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Yui Ga Dokuson

Thirteenth Gatekeeper

PostPosted: Thu Apr 02, 2015 9:03 pm
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                          XXXXXXX▇▇▇▇▇ ▇▇▇▇▇ вαsιc ιиғoямαтιoи ▇▇


                      Name: Kanetsugu Houryokuin
                      Nickname: --
                      Age: 21
                      Gender: Male
                      Ethnicity: Japanese
                      Height: 6'5
                      Weight: 187 Lbs
                      Personality: Quiet, loyal, trustworthy

                      Sexuality: Straight
                      Family: Hah..

                      Theme Song:
                      Nindo: "Out of my way, worm.."
                      Background Info:

                      Other Info
                      ʟ ɪ ᴋ ᴇ s :

                      ▶ Winning
                      ▶ Banging 7 gram rocks
                      ▶ Rain
                      ▶ Snow
                      ▶ Cold weather
                      ▶ Sweet red bean soup and dango

                      ᴅ ɪ s ʟ ɪ ᴋ ᴇ s :

                      ▶ Losing
                      ▶ Overly hot weather
                      ▶ Octopus


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                      Strength: CQC
                      Weakness: Limited options
                        ↬ Fears: None quite yet.

                      Village: Kumogakure
                      Rank: Sannin
                      Class: Taijutsu
                      Bloodline: Kiseki no Sedai
                        ↬ No Implants

                      Clan
                        ↬ None


                      Demon: --

                      Chakra: 370

                      Missions Complete:
                        S - 1
                        A -
                        B -
                        C -
                        D -
                        E -

                      Ryo Transactions:
                      Character Creation [+5,000]
                      Total: 5,000

                      Two year time-skip [+10,000]
                      Total: 15,000

                      Auto-rank Chūnin [-15,000]
                      Total: 0

                      Chūnin promotion [+10,000]
                      Total: 10,000

                      Custom Mission(s) [+110,800]
                      Total: 120,800

                      S-Rank Mission [+27,000]
                      Total: 147,800

                      S-Rank House Purchase [-40,000]
                      Total: 107,800

                      House Upgrades - Training/Chakra Boosts [-75,000]
                      Total: 32,800

                      Stage 1-5 Mugen Ittōryū [-22,000]
                      Total: 10,800

                      Stage 1-3 Gouken no Nakkuru Hocho [-9,000]
                      Total: 1,800

                      Tournament Winnings [+250,000]
                      Total: 251,800

                      Jounin Promotion [+20,000]
                      Total: 271,800

                      Sannin Promotion [+50,000]
                      Total: 321,800

                      Stage 6-8 Mugen Ittōryū [-24,000]
                      Total: 297,800

                      Stage 4-5 Gouken no Nakkuru Hocho [-13,000]
                      Total: 284,800

                      Stage 1-10 Rensa Dai Ken [-70,000]
                      Total: 218,800

                      Stage 1-6 Shigure Souen [-30,000]
                      Total: 188,800

                      Stage 1-5 boxing//style [-22,000]
                      Total: 166,800

                      5 Dansetsu auto-learns [-10,000]
                      Total: 156,800

                      Konoha Joint Custom Mission [+220,000]
                      Total: 376,800

                      Stages 1-6 Wicked Strength [-30,000]
                      Total: 346,800

                      Stages 1-6 Lightning Step [-30,000]
                      Total: 316,800

                      Stages 1-5 Slave Driver [-22,000]
                      Total: 294,800

                      Stages 1-5 Elegance [-22,000]
                      Total: 272,800

                      Stages 1-5 Phantom Mirage [-22,000]
                      Total: 250,800

                      Fundamentals Switch [-200,000]
                      Total: 50,800

                      Buki Style Refunds [+294,000]
                      Total: 391,750

                      House Refund [+97,750]
                      Total: 489,500

                      Defend mission at Ichiraku [1118WC x 50 = +55,900]
                      Total: 545,400

                      Reworking: Rinnegan --> Kiseki no Sedai [-200,000]
                      Total: 355,400


                      Opponents Defeated: Nil
                      Battle Theme: See What I have Become


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                            Quote:
                            Summoning:


                      Jutsu List:

                      Ninjutsu
                        • Start with Clone, Substitution, and Transformation


                        Lightning

                      a c a d e m y


                        Wind

                      a c a d e m y


                      Bloodline & Clan
                        Kiseki no Sedai

                      • Copy Cat:
                      Over time, fighting an opponent will give you much more insight into their moves and their particular style. This--in turn--makes you more and more effective when fighting against them as the battle progresses. While many bloodlines favor a quick and easy kill, the Kiseki no Sedai cash in on long, drawn-out battles, and can quickly overwhelm an opponent that has battled them for too long. Essentially, this translates into stat boosts and perception boosts against an opponent they've been facing for extended periods of time, as modeled below(all stat boosts are past the cap):

                      3 posts: +1/+1
                      5 posts: Improved Perception (Two Tomoe Sharingan level)
                      7 posts: +2/+2
                      10 posts: +3/+3, Dramatically Improved Perception (Three Tomoe Sharingan level)

                      At five posts, you may also duplicate one move from their arsenal that they've used against you and use it at will. It retains its original chakra costs, but for all other intents and purposes, is considered a bloodline skill. Normal limitations against using it do not apply, even bloodline limitations.

                      • Emperor Eye:
                      Members of the Kiseki no Sedai have an odd sort of...dojutsu. Vibrantly glowing rings will form around their iris in an enhanced color relative to their original eye color. The Emperor Eye has a particularly strong ability that it gives to the user; the ability to view the flow of an opponent's energy, how it reacts with their muscles and their brain, effectively giving them a one-second view into the future of an opponent's moves. This clarity gives them an incredible advantage in single combat, and is one of the reasons that they're so difficult to defeat in battle. This reading of energy flow is one of the main contributors to their success with the copy cat passive, as it allows them to quickly recognize changes in the flow of an opponent's energy and identify patterns and biases using those changes.

                      • Unprecedented Skill:
                      After years of practice--and an insane amount of natural talent fueling you--your moves have become so fluid, so refined that opponents somehow find it difficult to keep track of you. Almost as though your movements were so natural that you seem to blend in with the background. As a result you constantly have the stealth benefits of an Assassin class shinobi of one rank lower than yourself. This passive stealth ability seems to make it exponentially more difficult for opponents with dojutsu to keep track of you, as your movements seem to flow into multiple different directions, the practice of your muscles enabling you to burst into an entirely different movement seemingly upon a whim. With so many different outcomes from one single movement, dojutsu users naturally find you exceedingly difficult to deal with.

                      • Himuro 10 Chakra
                      The Perfect Fake technique capitalizes on your smooth movements, and creates what appears to be an illusion-based double out of your chakra. It splinters off from you in the most perfect way, continuing a movement that you would have made--were you not invisible for one brief second, doing something else entirely. Somewhat similar to the Elegance, but works only for that single second to confuse the opponent on one move.

                      • Murasakibara 20 Chakra - ???
                      A variable chakra skill. After focusing their specified amount of chakra, a whirling, tearing, and slashing chakra veil will form around the user in their color. Inside of this veil, they will spin upwards into the air, with expenditures of 30 or more chakra pulling debris and other loose materials up with them like a hurricane. They will them use the force of this chakra shroud to smash into the ground, releasing all of the debris and chakra in a slicing, smashing torrential shockwave around them. The base expenditure of chakra is enough to break bones, but anything above 30 can kill. With the more chakra used, so too does the danger potential.

                      • Midorima [Passive] - ??? Chakra
                      A variable chakra skill. At base, the shinobi's throwing accuracy and range are dramatically increased, able to throw projectiles and hit targets from nearly an entire thread's distance with pin-point precision. Chakra expenditure allows this skill to be applied to projectiles, be it kunai, shuriken, or even other techniques, to transform them into extremely fast, forceful versions of their original selves. For example, the Stone Pebble technique could be made into an extremely deadly, skull-piercing projectile with around 20 points of chakra expended. This is a very creatively used ability, and it comes down to the user's imagination to best put it to use.

                      • Kiyoshi [Passive]
                      A peculiar skill that allows the user to near-instantaneously change their plan of action and begin an entirely new motion before the first was completed. A perfect skill for catching opponents off guard, as most shinobi are forced to complete something like the swing of a sword before switching to a new action. This skill allows for some very marvelous turnarounds. For example, a lightning-fast charge could be near-instantaneously turned into a backflip to dodge the opponent's countering sword slash. The trick is in the user's muscle and chakra control, allowing them to instantly tighten and loosen their muscles in order to make a completely different movement in a normally impossible situation. Extremely effective when coupled with weapon and tai styles.

                      • Kise 10 Chakra
                      With the use of this skill, the shinobi may copy and use one technique the opponent used in their previous post. Does not work on opposing bloodline skills. The technique used is then considered a bloodline technique coming from the user. Costs ten chakra plus whatever chakra the opponent spent creating the skill.

                      • Hayama 15 Chakra
                      An ability centered around disorienting the opponent. Every step the user takes, every movement they make is accompanied by a tremendous, thundering boom after the use of this skill. More than loud enough to disorient their foes, even rattling their vision. Obviously, a shinobi with graceful enough footwork would be able to turn this into an extreme nuisance by taking a large amount of steps, thundering the opponent's ears into submission. Battling against this technique for three posts will cause deafness for up to ten posts. This technique lasts passively for three posts after chakra is applied, then chakra must be spent again to continue it's use per three posts. The user may selectively channel his chakra so that certain entities on the battlefield don't hear the booms, but others do.

                      • Mibuchi 20 Chakra
                      A particularly nasty technique, especially when used on an unsuspecting foe. For a brief moment, the ground under the opponent will seem to glitter very faintly. Once the glittering has finished, if the opponent has not moved from that ten square-foot space, their feet have been rooted to the ground for one post, leaving them more vulnerable to their foe. This technique is even more dreadful when coupled with other distraction techniques.

                      • Seiho 10 - ??? Chakra
                      A variable chakra skill. Very simple in nature, the user of this skill creates a shield of energy around them that is capable of blocking techniques of its rank and lower. This technique usually takes the form of a spherical shield, but can be adapted to fit most any situation. The shield starts at a five-foot radius--enough to shield around three people comfortably--and its size scales upward with chakra expenditure.

                      • Aomine 25 Chakra
                      Many have said that the original practitioner of this technique was a wild beast, that his bottomless potential threatened to swallow the entire shinobi world if left unchecked. Once this technique has been used, the shinobi will seem to 'lock in' on their ideal image of victory. Their muscles will feel enhanced, and their body itself will feel reflexive, reactive...as though charged by lightning. Their perceptive ability will increase dramatically, which will be built upon later. This grants a distributable +2 to the user's stats, but that's not the important part. While in this state, their body seems to react more on instinct than on conscious thought, a sort of 'wild skill'. This makes their reaction time dramatically better than those around them, their body moving almost before an opponent has in response to their attack. When combined with Kiyoshi, this can cause them to change their own course of action multiple times before moving even once, giving them the absolute best angle of attack every time. This skill lasts for five posts before chakra must be spent again.

                      • Kagami 20 - ??? Chakra
                      A variable chakra skill. After focusing energy into the palm of their hand, the user will create a volatile ball of intense, explosive chakra. The sphere may either be launched in spherical form, or as a frontal laser-like attack. Either way, the results are...extremely destructive. The energy has some sort of explosive property to it, going off with the force of multiple explosive tags upon impact in the spherical form. In the laser form, this energy converts while traveling, but the final point of contact shares the same effect as the original. Anything that comes into contact with the laser during travel will be immediately coated in flames, causing a very swift, painful end for the unsuspecting foe. The size and concentration of the attack scale with chakra expenditure, with the higher levels able to devastate entire villages should you be willing to spend the energy for it.

                      • Kuroko 30 Chakra
                      Potentially the most dangerous skill in the Kekkei Tota's Arsenal. A particular skill using the art of Misdirection, the user of this technique may use it in one of two ways. They may either use it to block a single technique from the opponent's vision for a brief period, or themselves, either way using the other as a medium. For example, shinobi bob fires a Great Fireball technique, then uses chakra to make himself dramatically more apparent to his opponent, temporarily removing the incoming technique from their field of awareness, and more assuredly hitting them with it. Likewise, he could focus their attention on the technique itself, allowing him to move more easily. This technique has a three post cooldown between uses.

                      • Emperor Akashi 30 Chakra
                      A technique employed by the emperor with unyielding subjects. After chakra is spent, an area of fifteen feet around the user is enveloped with a strange energy. Opponents caught within this area will find their muscles locked into place, making them easy targets for their descending opponent. Chakra defenses of similar rank will--obviously--negate the skill so long as they stand between you and the user of this technique. It's generally recommended not to get within the area of this technique for the three posts that it's active, though. Five post cooldown between uses.

                      • ZONE 50 Chakra
                      The ultimate awakening form for any single-person play. The user's mind descends into a state of ultimate concentration. There are no movements that they don't witness, no subtle plays that they cannot defeat. Time seems to move in slow motion all around them, allowing them to easily react to incoming threats with little to no difficulty at all. Gives a +2/+2 to stats past the cap, and a +2 reactionary bonus. Essentially a +4 to speed, with two of it being the speed you can react at instead of moving at. While in ZONE, the user also has an area around them that seems to be disgustingly thick with their chakra. This is what's called an 'area of defense'. Spanning up to thirty feet around them, this area is where the player themselves are especially superior. This area even further muddles the sensory abilities of dojutsu against the user, making them almost useless. But furthermore, this is an area where the user's situational awareness is as close to perfection as it gets. Nothing moves in this zone without their knowledge, and it is almost guaranteed that they'll be able to react to you within this area without difficulty. It's advised to stay as far out of this area as is humanly possible. ZONE lasts for five posts, and may only be used once per battle.

                      • True Akashi 100 Chakra, Kage rank required
                      True Akashi is the final--and perhaps most significant--skill in the kekkei tota. It can only be learned once the shinobi reaches Kage rank. The user's chakra will spread outward to all of his/her allies, empowering them with the same unrelenting fighting spirit as the user. Gives every ally around them--up to a maximum of four others--the same benefits as ZONE, though all the benefits are cut in half, including their defensive area. Movement around them is slowed, but nowhere near to the point of being considered slow motion. At this point, anyone connected by True Akashi is able to relay all planning and coordinate their movements merely with an instant of eye contact; it is the epitome of team play, and although it only lasts for a brief three posts, any opponent facing empowered foes like this should beware. May only be used once per battle. In order to use this skill, ZONE must be active.



                      Taijutsu
                        All styles MASTERED



                      Other Info: Ace Skill: Kagami

                        Quote:



                      Style:
                        ↬ Unorthodox

 
PostPosted: Thu Apr 02, 2015 9:04 pm
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                          XXXXXXX▇▇▇▇▇ ▇▇▇▇▇ вαsιc ιиғoямαтιoи ▇▇


                      Name: Týr Weiss
                      Nickname:

                      Age: 25
                      Gender: Male
                      Ethnicity: Germanic
                      Height: 6'0
                      Weight: 175
                      Personality: Loyal, self-motivated, casual

                      Sexuality: Bisexual
                      Family: Nox Weiss, Kendal Weiss, Archimedes Weiss, Nina Weiss

                      Theme Song: --
                      Nindo: "We can not bow to pressure now. The only way to go is to confront and conquer."
                      Background Info: TBD

                      Other Info TBD


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                      Strength: CQC
                      Weakness: No Element/Sub-elements.
                      Village: Otogakure
                      Rank: Chuunin
                      Class: Sage
                      Bloodline: Rinnegan
                        ↬ No Implants

                      Clan
                        ↬ No Clan

                      Demon: None

                      Chakra Points: 350

                      Missions Complete:
                        S -
                        A -
                        B -
                        C -
                        D -
                        E -


                      Ryo Transactions:
                      Starting Ryo [+5000]
                      Total: 5000

                      Free Reworking: Niku --> Rinnegan [-0]
                      Total: 5000



                      Opponents Defeated: --
                      Battle Theme: LINK HERE


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                            Quote:
                            No current summon


                      Jutsu List:
                        ↬ Number learned
                        ↬ Number to be learned


                      Bloodline
                        Rinnegan

                      a c a d e m y [Passives]
                      • A God's Example
                      Any wielder of the Rinnegan may freely summon and manipulate two items. The Guoudama (Truth-seeking Balls), and Nunoboko, a multi-ringed staff, much like that of a buudhist monk. The Rinnegan wielder can manipulate up to six guoudama, and one nunoboko at any point in time. These items are indestructible. Chakra receiver rods may also be freely generated in infinite quantity, to be tied in with a jutsu listed below.

                      • A God's Demonstration
                      A renowned skill of the Sage of Six Paths was his ability to transcend space and time to communicate with those who they've established links with. Similarly to Hagoromo's communication, the individuals in question will be pulled into a blank, ethereal world, where they may speak to the user of this skill. Any one user of the Rinnegan may maintain bonds with up to four people at once. However, this skill may not be used within five posts of the user initiating combat. Since this skill is used exclusively outside of combat, the user may have all four individuals at once with no cooldown.

                      • God's All-knowing - Passive
                      This allows Mitsutada to further his bloodline capabilities to not only create unlimited receiver rods and track them actively, but also allows him to hone in on them and use them as a substitute of sorts, allowing him to hear things around them and see what the rod could essentially see if it had eyes. However, the greater the number of rods he tries to track with all the senses the more his brain will get overloaded and hamper his reactions/concentration, and if it reaches a critical point, he will inevitably pass out from exhaustion. The max number of rods he can utilize at full potential is six rods/rod creations.

                      g e n i n

                      c h u u n i n

                      j o u n i n
                      s a n n i n

                          Other Info:



                      Style:
                        ↬ In

                        ↬ Yo

                        ↬ Face

                        ↬ Bech

 

Yui Ga Dokuson

Thirteenth Gatekeeper


Yui Ga Dokuson

Thirteenth Gatekeeper

PostPosted: Wed Jan 13, 2016 1:12 am
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                      Name: Masato Yamana Ōtsutsuki
                      Nickname: Masa-chan
                      Age: Fifteen
                      Gender: Male
                      Ethnicity: Japanese
                      Height: 5'8"
                      Weight: 157 lbs.
                      Personality: Determined, Cautious, Jovial

                      Sexuality: Heterosexual
                      Family: Noboyuki [Father], Menchi [Mother], VanZant [Sister], Lucifer [Semi-adoptive Brother]

                      Theme Song:
                      Nindo:
                      Background Info:

                      Other Info


                          XXXXXXX▇▇▇▇▇ ▇▇▇▇▇ иιиʝα ιиғoямαтιoи ▇▇


                      Strength: Tanky
                      Weakness: Long Range
                        ↬ Fears
                      Disappointing those close to him
                      Village: Uzushiogakure
                      Rank: Chuunin
                      Class: Taijutsu
                      Bloodline: Tensaigan
                      Clan:
                      Demon: None

                      Chakra Points: 150

                      Missions Complete:
                        S -
                        A -
                        B -
                        C -
                        D -
                        E -


                      Ryo:
                      Starting +5000
                      Chuunin Promotion +10000
                      5 A rank Autobuys -12000
                      1 S rank Autobuy -3000


                      Opponents Defeated:
                      Battle Theme:


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                            Quote:
                            SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO SUMMON INFO


                      Jutsu List:
                      Tensaigan
                      • Tenseingan Kai
                      As you cannot use chakra, but your eyes are that of the byakugans shinsei x2, you are able to see the genjutsu affecting you and as such, you may pay equal rank to negate the genjutsu

                      • Barrage - D
                      When you strike, or attempt to strike, an opponent, you may seemingly speed up your actions and slow time to strike an additional ten times to the same area or surrounding area's of their body.

                      • Trip - D
                      A rather simple and childish move, the user times himself with an opponent's leg movement and simply sticks out their foot at the right angle to trip an opponent and make them fall face-first into the ground. The art in it comes from its speed and fluid motion, which blend together to make the move nearly impossible to see by an opponent, especially one that's distracted.

                      • Phantom Feint - D
                      Description: The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side.

                      • Here I Am Again On My Own - D
                      The user, who gets close enough to the opponent, is able to thrust forward at the opponent and the moment before impact, disappears into an illusion and reappears behind the opponent and strikes.

                      • Traveling into the Veil - D
                      By expending stamina, you are able to transfer your own body image, becoming an illusion where you once stood by entering the veil, and reappear anywhere in the thread by exiting the veil. This cannot be used to eject yourself from a village or countryside.

                      • Veil Prison - D
                      You are able to admit people to your own prison dimension. If you grab or touch the opponent you may transfer them to the veil. For this particular technique, no damage happens to them in the veil. They cannot be killed there and they do not need nutrition or lose energy. You may only hold them there for 5 posts, afterwards they will be ejected from the veil back in their own village if you do not release them.

                      • Chakra Block - D
                      Being able to see other's life system and their own gives them the ability to strike an opponent and when they hit them can block their ability to use chakra out of that limb. This lasts for five posts, and requires a cool down of 2 posts after usage.

                      • Our Deva - C
                      At anytime if something is in a thirty foot range of the user, they are able to pull the user towards them, rendering their body motionless and paralyzed as they are now under our control. We may also repel them outwards with the pull and push being equal to our strength.

                      • Blade Swarm - C
                      When the person uses their weapon and reaches five inches from the target area, the user is able to make the blade disappear into an illusion and make it reappear at another target area on the victim before striking.

                      • Sleep - C
                      When the user strikes a certain area of the opponent, they may exert enough energy to force them to fall to sleep. The area hit for this to work must be the torso, neck, or head.

                      • Disarm - C
                      If attacked directly from the front the user can disarm their opponent and their weapon is sent flying away. This can only be done if the opponent actually has a weapon.

                      • Instant Bile - C
                      After striking an opponent's stomach or back they send the user sends a strong force into their victim's stomach. The agitation will instantly (as the name says) make the opponent vomit and cause temporary dizziness and fatigue after doing so. They will be unable to see more than one of their opponent or stop puking until turn 3.

                      • Limb Immobility - C
                      User grabs an incoming strike with one hand, or just grabs the limb in general, and then sharply twists said limb by squeezing it and applying great pressure. This sudden message delivered by the sharp adjustment in pressure of the pressure points, combined with the pressure being placed on the limb by the grab, cause it to become immobile for 5 posts.

                      • Tendril Strike - C
                      Eight short tails protrude, three feet in length, from each arm. Each one able to reach out and grab the opponent or be used to utilize taijutsu or weapon. These tails come from your own body and can give you that slight bit of extra reach.

                      • Ultimate Swarm - B
                      The user is able to move beyond their normal speed for a small amount of time, within this time is equivalent to one move. If they strike, the strike becomes a tri-strike that happens side by side with equal power in each one.

                      • Spasm - B
                      A technique used to disable and inflict pain to those who are more muscle than others. By applying enough force to a main area, torso, neck, or head, of the body. The entire body will then lock up and spazz for two posts.

                      • The Veil of the Tenseingan - A
                      A technique which coats the users body in the portal to the veil. Anything that touches the user is teleported to the veil for three posts. Once they emerge from the veil, they will be sapped of all energy except for 10 and rendered unconscious. If a technique, it is rendered destroyed. Lasts 5 posts, 2 post cooldown.

                      • Cutting Master - A
                      The user is able to cut or punch smoothly through whatever the target surface is, by being keen masters of physical fighting styles, they know that every rock, stone, and person has points in their muscles or zones that are easy to cut, an example of this is diamond and the end fibers of muscle and connective tissues of bones, they are able to slice through it with ease as if it were a hot knife through butter. Lasts 5 posts, 2 post cooldown.

                      • Truth Seeking Balls - A
                      Truth-Seeking Balls are spheres of malleable black chakra composed of all five nature transformations and Yin–Yang Release. Each is about the size of a fist and hides within the power to completely obliterate a forest. For the cost of negation, you may have one of your balls absorb the technique, however you can not store more techniques than you have balls and only one technique per ball and they cannot use said techniques but if the user wills it the technique ceases to be.

                      • Five Point Heart Exploder - A
                      User curls the fingers of one hand into a claw and strikes the area of an opponent, the force will precede to the chest and explode the heart. The intense strength bursts from each point on the user's fingers and palm, and the combined force causes the opponent's heart to literally explode from the power.

                      • May A Maelstrom of Death Approach Your Door - A
                      Ten short (8 feet) tails sprout from your back and assault the enemy viciously. This is meant to be combo'd with taijutsu, whipping the enemies over and over while catching them during their openings. It's a brutal physical assault that will basically prevent the enemy from ever even wanting to get near you.

                      • Silver Wheel Reincarnation Explosion - S
                      The user focuses his stamina into one of his Truth-Seeking Balls and grasps it in his hand to create a powerful silvery typhoon. The power of this gust is on par with Planetary Rasengan and the clash between the two techniques was enough to break through the Moon's exterior crust.

                      Bukijutsu
                      a c a d e m y






                      g e n i n
                        • Dust Eater
                        • Lightning Step
                        • Phantom Mirage
                        • Elegance


                      c h u u n i n
                        • Dust Eater
                        • Lightning Step
                        • Slave Driver
                        • Phantom Mirage
                        • Elegance

                      j o u n i n




                      s a n n i n





                          Other Info:


                        Quote:
                        WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING WEAPON INFO WITH LENGTH, WIDTH- EVERYTHING


                      Style: (if you have a certain style of fighting, write it down here)
                        ↬ List

                        ↬ It

                        ↬ Here

 
PostPosted: Wed Jan 13, 2016 1:13 am

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XXXXX▇▇ ▇▇ ┈┈┈ BASICS ▇▇X
X

XXXXXXXX generalXinfo
Full Name: Masato Yamana
Nicknames:
Gender: Male
Age: Eighteen
Birth date: Dec 12th
Sexuality: Heterosexual

Culture:
Religion:

Birth Country: Land of Whirlpools
Country of Residence: Land of Rain
Position: Shinobi
Social Class: Middle?
Race: Japanese
Alignment: NG

XXXXXXXX appearance
Personality:

            Determined, Cautious, Jovial

Take on warfare: It is what it is.
Loyalty to Village: More loyal towards his father than village, but still loyal.
Theme song: Exotype - For Those Afraid To Speak
Height: 6'2"
Weight: 172 lbs
Build: Toned
Hair Color: Onyx
Eye Color: Onyx
Complexion: Faint Tan

XXXXXXXX personalXinfo
Relationships:
XXXXL I K E S
City:
Country:
Culture:

XXXXD I S L I K E S
City:
Country:

XXXXXXXX backgroundXstory
            TBD

XXXXX▇▇ ▇▇ ┈┈┈ POWER ▇▇X
X

XXXXXXXX abilityXinfo
Rank: Chuunin
Ryo:
Starting +5000
Chuunin Promotion +10000
D rank Mission [Uzu Barb Arc] + 2000 (?)
Total 17000

Missions Complete:
    S -
    A -
    B -
    C -
    D - 1
    E -


Elements:
Sub-Element(s):

Bloodline: Hyuuga
Clan: Sarutobi


Stat Points
xxx► Strength
Power: 25
Toughness:
xxx► Agility
Balance: 0
Speed: 50
xxx► Intelligence
Chakra: 25
Chakra Control: 0


Skill Points
Ninjutsu:
Genjutsu:
Taijutsu: 3
Bukijutsu:
Medical: 5
Puppet:
Sealing:


xxxSKILLS

          Universal
          Start with Clone, Substitution, and Transformation

          Sub-Element

          • Shindan (Diagnosis)
          Description: The first step in treatment is understanding the problem. With this skill a shinobi uses their hands to carefully probe a patient for problems. This technique is preformed by kneeling over a patient and slowly running both hands over their body, looking for signs of injury that may not be visible to the naked eye. It can detect things such as internal injury, improper heart rate, non-apparent bone fractures, poisoning, and disease. A ninja of higher rank has learned to use this technique to perform a rudimentary examination of a body to determine cause and time of death. A Genin using this skill takes several minutes of work to determine the nature of a problem, a Chuunin takes less than a minute and a Jounin requires only a few seconds.

          • Kiyomaru (Cleanse)
          Description: It is not always possible for a medical-nin to practice basic hand washing and other procedures. This technique has the effect of instantly removing bacteria, dirt, blood, and other contaminants from the user’s hands, lower arms, and face. It also insures that any breath that comes from the user’s body will be free of any bacteria or infectious disease. This technique can also be used to clean the wounds of others in order to prevent infection from bacteria. It the event that the medical nin is using this technique to prevent infection of an injury that has been inflicted upon them, it is used as if the shinobi were using it on somebody else.

          • Shiatsu (Massage)
          Description: For a variety of reasons, muscles, tendons, and ligaments can become overworked and painful. This may be because of some type of injury or it may simply be the result of too much work without enough rest. By applying the proper amount of pressure at the right points and using small amounts of chakra a medical-nin is able to relieve pain and help the patients body recover more quickly. A strain or sprain can seriously hinder the effectiveness of a shinobi and as such this technique really can make a difference.

          • Teikouryoku (Power of Resistance)
          Description: A medical-nin must always be aware of becoming a victim of whatever their patient is suffering from. With this technique a medical-nin temporarily increases their resistance to diseases and poisons. It has no effect on diseases or poisons already affecting the medical-nin. This technique improves as the medical-nin grows in power and affords greater resistance to a wider range of diseases and poisons.

          • Tekishutsu (Extraction)
          Description: When a patient’s body has a foreign object in it, such as the point of a shuriken, a senbon needle, or an arrow, it is important to remove the object without further harming the patient. Using this technique the medical-nin places their hands on either side of the injured area and uses chakra to very carefully manipulate the surrounding tissues in order to remove the object without causing any further damage. Depending on the severity of the wound and nature of the object, it can take anywhere from a few seconds to a few minutes to remove it.

          • Gantai no Jutsu (Bandage Skill)
          Description: Bandages can mean the difference between life and death but unfortunately bandages can run out. Medical-nin have learned to make temporary bandages from their surroundings. Objects such as grass, sand, water and many others can be woven together over a wound to create a temporary bandage. The bandage lasts for about five minutes without a supply of chakra from the medical-nin.

          • Sansokyoukyuu (Oxygen Supply)
          Description: While it is possible for anyone to do CPR without chakra, this technique is an improvement. By holding their hands over a patient’s chest a shinobi is able to use chakra to very carefully massage the heart and lungs in to functioning. This technique is not effective if for some reason the air passage is blocked, it does not provide oxygen or blood, only forces air in and out of the lungs and makes the heart continue to beat. A Chuunin is able to perform this technique on two patients at once if the need should arise. This technique requires that patients be unconscious and still before it will work and as such it will not work to disrupt the breathing and heart rate of anyone who is awake.

          • Keksuki Gyouko (Blood Coagulation)
          Description: A simple healing technique. The user uses his chakra on a wound to make the blood there coagulate and stop bleeding. This is primarily used as a preliminary treatment option as it does not close wounds. The bleeding from superficial wounds can easily be stopped but deep wounds can require several minutes to stop.

          • Dokunuki (Poison Removal)
          Description: This technique does not cure a poisoning; it simply extracts a portion of the poison and prevents immediate death. This technique allows a medical-nin enough time to prepare an antidote for the poison. This technique can also be used to slow down the effects of a poison used against the medical-nin so as to give them time to escape or prepare an antidote for themselves. A patient will still die from a lethal poison even if this technique is used if the poison is not treated. This technique is less effective against highly advanced poisons.

          • Chiyute No Jutsu: Karui (Healing Hands Technique: Minor)
          Description: The user concentrates chakra into their hands creating a ball of healing chakra. This chakra when concentrated will repair physical damage to another person. This is the first stage of Chiyute taught to all medical-nin, it is not possible to advance past stage three without this technique. The effects of this technique are limited to superficial cuts and injuries though it can reduce the severity of more serious injuries.

          • Ondochousetsu (Temperature Control)
          Description: Normal body temperature can be disrupted for one reason or another and this technique is used to restore it. It can be used to treat abnormally high or low body temperatures either by using chakra to infuse the patients body with heat or by using chakra to siphon off excess heat. It is not required for the medical-nin to continue to use this technique in order for it to be effective but unless the cause of the abnormal body temperature is solved then it will occur again over time.

          • Chishio Tensou no Jutsu (Blood Transfusion Skill)
          Description: Loss of blood is a serious condition, and not very uncommon one in the shinobi battlefield. When a person reaches such a dangerous state, a medical-nin can ease their symptoms by using this jutsu. First, the medical-nin places a surgically precise cut on the patient and then another cut on the donor. The donor and the recipient must have their respective cuts within six inches of each other; this is typically accomplished by cutting their opposing arms and having them lay beside each other. The medical-nin then forms a sphere of chakra between the two cuts drawing out blood from both patients and altering it so that the blood type of the donor matches that of the recipient. It is important to remember that taking more than 1 pint of blood from a donor is extremely dangerous, even with the loss of only 1 pint of blood the donor may suffer from dizziness and fatigue.

          • Chiyute no Jutsu (Healing Hands Technique)
          Description: A Ninjutsu technique where the ninja focuses chakra into the palms of their hands, creating a small ball of healing chakra. This chakra, when concentrated, can repair physical damage to another person. This is the more advanced level of Chiyute no Jutsu, used by Chuunin and is required to advance to level five. A Chuunin has learned to use Chiyute no Jutsu with greater control and efficiency and it is now possible to treat deep serious injuries that might otherwise result in death from bleeding.

          • Chakra no Mesu (Chakra Scalpel)
          Description: A Ninjutsu technique used, primarily, for field surgery. The ninja concentrates a powerful aura of chakra around their hand, creating a blade capable of tearing through muscles and arteries, or breaking bone, without actually breaking the skin of the person they're using it on. This technique can also be used to repair the chakra system in a patient if for some reason it has been damaged. When used offensively, in combat, it is difficult to concentrate on the length and power of the scalpel, making it harder to successfully hit an enemy's arteries, ensuring a kill.

          • Zesshi Nensan (Fanged Tongue Acid)
          Description: A very corrosive acid which is expelled from the mouth. It is capable of being projected far distances, with the strength to even dissolve rocks. However, being as acidic as it is, it must be spat very cautiously from the mouth, making it a very slow attack that will not succeed unless your opponent's speed is hindered.


          First Element



          Second Element



          Bloodline

          • Expel Passive
          Hyuuga members have an intense control over their own chakra system, allowing them to expel chakra from any point on their body with a simple thought. This can be enough to break most ropes, and anyone holding onto them may also have the chakra points in their hands closed when the chakra is expelled.

          • Hakke Kuushou - Eight Divination Signs Air Palm Genin-Rank
          Extending chakra from his body, the user will thrust his palm at his target. This will send out an invisible wave of chakra that can knock his opponent back. It is unknown if this wave can also collapse his target's tenketsu points.

          • Hakke Rokujuuyonshou - Eight Divination Signs, Sixty-Four Palms of the Hand Chuunin-rank
          Hakke Rokujuuyonshou is a Taijutsu technique unique to the Byakugan bloodline. Hakke Rokujuuyonshou is a special technique passed down through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. The technique allows the clan member to use the Byakugan eye to see the inner chakra coils system. Using the Jyuuken style, they can force their chakra through their hands into the tenketsu of the opponent's body through 126 strikes. First the clan member will strike 2 times, then 4, 8, 16, 32 and finally 64. This damage forceably closes 64 tenketsu, stopping the chakra flow of the opponent. This then limits their opponents ability to use jutsu.

          • Hakkeshou Kaiten - Eight Divination Palms of the Hand, Heavenly Spin Academy - Chuunin
          Hakkeshou Kaiten is a Taijutsu technique unique to the Byakugan bloodline using the Jyuuken. Kaiten is a special technique passed down through the main family line. Kaiten takes advantage of several of the unique abilities of the Byakugan eye. Byakugan gives the clan member an almost complete 360 degree view of their surroundings. This allows the member to see all angles of attack. This level of rotation will block all attacks of its rank or lower.

          • Shugo Hakke Rokujuuyonshou - Guardian Eight Divination Signs, Sixty-Four Palms of the Hand Chuunin-rank
          Utilizing the Hakke Rokujuuyonshou style, The user uses his/her natural flexibility and his/her precise chakra control to create an absolute defense.

          The user will emit chakra from her palms and move her arms in sweeping pattern movements to provide a full 360 degree range of protection for her body. This chakra will be also be able to cut through most any target which dares penetrate the protective sphere. By expelling a more sharper, stronger and more flexible amount of chakra, he/she can increase it's effectiveness against more massive incoming objects.

          • Hakkesho Dai Kaiten (Eight Trigrams Palms Great Heavenly Spin) Chuunin Rank
          This jutsu is simply a larger and more powerful version of the Eight Trigram Palms Heavenly Spin.

          • Hyaku Retsu Sho (One Hundred Violent Palms) Chuunin Rank
          Requirements: Hakke Rokujuyon Sho
          This jutsu is the weaker counterpart of Hakke Hyaku Nijuhachi Sho, in which the user only does 100 strikes instead of 128.

          • Hakuro Tenbu (White Haze Dance) Chuunin-rank
          Requirements: Hakke Rokujuyon Sho, Hakkesho Kaiten
          This jutsu causes a shining blue light to consume the user's hands. He then attacks the enemy with several powered-up Gentle Fist attacks and finishes off by using the light to blow the enemy away.

          • Eight Trigrams Palms Heavenly Sphere Chuunin-rank through Jounin
          Requirements: Palm Rotation
          The user strikes the enemy into the air where they performs a large and powerful Eight Trigrams Palms Heavenly Spin, forcing the enemy into the ground.


          Clan

          • Imperfect Dead Soul Reanimation (Depends upon how much chakra is put into the bodies. Minimum of 25 cp. This amount cant exceed 1/3 of your supply.)
          The user summons forth up to two undead bodies that act as teammates in battle. These summoned bodies work as your summons and you cannot bring forth summons to work with the bodies. These summoned bodies are not rpc's, they are unknown shinobi with masks to cover their true identity.
          The user must generate a random number between 1-5. 1 is Fire, 2 is Water, 3 is Earth, 4 is Wind, and 5 is Lightning. Whichever number is generated is the element that the body contains, only one can be chosen. Once the chakra is used up on the body, the body decomposes and disappears. These bodies can use S-rank or lower techniques ONLY. If the mask is destroyed on these bodies, they will decompose. They have NO bloodline, they have no clan, and their Class is the same as yours (they cannot use the untapped power of their class). Their speed and strength are equal to the users. Their chakra is dependent upon how much is put into the body in the first place.

          • Shadow Switch (Genin)
          An advanced version of the Substitution technique, with it the Clan member can switch places with any clone within a 20ft radius. This switch is fast enough to evade people with a speed of 60 or below. This Technique can only be used once every 3 posts.

          • My Other Self N/A
          The Pinnacle of the Cloning technique, the user physically splits their body into 2 people, with each person containing half of the users current chakra each. Each Split half is able to use any jutsu the original full form can use, and can operate independently of the original. However, if one of the split pair dies, the original users chakra supply is permanently reduced by 25% of it maximum. The Base Stats of each of the split halves depends on the users rank. The User can choose to reform with their 'Other self' But doing so requires physical contact and one post of uninterrupted concentration.
          Genin to Jonin - 75%
          Sanin to Kage - 100%


          Styles

          Style #1 Learned

          Style #2 Learned

          Style #3 Learned




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Yui Ga Dokuson

Thirteenth Gatekeeper


Yui Ga Dokuson

Thirteenth Gatekeeper

PostPosted: Wed Sep 21, 2016 10:10 pm

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XXXXX▇▇ ▇▇ ┈┈┈ BASICS ▇▇X
X

XXXXXXXX generalXinfo
Full Name: Kiyoko Nakiri
Nicknames:
Gender: Female
Age: 22
Birth date: December 16th
Sexuality: Bisexual

Culture:
Religion:

Birth Country: Kaminari no Kuni
Country of Residence: Kaminari no Kuni
Position: Shogun (S Rank)
Social Class: Upper

Race: Human
Alignment:

XXXXXXXX appearance
Personality:

            (post personality here)

Take on warfare:
Loyalty to Village-
Theme song:
Height: 5'7"
Weight: 136 lbs
Build: Her measurements are 87-54-85.
Hair Color: Icy Blue
Eye Color: Blue
Complexion: Pale

XXXXXXXX personalXinfo
Relationships:
XXXXL I K E S
City:
Country:
Culture:

XXXXD I S L I K E S
City:
Country:

XXXXXXXX backgroundXstory
            (story here)

XXXXX▇▇ ▇▇ ┈┈┈ POWER ▇▇X
X

XXXXXXXX abilityXinfo
Rank: Shogun (S Rank)
Elements: None
Sub-Element(s): None

Bloodline: Nensho Toreiru
Bloodline: Namida


Stat Points
Strength: 7
Speed: 11
Chakra: 220
Chakra Control:


xxxSKILLS

          Universal
          • Start with Clone, Substitution, and Transformation
          • Kai

          Sub-Element



          First Element



          Second Element



          Namida

          • I Reject Your Essence Genin-Rank
          When this technique is used, it can take any form the user wishes, really. Whether it be a spherical shield, a frontal shield, or even a wave of energy, the effect doesn't change. When this wave impacts a Chuunin-rank or lower Ninjutsu technique, it nullifies that technique. Being hit with this technique is similar to being smacked with a baseball bat in terms of blunt force.

          • Fall to Your Knees Jounin-Rank
          This technique utilizes the rather heavy nature of the Kyuuyou. A fifteen foot area around the Namida is weighed down extensively. Ninjutsu techniques of A-rank and lower that enter this field are nullified. Because of it's dual-purposing, the weighing down effect also works on other ninja. It would be similar to putting three hundred pounds of pressure on them. Meaning that the technique is much more effective against lower ranking ninja.

          • Catch! Jounin-Rank
          After making a 'peace' symbol with their fingers, a small, glowing sphere will form between the fingers. The user of this technique can whip this ball at surprisingly quick speeds, allowing it to take opponents by surprise. When it makes physical contact with an object, the ball expands into a fifteen foot, swirling maelstrom of ultra-dense Kyuuyou. If an opponent is engulfed by the Kyuuyou, it destroys 30 of their chakra points.

          • My Solid Mass of Nope S-Rank
          The use of this technique is quite simple. By extending their palm, the user will let loose a powerful, cylindrical blast of Kyuuyou. It has the frontal power to nullify nearly all ninjutsu attacks, and anyone hit by this beam...its quite similar to being hit by a truck. The blunt physical trauma would be devastating. In terms of size, it's about ten feet wide and tall.

          • Kyuuyou SS-Rank
          This is the signature technique of the Namida bloodline, and the one that gave them their nasty reputation. After a post of concentrating chakra between the middle and index fingers, the Namida will throw it into the air. When the sphere has risen to about fifteen feet--which takes a very short amount of time--it will expand rapidly outward into a fifty foot sphere. If the opponent is caught in this sphere, escape is almost impossible. Because this technique combines both natures of the Kyuuyou, opponents will feel much heaver while within this sphere, suffering a (-2) to their speed. During each post, the Kyuuyou will destroy (20) chakra until they manage to escape. At absolute maximum, this sphere lasts for ten posts. However, hitting the sides of the Kyuuyou with A, S, and SS-ranked techniques reduces this post count. A-ranked jutsu reduce it by one post. S-ranked jutsu reduce it by three, and SS-ranked jutsu reduce the time by seven posts. After using Kyuuyou, the Namida can only stay in battle for three more posts before they must flee battle or risk passing out.

          • Energy Negation:
          By expending chakra equal to the chakra spent by the opponent, the user of this passive ability can negate an energy-based attack used by their enemy. This passive cannot be used to negate Genjutsu or sealing techniques. This ability's power is considered one rank higher than the chakra use; you only have to spend B-rank chakra to negate an A-rank technique.

          • Chakra-Enhanced Combat
          By expending C-ranked chakra while performing an action, one can increase the force behind the movement. For example, a chakra-enhanced punch has more power for that one movement (+1 strength), or a sudden burst of speed can become even faster (+1). This boost extends past the cap, but each individual movement costs 5 chakra.


          NENSHO TOREIRU

          • The Dark Sister 10 chakra
          This technique is meant to fool the enemy. Using the after-images, you convince the foe that you're dashing at them from one direction. The after-image will have your glow of energy shrouding it, and it will look just like you. You on the other hand, will be dashing from the opposite side, much quicker than comprehension. It's a simple tactic using the after-images to create openings.

          • The White Diamond 15 chakra
          For a few moments, you can transfer all of the additional speed gained from your eyes being active onto one single limb. It will either glow like the sun or be shrouded in a thick darkness. The movement at which that one limb will strike is incomparable to anything human. It's the fastest strike any bloodline has. However, it cannot be used with a common weapon (like a sword), because the weapon would absorb too much of the speed and it'd spread out un-evenly, making the strike go off badly. Weapons like brass knuckles do work, though. The force of the blow intensifies thanks to the thick energy and the fast speed, and could easily damage bones, or break them.

          • Grey Mercury 30 chakra
          The field around the user will dense and intensify so strongly that enemies who touch it can actually feel it. It becomes a powerful armor that not only absorbs all physical force that would collide with your body (for example, if you were to be knocked back from a collision normally, it'd prevent it), but shields you from even some of the most powerful attacks. Also, everyone bashed by this thick "armor" around you is hit with so much force their bones can break. You're basically a bulldozer. It lasts for five posts.


          Styles

          Style #1 Learned

          Style #2 Learned

          Style #3 Learned




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PostPosted: Wed Sep 21, 2016 10:10 pm

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XXXXX▇▇ ▇▇ ┈┈┈ BASICS ▇▇X
X

XXXXXXXX generalXinfo
Full Name: Izuru Hanakari
Nicknames:
Gender: Male
Age: 12
Birth date: August 12th
Sexuality: Heterosexual

Culture:
Religion:

Birth Country: Konohagakure
Country of Residence: Otogakure
Position: Military Asset
Social Class: Middle

Race: Human
Alignment:

XXXXXXXX appearance
Personality:

            (post personality here)

Take on warfare:
Loyalty to Village-
Theme song:
Height: 5'2
Weight: 99.3 lbs.
Build: Physically Advanced
Hair Color: White
Eye Color: Blue
Complexion: Pale

XXXXXXXX personalXinfo
Relationships:
XXXXL I K E S
City:
Country:
Culture:

XXXXD I S L I K E S
City:
Country:

XXXXXXXX backgroundXstory
            (story here)

XXXXX▇▇ ▇▇ ┈┈┈ POWER ▇▇X
X

XXXXXXXX abilityXinfo
Rank: Genin
Elements: Doton
Sub-Element(s): Magic

Bloodline #1: Hyuuga
Bloodline #1: Magicians


Stat Points
Strength 8
Speed: 7
Chakra: 130


xxxSKILLS

          Universal
          Start with Clone, Substitution, and Transformation

          Sub-Element



          Doton



          Hyuuga

          • Expel Passive
          Hyuuga members have an intense control over their own chakra system, allowing them to expel chakra from any point on their body with a simple thought. This can be enough to break most ropes, and anyone holding onto them may also have the chakra points in their hands closed when the chakra is expelled.

          • Hakke Kuushou - Eight Divination Signs Air Palm C Rank
          Extending chakra from his body, the user will thrust his palm at his target. This will send out an invisible wave of chakra that can knock his opponent back. It is unknown if this wave can also collapse his target's tenketsu points.

          Magician

          •It's a Bird! It's a Plane! C Rank (repay every 3 posts)
          A magic trick that has defied the eyes of many for decades, the idea of free-flight is one that has evaded Shinobi for quite some time. However, by some stretch of the mind--be it by their intense connection to natural energy, or their seemingly magical abilities--the Magicians are capable of free-flight once this technique is learned. Consider it a parting gift from one of the most promiscuous Oni to exist.

          •For My Next Trick...Disappear! E-SS Rank
          The Bread-and-butter skill of the bloodline. Using a Magician's ability to influence natural energy around them, this ability is evolved to the point of mild reality warping. The concept of making objects disappear and reappear is one that many audiences have wrestled with for decades. When this skill is used, the Magician will cause a fluctuation of chakra in a designated area, making anything they target within the technique's radius...disappear. In order to make a technique disappear, the rank of this skill must be at least equal with the rank of the technique they wish to affect. This ability does not effect RPCs. This ability starts with a five meter diameter, doubling that value with each rank increase. When the objects 'reappear', the user is free to place them in any part of the original technique's radius for no additional cost. The user of this technique may freely use the vanishing and reappearing properties on their own techniques.

          •A Sawing Act C-S Rank
          A generic summoning skill. After chakra is applied, the Magician will summon forth a varying amount of whirring sawblades. These sawblades are capable of shredding through flesh and bone alike, and are extremely dangerous. Starts out with five of them summoned, increases by ten per rank chakra spent. Sawblades can be summoned up to six feet wide in radius. Once summoned, they remain on the battlefield for five posts before diminishing, and must be destroyed with a technique of equal ranking otherwise.

          •The Dove's Feathers C-S Rank
          After donning their cape, the Magician will flap their cape in front of their person, letting loose a hail of gigantic, razor-sharp dove feathers. each feather is ten pounds on its own, and larger than a human arm. They cannot slice through steel at ranks below A, but from A to S...steel is little more than butter. With rank, size increases by three feet square every time.


          Ten no Oshioki

          Stage #1 Learned
          • Dragon Breathing Technique Passive
          The user's breathing further capitalizes on their strength and allows them to stand their ground against attacks that would, normally, knock them on the floor. As long as the user can breathe, their feet will not leave the ground unless they are dislodged by a force far greater than them, such as violent winds that rip trees from the ground, or the forces of gravity.

          • Enduring Soul Passive
          The user, after training under intense circumstances, can withstand four times the amount of weight their body holds, and lift twice their body weight with one arm. Lifting four times the weight of the body requires both arms, and will, essentially, make the user unable to move while it strains their body. That being said, that can endure massive amounts of pressure very early on, meaning that most hits will not faze them when combined with the Dragon Breathing Technique. They can still be damaged and die, but they will never cease their advance.

          • Junkan Modoru (Cyclical Return) E Rank
          In a style so focused on power, and destroying the enemy, there is a cruel irony in destroying the enemy with their own power. Using Junkan Modoru, the user can take any hit and cycle the force of it through their body before sending it through their palms and striking with equal force to that of the one that attacked them. This works on everything, but it is better used against melee attacks given that the palm thrust has the mediocre range of the user's arms. Further, the user must actually survive the attack to cycle back the energy. Junkan Modoru does not make the user invincible, but it does allow karma to be cycled back to the one who deserves an equal amount of pain.

          • Bunri Kumo (Separating Clouds) E Rank
          Punching or kicking, the user has learned to use their power to effectively destroy targets that they normally wouldn't be able to using such little power input. Any strike while this style is active can be supplemented with Bunri Kumo, giving all basic attacks, and skills from the style a wider area of damage. The damage begins to wave outward, turning a straight line in to a cone-like shape, and further, it pushes the area of effect somewhat away from the body, which means that most objects will not touch the user without being disintegrated. It is dependent on the user's strength, however, as the weakest of students can push senbon and kunai off the path, but experienced fighters can literally part waterfalls and destroy massive trees with the same amount of effort. Used on a human body, damage will no longer be localized, but will instead spread equally through the point of contact, and through a cone area inside, and through the other side of the opponent. This effect is visible when air seems to push through the other side of an enemy or an object, or an object cracks in multiple places on the inside before breaking entirely. While not precise or effectively as damaging as some moves, it does get the job done when the user cannot aim.

          • Kamisoridajji (Razor Dodge) E Rank
          Effectively, most people will wait for an opponent to attack before dodging, but those that use this style have already dodged before the attack even takes place. Kamisoridajji involves much foresight, and puts the user in to a very relaxed stance so that they may better focus on their enemies movements, giving them a single boost in speed, but lowering their strength by one as well since they are too relaxed to attack directly. Kamisoridajji also relies heavily upon movement, so even being restricted, the user keeps their body fluid so that they might move with any blow that hits them. It does not make them invincible, but while sharpening their ability to focus on their surroundings and keeping them loose, it has been observed that they can dodge in a variety of circumstances so long as they can move either their upper or lower body at all. Razor Dodge can be cancelled at any time, but if the user is completely restricted, or they change styles, Razor Dodge will not follow them.

          • Piasu Yami (Piercing the Darkness) E Rank
          Just as damage can be spread out to deal more damage to a single target, strike more targets, or to deflect thrown objects, it can also be localized by an expert of combat. This attack works exactly opposite of Bunri Kumo, and causes a single strike to be localized to a small point for increased damage on a much smaller scale instead of spread damage across a wider scale. It is noted that when something is struck while the user strikes with Piasu Yami, a sharp whistle is heard from the other side of the point of contact. Further, it has been exhibited that Piasu Yami hits everything in a straight line, stopping about ten feet from the original striking point. Because of how it functions, it can also be used as a stealth attack since the energy output is so low that it cannot be detected. That being said, that doesn't prevent the user from being detectable.

          • Setsunai Chinmoku (Painful Silence) E Rank
          The user focuses their power in to a single strike, aiming to damage the enemy's midsection. Should their attack land, they will add as much force as possible to the stricken area with a small amount of chakra, adding the effect of "knocking the breath out of someone." Setsunai Chinmoku only works if the user strikes the midsection, be it from behind, the side, or the front. It simply has to hit the midsection. Further, it does not suffocate the enemy since they might regain their breath, but repeated strikes with Setsunai Chinmoku will make the opponent dizzy, and they may very well faint from lack of oxygen.

          • Ryōsei Hisan Sessō (Compassionate Scattering Slash) E Rank
          To a lesser man, this attack would look awe-inspiring, but to those who know the power behind it, it is more like a distraction. The user strikes out with their leg in a crescent or full circle pattern, but the strength behind the blow creates a deep gash in the ground and scatters dust in to the air, as well as blowing away those actually hit by Ryōsei Hisan Sessō as if they were made of paper. While it does not do very much damage on its own given its low-ranking, it can be supplemented by the strength of the user, as well as by the environment fought in. If the enemy hits a wall after being hit by Ryōsei Hisan Sessō, damage begins to multiply. Otherwise, its main purpose is to keep the enemy away, and to intimidate lesser foes.


          Stage #2 Learned
          • We're just getting started! Passive
          This ability takes away the user's ability to attack for the post they're doing it. They taunt the enemy, lowering their guard so they can gather latent energy from resting. Even though they can't attack, they can dodge, which might be just enough. For every time this power is used, every jutsu is locked, but the user regains 5 points of chakra if they don't get hit in the post where they taunted the enemy.

          • Heavy Stander Passive
          The user can be pushed back, but they now grip the ground much better and are difficult to move. Users that have learned Heavy Stander also have a hard time losing their balance or getting dizzy. This removes the ability to feel nauseous given that the user is trained enough in standing under so much pressure that their bodies have acclimated to the feeling of sickness. Combined with Enduring Soul and the Dragon Breathing Technique, the user has the freedom to choose where they're standing. They still take damage, but moving them is a feat that not many can achieve.

          • Kibarashi no Senjutsu (Distraction Tactics) D Rank
          An impressive strike which pushes the limits of speed with the user. The user attacks the enemy at a normal speed, but feints the attack. They expect to be hit, so when the enemy goes to strike them, they push their body faster than the human eye can follow and create the illusion that they have vanished on the spot by using the fact that the enemy was distracted by trying to hit a phantom. Kibarashi no Senjutsu is mainly to trick the enemy, and relies on them being distracted, so the user can also take advantage of hitting them enemy to use Kibarashi no Senjutsu to look as though they vanished when, in reality, they didn't get all that far. The user is always within a five-foot radius of the enemy.

          • Shobatsu Kiba (Punishment Fang) D Rank
          A modified version of Compassionate Scattering Slash. The user lands multiple roundhouse kicks against their target, making chakra visibly fly from their strikes and cut up the land behind their target. The user's kicks against the enemy will begin to cut the inside of their body, as well as the outside, but it won't send them flying like Compassionate Scattering Slash does. In this case, using Compassionate Scattering Slash after completing Shobatsu Kiba will keep the enemy from retaliating after being thrown across the field with bleeding wounds. Shobatsu Kiba is fifteen times more dangerous than Compassionate Scattering Slash since it actually does damage.

          • Ima, anata wa shiharau! (Now, you pay!) D Rank
          Often times, users of this style will become enraged, but they can channel that rage in to something useful. When in the middle of being hit, the user can push their body through the pain without regret and strike the enemy with an attack bathed in red and black aura. The attack does a decent amount of damage, and sends the enemy sailing as well. This attack can be used without the user being in pain or under attack, but the most effect it has is when the user is under threat. It will always do a sustained amount of damage, but the enemy will only fly half as far.

          • Jūden-shin (Charging God) D Rank
          A simple technique that does a decent amount of damage to the enemy, as well as spreading more distance while allowing the user to defend themselves. Instead of using their mobility, the user puts all their strength in to a single shoulder-back thrust. Like most attacks in this style, it will send the enemy flying, but this one has the capability to deflect C-rank physical attacks because of its short range and focus on dealing nothing but damage. It can deflect D-rank projectiles, but no higher than that. Note that deflecting a projectile will send it back towards the enemy while deflecting a physical attack is simply meant to throw the enemy off guard. The user can also modify it and stop a physical attack in its tracks instead of deflecting it, or destroy any projectile they can effectively stop.

          • Shinu! Shinu! SHINU! (Die! Die! DIE!) D Rank
          An attack specifically meant to kill. It can be weakened, but it will still cause trauma to the body due to the forces pressing against it on both sides. Further, while mainly done with the arms, it can be done with the legs as well. The user strikes the enemy with enough force to send them flying in any direction they want, but it only lasts for a second since they use their latent energy to bounce the enemy back to them before attacking again and sending the enemy flying before bouncing them back. This attack can be used without the bouncing effect, or it can bounce the enemy once or twice, but it caps at three bounces. If the user goes through with the entire move, the next hit will send the enemy sailing, but they won't come back to the user afterwards.

          • Īkagen'ni shite (Come on...) D Rank
          The user generally relies on standing opponents to fight, so they step on the ground and pour all of their strength in to it, causing any opponent laying down to bounce in to the air. It also brings opponents that are in the ground out of it, sending them flying as well. It doesn't do physical damage on its own, but using this ability on an enemy that's standing will knock them on the ground while using it again will bounce them in to the air. This technique is almost childish in nature, but it serves a purpose. Knocking the enemy on the ground may be useful for an escape or setting up defense, while most of the user's abilities are effective against enemies that are in the sky.

          Stage #3 Learned

          Tai Style Three

          Stage #1 Learned

          Stage #2 Learned

          Stage #3 Learned

          Tai Style Two

          Stage #1 Learned

          Stage #2 Learned

          Stage #3 Learned




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Yui Ga Dokuson

Thirteenth Gatekeeper

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