chakra into the palms. The chakra then generates twenty feet of spiderwebs per rank applied to the technique. The web can be fired at the opponent and will explode outwards on contact for ten feet per rank of the technique in the blast radius. The explosion consists of webs and pure force. The blast also more easily spread any venom applied to the webs.

                        Spider Sticky Gold: Legs of the Spider [ Kumo Nenkin: Kumo no Ashi ] | Rank X | Spiritual
                        The Arakune forms several handseals before generating four spider legs made from sticky gold released through skin pores that extend from the back. These spider legs extend up to twenty feet and increase the Arakune's speed and agility by [2] when used for mobility. The legs are sharp at the ends and are able to pierce the target as a spear.

                        Phantom Spiders [ Maboroshi Kumo ]
                        Category: Illusory
                        Rank: X
                        Primary Sense: Sight
                        Additional Senses: Sound, Touch
                        Base Duration: 5 Posts
                        Upkeep: 20 Chakra [ E-C Rank ] 50 Chakra [ B-S+ rank ]
                        Trigger: Handseal
                        Source: Summon
                        Status Effect: Insanity
                        Description: The Arakune forms a handseal and when viewed appears to summon phantom spiders. These spiders are ghastly and made from some sort of purple energy. The spiders are large and numerous, seeming like a never-ending army. The spiders can be heard and felt when they bite into the target(s). The spiders are so inherently realistic and fear-inducing that they cause madness in their enemies.

                        Spider Sticky Gold: Armor of Sticky Gold [ Kumo Nenkin: Nenkin no Yoroi ] | Rank X | Spiritual
                        The Arakune secretes Spider Sticky Gold from all of the pores in their skin. The substance is golden and metallic. It immediately hardens when it coats the skin, forming a chakra armor that is harder than steel. The sticky gold armor is treated as heavy armor but with none of the mobility drawbacks as the chakra allows the substance to be lighter.

                        Summon Technique: Rain of Spiders [ Shōkan Jutsu: Amagumo ] | Rank B | Spiritual
                        The Arakune's personal spider summon produces a sac of baby spiders and unleashes them onto the opponent below. Hundreds of spiders descend on the enemy and produce chakra webs to ensnare the enemy. The webs reduce the enemy's speed and agility by [2] each. Additionally, the spiders' webs can be detonated.

                        Web Technique: Spider Bind [ Kumonosu Jutsu: Kumo Shibari ] | Rank X | Spiritual
                        The user spits a web of threads from their mouth to push targets away and trap them. The webs are sticky and adhesive and apply grapple and tiered paralysis based on the rank of the technique. The paralysis is applied to any limbs that the web wraps around. The webs have a range of 20 feet per rank of the jutsu.

                        Web Technique: Spider Web Area [ Kumonosu Jutsu: Kumo Sōkei ] | Rank X | Spiritual
                        The Arakune clansman spreads a network of touch threads throughout the area by attaching to surfaces. The area effected is 30 feet per rank of the jutsu. The Arakune is able to sense whatever comes in contact with the threads. They can even detect slight disturbances in the air around them. The web is stronger than wire and as thin as spider webs, making them difficult to detect. Other Arakune web techniques can easily be channeled through this field of webs as well. Finally, if the Arakune has access to sensory jutsu then they can be channeled through the webbed area to increase sensory range.

                        Web Technique: Spider Cocoon [ Kumonosu Jutsu: Kumo Mayu ] | Rank S | Spiritual
                        By releasing webs from the hands, the user can trap an enemy in a tightly bound cocoon of chakra webs. This cocoon applies tier four full body paralysis and suffocates the target by blocking airflow. The Arakune is also able to detonate the cocoon before it can be broken out of to cause damage.

                        Summon Technique: Widow Bite [ Shōkan Jutsu: Hitokuchi no Kuroi Mibōjin] | Rank A-S+ | Spiritual
                        The Arakune's personal spider summon applies a tiered amount of chakra to their fangs. This venomous chakra increases the length of the fangs by up to ten feet per rank. The poisonous chakra fangs are extremely long and deliver Arakune poison on contact. The fangs are also inherently paralytic and apply tier 3 or tier 4 paralysis on contact to any body part that the fangs pierce into.

                        Eye of the Spider [ Kumo no Me ]
                        Category: Enchantment
                        Rank: S+
                        Primary Sense: Sight
                        Additional Senses: Touch, Chakra
                        Base Duration: 5 Posts
                        Upkeep: 100 Chakra
                        Trigger: Arakune Poison or Handseal
                        Source: Sensory Phantasm
                        Status Effect: Mental Stress
                        Description: When a target is infected by the Arakune Poison or views the Arakune's handseal, they see an ominous glowing spider eye. The eye is enormous and by staring into it the user experiences horrific spider visions. When they look at the eye they feel as if they can experience a different reality. They then see a dark world filled with spiders who are constantly biting into every inch of their body. The pain is also accompanied by a sense of terror inflicted by staring into the eye itself. The eye is impossible to look away from while under the effects of this feverish illusion. If the technique is triggered by the Arakune poison then it lasts [7] posts rather than [5]. The additional posts require no chakra upkeep.

                        Spider War Bow: Terrible Split [ Kumo Senkyū: Suzaku ] | Rank S+ | Complex
                        The Arakune must be in the unleashed stage of the Curse of the Arachnid. When using the forbidden seal's full power, the Arakune releases sticky gold from their mouth. This forms into the shape of a hardened war bow. Using eight limbs the Arakune can increase the tension of the bow far more than most people. This causes any sticky gold arrows fired from the bow to act as spiritual with the full power of this jutsu behind it. The war bow lasts for ten posts and can be enhanced using corrupted natural energy from the Curse of the Arachnid.
 

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