This is an attempt to provide better information about all the different special items that are available to the members of the guild... This thread was created. All of these special items will increase and/or supplement the user's ability to fight in some way or another.
Once there was a single powerful beast, that the Sage of Six Paths kept sealed within to stop it from ravaging the land. Before his death, the Sage divided out is power by nine, and sealed the body of the beast into the moon for it to sleep peacefully. These newly formed beasts still carried the fury and anger of the original, though living on their own to avoid the people of the world. A rumor started by that Sage also keeping the beasts from seeking each other out and reawakening their original body form its deep slumber.
But as years based the population of humanity grew, wars waged, and the beasts could not keep to themselves no longer. Each attacking the nations that popped up near them, and over time were even captured and used as weapons to further the pity wars of the various nations. When iron and steel failed the nations came up with ways to contain the beasts directly into willing/unwilling members to use the power granted by the beasts and keeping their own destructive whims under check.
Bearers of these Tailed Beasts, Jinchuuriki, are granted a secondary Chakra Pool called Senjutsu and special abilities based on their connection to the beast. Regular techniques can be charged with Senjutsu for an added half of their cost (this added cost must be paid with the Beast's Senjutsu Chakra). Some Tailed Beast even offer additional Chakra Natures to the Bearer.
Advancing the Tailed Beasts
Win a fight which the Tailed Beast was used in. Participate in Guild Events and Storylines. Acquire 25,000 Chakra
Event and storyline participation increases with each level of advancement. So: Dormant to Slumbering = 1 Event Slumbering to Waking = 3 Events Waking to Awakened = 6 Events
Releases
Dormant: The power of the Tailed Beast is sealed completely. - Gain 0 Chakra Pool [Senjutsu]
Slumbering: The power of the Tailed Beast starts to trickle through the bearer. - Gain 100,000 Chakra Pool [Senjutsu] - +50 to divide amongst the chosen stats - Free Technique: Chakra Disruption - [+20 Resolve vs Genjutsu] With the Tailed Beast as a partner; the user becomes more resilient to Genjutsu effects. Gains another +20 at Waking, and another +20 at Awakened, for a total of +60. 1000 CP [1500 CP] [2000 CP]
Waking: The power of the Tailed Beast begins to flow more freely. - Gain 200,000 Chakra Pool [Senjutsu] - +1 Made Up [To be used to make a custom technique for your control of Beasts' power.] - +100 to divide among the chosen stats - Free Technique: [Beast Name] Cloak - Grants the bearer +40 Defense versus jutsu with the releases of the Beast. This ability gains +20 when at the Awakened stage. 2000 CP [per post]; 3000 CP [Awakened: per post]
Awakened: The power of the Tailed Beast is fully accessible to the bearer. - Gain +400,000 Chakra Pool [Senjutsu] - +2 Made Up [To be used to make a custom technique for your control of Beasts' power.] - +200 to divide among the chosen stats - Free Technique: [Beast Name] Koimari - Spirit + ( #000 Chakra x.10 ) Pure Chakra Damage (maximum of 10k Chakra can be used for a single instance of this technique). Most wait 5 posts before using this technique again (10 posts if the full 10k Chakra is used).
*CP gained at each level do not stack with the previous, but replaces the total gained. **Stat Gains do not stack with the previous, but replaces the total gained.
klamachpin
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Posted: Thu Dec 27, 2007 1:28 pm
.: Tailed Beasts :.
One Tail Beast: Shukaku [Ichibi] - (( Owned by: Hyuuga Ryuji [ Sir_Viliulfo ] )) Description: Nature Releases: Doton, Fuuton, and Jiton Stat Boost: Defense, Spirit, Speed
Two Tail Beast: Matatabi [Nibi] - (( Owned by: Stein Uchiha ( Howard ) [ Gateway Bunny ] )) Description: Nature Releases: Katon Stat Boost: Speed - Intelligence
Three Tail Beast: Isobu [Sanbi] - (( Owned by: )) Description: Nature Releases: Suiton Stat Boost: [Choosen on gaining the Beast; Not less than 2 stats, no more than 5]
Four Tail Beast: Son Gokū [Yonbi] - (( Owned by: )) Description: Nature Releases: Doton, Katon, and Yoton Stat Boost: [Choosen on gaining the Beast; Not less than 2 stats, no more than 5]
Five Tail Beast: Kokuō [Gobi] - (( Owned by: )) Description: Nature Releases: Katon, Suiton, and Futton Stat Boost: [Choosen on gaining the Beast; Not less than 2 stats, no more than 5]
Six Tail Beast: Saiken [Rokubi] - (( Owned by: Harukichi Ada Hideyoshi [TaraHuchiga])) Description: Nature Releases: Suiton Stat Boost: [Choosen on gaining the Beast; Not less than 2 stats, no more than 5]
Eight Tail Beast: Gyūki [Hachibi] - (( Owned by: ) )) Description: Nature Releases: Stat Boost: [Choosen on gaining the Beast; Not less than 2 stats, no more than 5]
Nine Tail Beast: Kurama [Kyuubi] - (( Owned by: Phelix Z. Smith ( Kyonshi / Benimaru ) [ Reaver Darkside ])) Description: Nature Releases: Katon and Fuuton Stat Boost: Resolve - Strength ----------------
Posted: Thu Dec 27, 2007 4:04 pm
.: Orochi Powers :.
The Orochi Powers were developed by a very powerful man known only as Hatori Hanzo. Mr. Hanzo had such a great understanding of charka molding that he was able to reduce his own strength and placed the reduced strength into an unborn ninja. Much like a Tailed Demons and the Curse Seals, the Orochi power gives the user much mpte power. However, unlike the Demons or Seals the only way to fully unlock the Orochi Power's true potential is through killing other ninjas. Making those who possess these powers considered less than civilized and often looking for fights. It is believed that the ability to create these powers was the reason why Hanzo was hunted down and sealed away.
Killing player characters and Boss Non-Player Characters count towards leveling the Orochi Power.
There are currently at least 14 known Orochi Powers at this time. Contact Reaver Darkside about receiving an Orochi Power
Release Stages
With each achieved level of the Orochi Power the ninja will gain more control over the power as well as a greater amount of protection from those that fear them. There are a total of four levels of control and protection for each power. The protective armor is only visible to people who can see chakra (ex. people with Byukagen). However, the armor can be sensed by the Destruction Bugs.
Level OneRequires 0 kills: ( Defense +10 [ Max: 100 for 10 kills.] ) The ninja is able to achieve partial control of the power (10%). The Ninja can manipulate the Orochi Power using 2 Actions in a post, and spending 8000 ( or 7000 if at 1 kill ) Chakra. The first piece of the protective armor is for the head. There will be marks of armor shards on the users head.
Level TwoRequires 2 kills: ( +1 Made up slot: Exclusive to Orochi Power ) The ninja will develop a greater understand of the power as well as the ability to manipulate and control it (25%). The Ninja can manipulate the Orochi Power using 2 Actions in a post, and spending 6000 ( or 5000 if at 3 kills ) Chakra. The ninja will also receive the second piece of the protective armor that is for the chest cavity.
Level ThreeRequires 4 kills: ( +2 Made Up Slots exclusive to Orochi Power ) The ninja will continue to further their understanding and control of the power that embossed within them (75%). The Ninja can manipulate the Orochi Power using 2 Actions in a post, and spending 4000 ( or 1000 if at 7 kills ) Chakra. The ninja is able to manipulate almost on a complete whim. The third piece of the protective armor is gained as well, the legs.
Level FourRequires 8 kills: ( +2 Made Up Slots exclusive to Orochi Power ) The ninja is now able to completely control and manipulate the power of that was embossed within them from birth (100%). The Ninja can manipulate the Orochi Power using 1 Action in a post, and spending 500 Chakra. The User may also spend 4000 Chakra to use the Orochi Power without an Action, but this can only be done once, and then again for every kill over 8 ( min: 1 ). The power is now only limited by the user’s imagination. The receives the final piece of the protective armor, the arms.
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Posted: Thu Dec 27, 2007 4:05 pm
.: Orochi Powers :.
Orochi Power: Ice(( Owned by: )) Description: The user is granted the ability to manipulate ice and also drastically and rapidly reduce the temperature of anything to a point that it will freeze solid. The user does not have to make physical contact to allow the freezing effect to take place, but does have to be within a foot of the object.
Orochi Power: Metal(( Owned by: )) Description: The user is capable of controlling ferrous metals (iron, steel, etc.). The user is able to liquefy, reshape, and manipulate ferrous metals in the general area around the users.
Orochi Power: Wood(( Owned by: )) Description: The user is capable of manipulating, reshaping, and controlling anything in the general area around the users that is composed of wood or other similar plant life.
Orochi Power: Disease(( Owned by: ( Full Demon / Senimaru ) Senimaru, Reaver [ Reaver Darkside ] )) Description: When the user becomes distressed for what ever reason, those ninjas around the user will begin to suffer from an illness that was never seen in the among the lands of the known Shinobi world.
Orochi Power: Smoke(( Owned by: Hadyn Yakushi [ Reaver Darkside ] )) Description: The user is capable of creating smoke. Once the smoke is created, the user is able to freely manipulate and control the smoke as the user felt fit.
Orochi Power: Antihealing(( Owned By: Tamashi Konpaku [ Sir_Viliulfo ] )) Description: The user is capable of genetically altering the makeup of an opponent body in such away that it makes them unable to regenerate or heal from wounds that are received until getting away from the user.
Orochi Power: Mimicry(( Owned by: Isis Akasun [ Reaver Darkside ] )) Description: The user is capable of replicating the actions of others Orochi Powers, Demons, Armors, Seals, and/or Special Weapons when preformed in front of them.
Orochi Power: Negation(( Owned By: Sanada Raelyn [Ryuu Sanada] )) Description: The user is able to neutralize or cancel out others Orochi Powers, Demons, Armors, Seals, and Weapon abilities while in range.
Orochi Power: Bestowal (( Owned by: )) Description: The user is able to increase the strength of other’s Orochi powers, Demons, Armors, Seals, and/or Special Weapons that are close by of their choice.
Orochi Power: Regeneration(( Owned By: Alexia Wesker [Ryuu Sanada] )) Description: The user is capable of rapid cellular regeneration to heal any wound that is received. This ability will not move displaced body parts back to the correct location in order to facilitate the healing process, that must be done manually.
Orochi Power: Telekinesis(( Owned by: )) Description: The user can levitate themselves and other objects to strike opponents. The greater their CPS, the greater weight their minds can sustain; higher levels allow more items to be levitated at one time.
Orochi Power: Paper(( Owned by: )) Description: The user is capable of manipulating, reshaping, and controlling anything in the general area around the users that is composed of paper.
Orochi Power: Sensing(( Owned By: Akitsune Shun [Ryuu Sanada] )) Description: This power allows the user to understand an opponents techniques and power just by being in the presence of the enemy. The user can sense other entities out to several miles away and track their movements.
Orochi Power: Sever((Owned By: ( Mami / Akadou ) Kek-t, Mesta [ Reaver Darkside ] )) Description: The user becomes capable of manipulating their chakra to cut the chakra flow between things. Allowing them to cut things such as the connection between a clone and it's owner. Or separate the connection of puppets to their controllers with a simple slash.
Important Information
The Orochi Powers are able to come and go as they please. They will attempt to emboss themselves in the strongest ninja they come in contact with. If a ninja manages to kill a person with an Orochi Power, then the power will develop within the new host. A ninja is not able to have two Orochi Powers at the same time; though there are some that do not apply.
Posted: Fri Dec 28, 2007 6:00 pm
.: Curse Seals :.
~ Insert Lore ~
Bearers of these Cursed Seals are granted a secondary Chakra Pool called Hason-Senjutsu. Regular techniques can be charged with Hason-Senjutsu for an added half of their cost (this added cost must be paid with the Seal's Hason-Senjutsu Chakra).
Curse Mark Advancement
Must win a fight that the Curse Mark was used in. Participation in Guild Events and Storylines. 25,000 Chakra obtained since last advancement.
Event and storyline participation and Combat Condition increases with each level of advancement. So: Dormant to Stage One = 1 Event + 1 Fight Stage One to Stage Two = 3 Events + 2 Fights Stage Two to Mastered = 6 Events + 4 Fights
Awakening
Dormant: The power of the seal has yet to be awakened. - Automatically actives if the bearer's Chakra Pool drops below ½ their total. - When active bearer loses 25 HP [per post] - Chakra expenditure is doubled - Gains +20 to divide amongst the chosen stats
Stage One: The power of the seal is spreading through the bearer's body. - When active bearer loses 20 HP [per post] - Gain 50,000 Chakra Pool [Hason-Senjutsu] - Gain 1 Made Up [For an ability of the Curse Seal] - Gain +50 to divide amongst the chosen stats
Stage Two: The true power of the seal is making itself know to the bearer. - When active bearer loses 10 HP [per post] - Gain 100,000 Chakra Pool [Hason-Senjutsu] - Gain 2 Made Ups [For an ability of the Curse Seal] - Gain +50 to divide amongst the chosen stats
Mastered: The bearer now has the full power of the seal under their control. - No longer lose HP [no matter what stage] - Gain 200,000 Chakra Pool [Hason-Senjutsu] - Gain 3 Made Ups [For an ability of the Curse Seal] - Gain +100 to divide amongst the chosen stats - Can choose what stage to activate [action], and restores 25% of the [Hason-Senjutsu] activating a higher stage [Stage One > Stage Two > Mastered]. Can only be used the first time transforming
*CP gained at each level do not stack with the previous, but replaces the total gained. **Stat Gains do stack, but you must be in that stage to gain their bonus.
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Posted: Fri Dec 28, 2007 6:01 pm
.: Curse Seals :.
Heaven Seal
Description: The curse seal of Earth is a segmented series of seven circles, each break in a different position so that no one circle allows a direct path to the single solid circle in the middle. Stage one causes the circles to expand endlessly across the body and gain a golden sheen although still centrally located from the seal's original position. Stage two causes the circles to expand and connect with each other, causing the entire body to take on the golden sheen with the portions of broken circled areas revealing normal skin tone underneath. At angular portions of their body, spike like bones protrude subtly from the skin. As well as along the top of their head in similar resemblance to a crown of bone. Stat Boost: Spirit - Strength - Speed
Description: Stat Boost: [Chosen on gaining the Seal; Not less than 2 stats, no more than 5]
(( Taken By: ]
Water Seal
Description: Stat Boost: Speed - Strength
(( Taken By: Vega Momoichi [ Gateway Bunny ] ))
Fire Seal
Description: Stat Boost: [Chosen on gaining the Seal; Not less than 2 stats, no more than 5]
(( Taken By: ))
Rock Seal
Description: Stat Boost: [Chosen on gaining the Seal; Not less than 2 stats, no more than 5]
(( Taken By: ))
Wind Seal
Description: Stat Boost:
(( Taken By: ))
Posted: Sat Dec 29, 2007 3:59 pm
.: Beast Seals :.
The Beast Seals are the focus of animal spirits, though their exact origin and how these animal spirits are attached to them are unknown. Each spirit grants abilities and power to their bearer, that grows the more the spirit is impressed by the bearer. The only indication of their origin is that they were likely created similarly to the Orochi Powers, as they share many similarities, except they are not powered by murder and killing like the Orochi Powers are.
Shinobi bearing Beast Seals often appear wild and feral, and as such all bearers of Beast Seals are looked down upon. This is because the Beast Seals grow stronger the more the bearer proves themselves in combat. To increase the rank of a beast seal, the bearer must defeat foes in single combat without killing them. However, losing to two consecutive opponents in such a duel causes the bearer to lose a rank as the spirit grows less impressed with you. However, once the seal reaches rank 10 this no longer happens. [Max Seal Rank is 10]
Release Stages
Level 1:Requires 0 Victories: The bearer of the Beast Seal takes on some physical traits of the animal, affecting their appearance and granting them a passive Stat Buff depending on the seal.
Level 2: Bestial Power:Requires 2 Victories: The bearer of the Beast Seal gains a power specific to that Beast Seal, and can use it at a cost of 6000 Chakra per post.
Level 3: Bestial Sense:Requires 4 Victories: The bearer of the Beast Seal gains some of the senses of the animal, gaining a Bestial Sense specific to the animal as well as a free Made Up for a power related to the animal. The Bestial Sense can be used at a cost of 4000 Chakra per post.
Level 4: Transformation:Requires 6 Victories: The bearer of the Beast Seal can now fully transform into the animal as a technique, which comes with two free Made Ups for powers related to the animal that can only be used while transformed. Transforming costs 2000 Chakra per post transformed.
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Posted: Sat Dec 29, 2007 4:00 pm
.: Beast Seals :.
Known Beast Seals
Bat
Level 1: The bearer grows large bat ears and small bat wings. They also gain a passive stat buff to Speed and Resolve. At level 1 this boost is +10 Speed and +10 Resolve.
Level 2: At level 2, the bearer gains Bestial Power: Sonic Boom. At level 2 the passive boost is +25 Speed and +25 Resolve. Technique Name: Bestial Power: Sonic Boom Description: The bearer of the seal can unleash a powerful Sonic screech that causes damage and reduces the opponent's hearing ability. Jutsu Type | Element: Ninjutsu | Wind Element Technique Effect: An Attack with Attack Speed = Speed +20, Attack Strength = Intelligence +20, and if the opponent takes damage they suffer -20 to Perception for 3 posts.
Level 3: At level 3, the bearer gains Bestial Sense: Echolocation. At level 3 the passive boost is +40 Speed and +40 Resolve. In addition, Bestial Power: Sonic Boom gets +10 Attack Speed, +10 Attack Strength, and -10 to the Perception debuff. Technique Name: Bestial Sense: Echolocation Description: The bearer of the seal can use echolocation, allowing them to "see" with their hearing instead of sight. Jutsu Type | Element: Taijutsu Technique Effect: An activated buff, granting them +25 Perception in regards to hearing, and +20 to comparisons against genjutsu that don't contain a sound component.
Level 4: The bearer gains Bat Transformation, and can turn into a normal sized or person sized bat. At level 4 the passive boost is +50 Speed and +50 Resolve. In addition, Bestial Power: Sonic Boom gets a further +10 to each part, and Bestial Sense: Echolocation gets +15 to Perception and +10 to comparisons.
(( Owned by: ))
Bull
Level 1: The bearer grows broader as well as a pair of massive bull horns. They also gain a passive stat buff to Speed, Strength, and Defense. At level 1 this boost is +7 Speed, +7 Strength, and +7 Defense.
Level 2: At level 2, the bearer gains Bestial Power: Stampede. At level 2 the passive boost is +16 Speed, +16 Strength, and +16 Defense. Technique Name: Bestial Power: Stampede Description: The bearer of the seal can unleash a powerful charge that is very difficult to stop. Jutsu Type | Element: Taijutsu Technique Effect: An Attack with Attack Speed = Speed, Attack Strength = Strength + 40, and if the bearer's Attack Speed > Opponent's Speed, it ignores 20 Defense.
Level 3: At level 3, the bearer gains Bestial Sense: Herd Bond. At level 3 the passive boost is +27 Speed, +27 Strength, and +27 Defense. In addition, Bestial Power: Stampede gets +10 Attack Speed, +10 Attack Strength, and ignores 10 more Defense. Technique Name: Bestial Sense: Herd Bond Description: The bearer of the seal develops strong bonds with allies, allowing them to sense the locations of allies within a certain distance. Jutsu Type | Element: Ninjutsu | Chakra Technique Effect: An activated buff, granting them +45 to comparisons when trying to locate an ally that they have rped at least 1000 raw words with.
Level 4: The bearer gains Bull Transformation, and can turn into a bull. At level 4 the passive boost is +33 Speed, +33 Strength, +33 Defense. In addition, Bestial Power: Stampede gets a further +10 to each part, and Bestial Sense: Herd Bond gets +25 to comparisons.
(( Owned by: ))
Tiger
Level 1: The bearer grows claws, cat ears, and tiger striped fur on places, as well as a tiger tail . They also gain a passive stat buff to Speed and Strength. At level 1 this boost is +10 Speed and +10 Strength.
Level 2: At level 2, the bearer gains Bestial Power: Slashing Blur. At level 2 the passive boost is +25 Speed and +25 Strength. Technique Name: Bestial Power: Slashing Blur Description: The bearer of the seal moves with blinding speed, closing in and slashing the opponent. Jutsu Type | Element: Taijutsu Technique Effect: An Attack with Attack Speed = Speed +60 and Attack Strength = Strength.
Level 3: At level 3, the bearer gains Bestial Sense: Hunter's Vision. At level 3 the passive boost is +40 Speed and +40 Strength. In addition, Bestial Power: Slashing Blur gets +20 Attack Speed and +10 Attack Strength. Technique Name: Bestial Sense: Hunter's Vision Description: The bearer of the seal is excellent at picking out camouflaged prey, allowing them to see those trying to use stealth. Jutsu Type | Element: Ninjutsu | Chakra Technique Effect: An activated buff, that grants +45 to comparisons to locate stealthed enemies that aren't invisible.
Level 4: The bearer gains Tiger Transformation, and can turn into a tiger. At level 4 the passive boost is +50 Speed and +50 Strength. In addition, Bestial Power: Slashin Blur gets a further +20 Attack Speed and +10 Attack Strength, and Bestial Sense: Hunter's Vision gets +25 to comparisons.
(( Owned by: ))
Bear
Level 1: The bearer grows claws, increase muscle mass, and black/brown fur covers parts of their body. They also gain a passive stat buff to Strength and Defense. At level 1 this boost is +10 Strength and +10 Defense.
Level 2: At level 2, the bearer gains Bestial Power: Mauling Strikes. At level 2 the passive boost is +25 Strength and +25 Defense. Technique Name: Bestial Power: Mauling Strikes Description: The bearer of the seal grows sharp claws that grant a powerful strike. Jutsu Type | Element: Taijutsu Technique Effect: An Attack, with Attack Speed = Speed +30 and Attack Strength = Strength +30.
Level 3: At level 3, the bearer gains Bestial Sense: Quick Reflexes. At level 3 the passive boost is +40 Strength and +40 Defense. In addition, Bestial Power: Mauling Strikes gets +10 Attack Speed and +20 Attack Strength. Technique Name: Bestial Sense: Quick Reflexes Description: The bearer of the seal has speedy reflexes, allowing them to react with increased speed and accuracy. Jutsu Type | Element: Taijutsu Technique Effect: An activated buff, that grants them +30 Reaction and +15 Attack Speed.
Level 4: The bearer gains Bear Transformation, and can turn into a bear. At level 4 the passive boost is +50 Strength and +50 Defense. In addition, Bestial Power: Mauling Strikes gets a further +10 Attack Speed and +20 Attack Power, and Bestial Sense: Quick Reflexes gets +15 Reaction and +10 Attack Speed.
(( Owned by: ))
Bird
Level 1: The bearer grows feathers on the forearm and lower back and their bones become hollow and lighter. They also gain a passive stat buff to Speed, Intelligence, and Spirit. At level 1 this boost is +7 Speed, +7 Intelligence, and +7 Spirit.
Level 2: At level 2, the bearer gains Bestial Power: Flight. At level 2 the passive boost is +16 Speed, +16 Intelligence, +16 Spirit. Technique Name: Bestial Power: Flight Description: The bearers feathers turn their arms into full blown wings temporarily and allow them to fly short distances. Jutsu Type | Element: Ninjutsu | Wind Technique Effect: Movement = Speed +60, able to avoid conditions creating difficult Ground and ground based hazards while moving, must land between posts.
Level 3: At level 3, the bearer gains Bestial Sense: Eagle's Vision. At level 3 the passive boost is +27 Speed, +27 Intelligence, and +27 Spirit. In addition, Bestial Power: Flight gets +30 to Speed. Technique Name: Bestial Sense: Eagle's Vision Description: The bearer of the seal has enhanced vision at distances. Jutsu Type | Element: Ninjutsu | Wind Technique Effect: An activated buff, that grants them +45 Perception when trying to perceive distant things.
Level 4: The bearer gains Bird Transformation, and can turn into a normal sized bird or a person sized bird. At level 4 the passive boost is +. In addition, Bestial Power: Flight gets a further +30 to Speed, and Bestial Sense: gets +25 Perception.
(( Owned by: ))
Armadillo
Level 1: The bearer skin hardens and grows callused, where the outer parts (back, shoulders, back of the arms, back of the legs) looks rough, gray, and bumpy, as well as gaining tiny claws. They also gain a passive stat buff to Defense and Resolve. At level 1 this boost is +10 Defense and +10 Resolve.
Level 2: At level 2, the bearer gains Bestial Power: Stronghold. At level 2 the passive boost is +25 Defense and +25 Resolve. Technique Name: Bestial Power: Stronghold Description: The bearer of the seal enhances their skin with chakra, increasing their defense to a great degree, at the cost of decreased movement. Jutsu Type | Element: Taijutsu Technique Effect: When activated, grants Defense +80 and Speed -20 while maintained.
Level 3: At level 3, the bearer gains Bestial Sense: Tremorsense. At level 3 the passive boost is +40 Defense and +40 Resolve. In addition, Bestial Power: Stronghold gets +40 Defense and -10 Speed. Technique Name: Bestial Power: Tremorsense Description: The bearer of the seal can sense vibrations through the ground. Jutsu Type | Element: Ninjutsu | Earth Technique Effect: An activated buff, that grants them +15 Perception against enemies touching the ground, and +30 Perception against enemies underground.
Level 4: The bearer gains Armadillo Transformation, and can turn into a normal sized armadillo or a person sized armadillo. At level 4 the passive boost is +50 Defense and +50 Resolve. In addition, Bestial Power: Stronghold gets a further +40 Defense and -10 Speed, and Bestial Sense: Tremorsense gets +10 against enemies touching the ground and +15 against enemies underground.
(( Owned by: ))
Crocodile
Level 1: The bearer grows sharp teeth and yellow slitted eyes, as well as their skin growing rough green,gray, and brown scales across parts of their body and a tail. They also gain a passive stat buff to Speed, Strength, Defense, and Resolve. At level 1 this boost is +5 Speed, +5 Strength, +5 Defense, +5 Resolve.
Level 2: At level 2, the bearer gains Bestial Power: Reptilian Gaze. At level 2 the passive boost is +12 Speed, +12 Strength, +12 Defense, and +12 Resolve. Technique Name: Bestial Power: Reptilian Gaze Description: The bearer of the seal has a cold, reptilian, predatory gaze, paralyzing those who meet it with fear. Jutsu Type | Element: Genjutsu Technique Effect: Bearer's Resolve vs Opponent's Mental Defense, if successful -60 Speed while maintained
Level 3: At level 3, the bearer gains Bestial Sense: Homing Instincts. At level 3 the passive boost is +20 Speed, +20 Strength, +20 Defense, and +20 Resolve. In addition, Bestial Power: Reptilian Gaze gets -30 Speed. Technique Name: Bestial Sense: Homing Instincts Description: The bearer of the seal gains a homing ability for those they have injured, able to track them across long distances, and increased accuracy against them in combat. Jutsu Type | Element: Ninjutsu | Water Technique Effect: An activated buff, that if the Bearer's Resolve > Opponent's Resolve, they know exactly what thread their target is in if they injured the target with 5 posts. In addition, they get +35 Perception and +10 Attack Speed against that same opponent.
Level 4: The bearer gains Crocodile Transformation, and can turn into a crocodile. At level 4 the passive boost is +25 Speed, +25 Strength, +25 Defense, and +25 Resolve. In addition, Bestial Power: Reptilian Gaze gets a further -30 Speed, and Bestial Sense: Homing Instincts gets +15 Perception and +10 Attack Speed.
(( Owned by: Lucius Graeme ( Huedini/Ichtaca ) ))
Wolf
Level 1: The bearer grows gray fur in places, as well as yellow eyes, a wolf tail, and wolf ears. They also gain a passive stat buff to Speed, Intelligence, and Spirit. At level 1 this boost is +7 Speed, +7 Intelligence, and +7 Spirit.
Level 2: At level 2, the bearer gains Bestial Power: Pack's Howl. At level 2 the passive boost is +16 Speed, +16 Intelligence, and +16 Spirit. Technique Name: Bestial Power: Pack's Howl Description: The bearer of the seal can howl, causing those who hear it to feel a deep, primal fear of them, decreasing their confidence when fighting the bearer. Jutsu Type | Element: Genjutsu Technique Effect: Bearer's Resolve vs Opponent's Mental Defense, if successful the opponent has -15 Strength, -15 Speed, -15 Resolve, -15 Spirit while maintained.
Level 3: At level 3, the bearer gains Bestial Sense: Scent Tracking. At level 3 the passive boost is +27 Speed, +27 Intelligence, and +27 Spirit. In addition, Bestial Power: Pack's Howl gets -15 Resolve and -15 Spirit. Technique Name: Bestial Sense: Scent Tracking Description: The bearer of the seal can track others by their scent, and can sense the difference between what is and isn't real by smell. Jutsu Type | Element: Ninjutsu | Chakra Technique Effect: An activated buff, that grants them +35 in genjutsu comparisons that don't have a smell component. In addition, they can figure out which thread a person went to, as long as the Bearer's Spirit > Opponent's Spirit, and the person was within this thread within their last 10 posts. Leads to the thread they left to, not their current thread.
Level 4: The bearer gains Wolf Transformation, and can turn into a gray wolf. At level 4 the passive boost is +33 Speed, +33 Intelligence, and +33 Spirit. In addition, Bestial Power: Pack's Howl gets a further -5 Strength, -5 Speed, -10 Resolve, and -10 Spirit, and Bestial Sense: Scent Tracking gets +25 to comparisons.
(( Owned by: ))
Lion
Level 1: The bearer grows gold cat eyes, claws, tan fur, and a lion's tail, and may grow a lion's mane as an option. They also gain a passive stat buff to Resolve and Spirit. At level 1 this boost is +10 Resolve and +10 Spirit.
Level 2: At level 2, the bearer gains Bestial Power: Pride's Roar. At level 2 the passive boost is +25 Resolve and +25 Spirit. Technique Name: Bestial Power: Pride's Roar Description: The bearer of the seal can roar, increasing the abilities of their allies Jutsu Type | Element: Ninjutsu | Chakra Technique Effect: Allies of the bearer gain Speed +12, Strength +12, Defense +12, Resolve +12, Spirit +12 while maintained.
Level 3: At level 3, the bearer gains Bestial Sense: Pride's Hunt. At level 3 the passive boost is +40 Resolve and +40 Spirit. In addition, Bestial Power: Pride's Roar gets +6 Speed, +13 Resolve, and +13 Spirit. Technique Name: Bestial Sense: Pride's Hunt Description: The bearer of the seal can grant enhanced senses to their allies. Jutsu Type | Element: Ninjutsu | Chakra Technique Effect: An activated buff, that grants their allies +35 Perception and +10 to comparisons against genjutsu.
Level 4: The bearer gains Lion Transformation, and can turn into a lion. At level 4 the passive boost is +50 Resolve and +50 Spirit. In addition, Bestial Power: Pride's Roar gets a further +6 Speed, +13 Strength, and +13 Defense, and Bestial Sense: Pride's Hunt gets +15 Perception and +10 to comparisons.
(( Owned by: Enkou Mikoto [ Sir_Viliulfo ] ))
Fox
Level 1: The bearer grows fox ears, silver eyes, and a fox tail, as well as red fur covering parts of their body. They also gain a passive stat buff to Intelligence, Resolve, and Spirit. At level 1 this boost is +7 Intelligence, +7 Resolve, and +7 Spirit.
Level 2: At level 2, the bearer gains Bestial Power: Cunning Evasion. At level 2 the passive boost is +16 Intelligence, +16 Resolve, and +16 Spirit. Technique Name: Bestial Power: Cunning Evasion Description: The bearer of the seal has great cunning that allows them to evade attacks. Jutsu Type | Element: Taijutsu Technique Effect: A dodge, granting +60 Reaction against one attack.
Level 3: At level 3, the bearer gains Bestial Sense: The 5 Senses. At level 3 the passive boost is +27 Intelligence, +27 Resolve, and +27 Spirit. In addition, Bestial Power: Cunning Evasion gets +30 Reaction. Technique Name: Bestial Sense: The 5 Senses Description: The bearer of the seal can pierce a genjutsu with all 5 of their sense, making it much harder to trap them in illusions. Jutsu Type | Element: Ninjutsu | Chakra Technique Effect: An activated buff, that grants them +45 to comparisons against genjutsu.
Level 4: The bearer gains fox Transformation, and can turn into a normal sized fox or person sized fox. At level 4 the passive boost is +33 Intelligence, +33 Resolve, and +33 Spirit. In addition, Bestial Power: Cunning Evasion gets a further +30 Reaction, and Bestial Sense: The 5 Senses gets +25 to comparisons.
(( Owned by: Vega Momoichi [ Gateway Bunny ] ))
((Created by Sir_Viliulfo and Reaver_Darkside))
Important Information
Once the Beast Seal is placed upon a ninja, the seal can never be removed since the seal is tattooed to the ninja’s soul. If the ninja get a new body, the seal will simply be placed upon your body again.
PM "Reaver_Darkside"
Template
Level 1: The bearer grows . They also gain a passive stat buff to . At level 1 this boost is +.
Level 2: At level 2, the bearer gains Bestial Power: . At level 2 the passive boost is +. Technique Name: Description: Jutsu Type | Element: Technique Effect:
Level 3: At level 3, the bearer gains Bestial Sense: . At level 3 the passive boost is +. In addition, Bestial Power: gets +30. Technique Name: Description: Jutsu Type | Element: Technique Effect:
Level 4: The bearer gains Transformation, and can turn into a . At level 4 the passive boost is +. In addition, Bestial Power: gets a further +30, and Bestial Sense: gets +25.
(( Owned by: ))
Posted: Mon Dec 31, 2007 9:57 am
.: Celestial Gates :.
In addition to the 361 tenketsu, the chakra circulatory system houses eight valves responsible for regulating the flow of chakra through the ninja's body. The Hachimon or eight celestial gates are located along the spine, the heart and in the ninja's head. It is possible to force the body to open these gates, which allows the ninja to release ten times the usual amount of power. Unfortunately such power comes at a price, as each subsequent gate is opened, the ninja increases the damage to their body and comes closer to death. For this reason gate opening has been deemed Kinjutsu. If all eight gates are opened, the ninja gains power that surpasses the Hokage at the cost of their own life. Also even if the ninja opens fewer gates, if they do not strike a finishing blow against their opponent, they will be severely weakened and very defenseless to a counter attack.
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klamachpin
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Posted: Mon Dec 31, 2007 9:58 am
.: Celestial Gates :.
Initial Gate
( Maintained Taijutsu/Kenjutsu costs do not need to be paid. | Defense +5 ) This gate is what restricts one's mentality on how much their muscles can take. Releasing this gate will cause your Chakra and Stamina to increase.
Heal Gate
( +100 HP ) This gate is what restricts the body to try and mend in its usualy manor. If it is broken down the body begins to regenerate and an alarmingly fast rate. Releasing this gate will cause your Stamina to replenish itself. Thus all wounds caused prior are healed.
Life Gate
( Speed +10, Strength +15 Additional to Taijutsu/Kenjutsu | After 5 posts, -25 HP per post. ) This gate is what restricts the flow of your soul's chakra. Releasing this gate, will cause a great outsurge of chakra to flow through the body of the ninja. It will also cause their body to giving off a green aura.
Wound Gate
( Defense +40 | After 5 posts lose 200 HP ( to the minimum of 1hp remaining ) and be unable to heal up past half hp until 5 posts after the battles end. ) This gate is what controls the feeling of pain within the body, registering what makes the body feel good and what makes pain flow through the body. Releasing this gate, will give the user the ability to not feel pain.
Limit Gate
( Strength +25, Speed +25 | After 5 posts lose 25 HP per post. After 10 posts lose 50hp per post. After 15 posts; Strength-25, Speed -25 instead of the boosts. ) This gate, is what restricts the power of the muscles, the body normally only uses so much of a muscles true strength in order to reduce the risk of straining and hurting muscles and deteoriating them through excessive and reckless use.
View Gate
( Perception +30, Reaction +30 { After 5 posts -15 Perception and lose 25 HP Per post. | After 10 posts Perception cannot be returned until a medical ninjutsu is used to repair the damages ) This gate is what restricts the power of the eyes. The eyes can only register so much information at one time, without causing harm to the eyes. Releasing this gate, will remove that restriction from the eyes and have it so that the user can see things much easier and even things that are faster then them can be seen easier.
Wonder Gate
( Speed +30, Strength +30, Reaction +30 | When used with other Gates active: Uses Soul Chakra ( ½ of maximum Chakra ) for Taijutsu/Kenjutsu techniques. Increases Damage by +50 ) This gate, is one of the last restrictors upon the body. The use of this gate, brings out some of the bodies utmost potential. This gate although normally not dangerous on its own uses Soul Chakra instead of their normal chalra pool, increasing their own damage greatly but endangering their life all the same when combined with other Gates.
Death Gate
( Triple the bonuses of all Taijutsu/Kenjutsu by paying with Soul Chakra. | If used with other Gates; can pay Soul Chakra for made up jutsu and buffs to Double the bonuses. | While the Gate is active, 2000 Soul Chakra per post. +500 per additional Gate active. ) The final gate, nicknamed the Death Gate because it is known to cause death of any ninja that releases it. This gate, opens up the gate to the soul. Soul Chakra is by far the most powerful chakra in the world, for it is used in cases of special sealings and such.
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Important Information
Any Ninja that wanted to use the celestial gates for battle they can not have knowledge or the ability to use a Ninjutsu or Genjutsu technique.
Posted: Mon Dec 01, 2008 7:24 am
:.:.The Four Horsemen of the Apocalypse :.:. Once accepting any of these titles. The user once in these forms will be automatically degraded to some form of Evil alignment.
Famine
The Horseman of Famine, signifying starvation, decay and weakness. Wielding the power to manipulate the finer details of chakra manipulation, Stamina management and the ability to control one's own strengths. They are considered the one to hold the scales of balance. This particular horsemen is the rider of the black horse.
Abilities Balance the Scales ( Activating and maintaining the scales coats 5000 Chakra per post ) A manipulated balance of the World, granting a toggled three different options that can effect the entire area Famine currently resides.
Good Aligned ( Activated Buffs are shared between everyone in the thread. | The buffed stat(s) are divided by the total number of player characters in the thread. ) Tilting the scales to the side of good, allowing all those around to benefit from the effects of each other's generous buffs. Neutral Aligned ( Activated Buffs and Debuffs are shared between everyone in the thread. | The buffed and debuffed stats are granted to everyone in the thread; at the written value. ) Keeping the scales even, allowing everyone to benefit or not, from all effects of others generosity and betrayal. Evil Aligned ( Activated Debuffs are shared between everyone in the thread. | The debuffed stat(s) are divided by the total number of player characters in the thread. ) Tilting the scales towards the side of evil, allowing all those in the area to share the betrayal of the debuffs that have been activated.
Aura of Famine ( 3000 Chakra per post active | Buffs Activated by an opponent lose -15 to each stat effected. | Debuffs Activated by Famine add 15 to each stat effected. ) Famine's appearance marks the beginning of strange occurances. Allowing for increased benefits and detriments to be increased. Gluttony of Famine ( 2500 Chakra per turn active | All Chakra costs for those other than Famine are doubled. ) The overall need for Famine to devour all is shown, when the chakra of those around them appear to increase in output. Causing the demand to quickly begin to exceed the available supply. Summon: Steed ( 5000 Chakra per post active | Speed +30 | Steed HP = 100, Defense = 50 ) The Pitch Black Steed that comes with being the Horsemen of Famine.
The Horsemen of Pestilence, signifying disease and corruption and harboring disease and poison as its weapons and ever expanding them through all manner of contact. This particular horsemen being the rider on a White Horse.
Abilities Toxify Thy Weapons ( 3000 Chakra per post Active | All Weapons apply: Poison -10 Hp per post, Bleed -10 Hp per post and Disease -10 Defense | All effects last for 5 posts, and can stack on additional hits. ) A kenjutsu style that causes a superior toxin to be applied onto the weapons used by Pestilence. This toxin applying an abundance of effects everytime a target is struck. Airborne Contagion ( 2500 Chakra per post active | All Bleed, Poison and Disease based effects gain +15 and last for 5 additional turns. ) The manipulation of Contagion is the primary skillet of Pestilence, and through an airborne Variant all of their skills become stronger. Vials of Disease ( 2000 Chakra per Vial active, per post | Each Vial can be used once per combat ) A series of 5 difference colored vials that almost endlessly supply themselves somewhere upon Pestilence's body. Each one harboring a different effect.
Red Vial ( Strength -40 for 3 posts) A plain red Vial, can be used to apply to a weapon or thrown as a splash weapon to apply to those that are hit. Blue Vial ( Defense -40 for 3 posts ) A plain blue Vial, can be used to apply to a weapon or thrown as a splash weapon to apply to those that are hit. Yellow Vial ( Speed -40 for 3 posts ) A plain yellow Vial, can be used to apply to a weapon or thrown as a splash weapon to apply to those that are hit. White Vial ( Intelligence -40 for 3 posts ) A plain white Vial, can be used to apply to a weapon or thrown as a splash weapon to apply to those that are hit. Black Vial ( Resolve -40 for 3 posts ) A plain black Vial, can be used to apply to a weapon or thrown as a splash weapon to apply to those that are hit.
Barbarous Armor ( 3000 Chakra per post active | Defense +10 | +5 Defense, +10 Spirit for every player character in thread effected by Bleed, Poison or Disease. ) The fabled armor of Pestilence, consisting of multitude of animal skins and other assorted leathers and metal. As well as the horns and teeth of wild animals, this armor appears to radiate an essence of the very thing that Pestilence manipulates. Summon: Steed ( 5000 Chakra per post active | Speed +30 | Steed HP = 100, Defense = 50 ) The Brilliant White Steed that comes with being the Horsemen of Pestilence.
(( Owned By: ))
War
The Horsemen of War, signifying both a coming battle and endless bloodshed. Harboring an endless arsenal and limitless combative skill. This particular horsemen being the rider on a fiery red horse.
Abilities Endless Arsenal Additional pieces can be added to Bows, Katana, Guns, Airshjps:
All - Chosen ( Damage = Chosen Stat | +15 Chosen Stat ) A special modification that creates a fiery aura around the chosen weapon or Airship. Enhancing the item with increased power based on the Horsemen of War. All Weapons - Quickdraw ( Can swap between Gun/Bow/Katana using its attack action ) A specialized series of sheaths and holders that allow for instant changes of the equipped weapon. Katana - War Emitter ( +20 Damage per active combatant in thread. | Friend or Foe ) A secondary Emitter that modifies the Katana to allow for increased damage when in environments that resemble a Warzone Firearm - Reinforced Frame ( +10 Reaction, +10 Defense ) A specialized frame reinforcement that adds further defensive enhancements onto a firearm Bow - Tri-Layer Shelf ( Replaces previous amount of arrows with 4 Arrows per shot | Base/-5/-10/-15 Opponents Reaction ) A specialized clip that attaches to the Bow, allowing for quick a swift nock and fire of 4 arrows at once. Airship - Enhanced Magicite ( +150 HP | +25 Defense | +10 Speed | Duplicates Main Weaponry, +1 Additional Action for Main Weaponry ) Further enhanced materials that add increased defensive and offensive properties to the Airship.
War's Armor ( 3000 Chakra per post Active | Defense +25 | Defense +5, Speed +10 for every other Combatant in Thread. Friend or Foe ) A summonable suit of bloodstained silver armor with red highlights and accessories. Summon: Steed ( 5000 Chakra per post active | Speed +30 | Steed HP = 100, Defense = 50 ) The Fiery Red Steed that comes with being the Horsemen of War.
(( Owned By: Sevan Kailash [ Reaver Darkside ] ))
Death
The Horsemen of Death, signifying both the end of life and the home of the dead. Harboring their own shadow and a scythe as a weapon Death descends upon a pale horse, leaving not a single living thing in their wake.
Abilities Shadow of ThanatosDeath's own Shadow, named and signified by their original owner. It comes in two forms, allowing for a versatility not expected by the Avatar of Death itself.
Mimic Form ( Shadow Speed -20 | Spirit +25 Mentality Damage ) An ominous black shadow that follows behind Death as they move and attack. Although minorly slower, it strikes true to its effect of scrambling the minds of those hit with the fear of Death itself. Solid Form ( +1 additional Action for Shadow | All Stats +5 | ½ Total HP, Double Mentality | Uses a Copy of Death's Scythe and all known Shadow/Darkness Jutsu | Deals ½ Damage to HP and ½ to mentality. | 10 post cooldown when defeated or returned to Mimic Form ) A separation and conjuration of the shadow itself. Creating an ally in battle that appears as a solid black cloaked mass.
Death's Scythe ( Spirit +55 Damage, Speed +15, Defense +10, Opponent's Perception -15 ) A special weapon made specifically for Death. A scythe that appears to be both solid and gas, an amalgamation of the shadows itself.
Shadowpooling ( 2500 Chakra - Lasts 3 posts - Opponent's within take -20 to Intelligence, Resolve, and Speed. | Spirit +25 vs Opponent's Spirit to leave | Dearh's Scythe is unusable for 3 posts, where it returns to Dearh immediately. ) By throwing Death's Scythe, the location it lands becomes shrouded in a 20ft radius of seemingly endless darkness. Skeletal hands will reach from the darkness and grab at those within other than Death. Slowing but not stopping them completely. Sickle Style Kenjutsu ( 3000 Chakra per post active | ½ of Death's Scythe's Damage ignores Defense. ) A style of Kenjutsu where the Death's Scythe appears to bypass an opponents Defense in order to deal direct damage to then.
Thanatos' Cloak ( 3000 Chakra per post active | Defense +10 | Defense +5, Resolve +10 per every 100hp missing from anyone in the thread, including self ) A deep black whispy cloak of shadow, with a hood that hides the features and makes what can be seen appear as nothing more than a skull. Summon: Steed ( 5000 Chakra per post active | Speed +30 | Steed HP = 100, Defense = 50 ) The Pale-green Steed that comes with being the Horsemen of Death.
The Very essence of Life it self. The Phoenix is among the most feared beings in the entire existence — having the power to cut and re-grow any part of the universe, as well as destroy it entirely, which is part of the Phoenix's purpose: "The Judgment of the Phoenix", to burn away the obsolete. The Phoenix Force is described as being "the embodiment of the very passion of Creation – the spark that gave life to the Universe, the flame that will ultimately consume it." Ares used to keep the force contained in an egg type prison. Fearing that it's life was to much for anyone man and or god to hold. The Phoenix it self only protects it self and only cares about the pleasure and what's pleasing to itself. If the User is Not chaotic Good or Lawful good they will be subject to become the dark phoenix. Which is a Chaotic Evil Being. Powers: The Phoenix is beyond the world itself. The Phoenix has been known to generally has known to expand the users knowledge of the mind. Giving them Telekentic abilities that have no bounds. However not all minds are capable of doing all thins. The Phoenix Force has the ability to manipulate cosmic energies and to tap into the life-force reserved for future generations, thus denying them existence. It can wield this energy to project beams of immense destructive force. It can transmigrate throughout time and space by folding its energy back into itself, causing it to collapse akin to a black hole and then reform itself upon reaching its destination. It can directly absorb energy such as the entire energy of a sun. It is also capable of absorbing the energy and life-force from a foe. As it is the nexus of all psionic energy, it has mental abilities of cosmic scope, including telepathy and telekinesis. However No one person has been able to fully control the whole power of the Phoenix. However the Phoenix can be wielded in different ways. One way is through the direct absorption of the Phoenix Power..Which could be dangerous. Poisoning the Mind and causing the person to die or be consumed with the fire or the person can place the power in an object. However the Phoenix will leave the user at any point and time they feel..The Phoenix will often times leaves a part of them inside the user giving them a minor access to the power that they once had.
Black Adam
The Egyptian Gods warrior is only known by Black Adam. The Egyptians choose one Ninja to be their champion and they bestow part of their power to this one person. By Saying the Words Shazam...the Power of the following gods is given t the user.
|'''S''' ||for the stamina of [[Shu (Egyptian deity)|'''S'''hu]] ||Using Shu's endurance, Black Adam can withstand and survive most types of extreme physical assaults. Additionally, he does not need to eat, sleep, or breathe and can survive unaided in space. |- |'''H''' ||for the swiftness of [[Horus|'''H'''eru]] ||By channeling Heru's speed, Black Adam can move at sub-light speeds in orbit. In outer space, Black Adam can fly at trans-light speeds, while on Earth he has been depicted of running at a maximum Mach 500. |- |'''A''' ||for the strength of [[Amun|'''A'''mon]] ||Black Adam has a phenomenal level of super strength, able to easily bend steel, punch through walls, and lift massive objects. Adam's strength is generally depicted of being on levels equal to those of The Nine Tails and the Five Tails. |- |'''Z''' ||for the wisdom of [[Thoth|'''Z'''ehuti]] ||Black Adam has instant access to a vast level of scholarly knowledge. The wisdom of Zehuti also provides him with counsel and advice in times of need. |- |'''A''' ||for the power of [[Aten|'''A'''ton]]||Aton's power allows Black Adam to fly, fuels the magic thunderbolt that transforms Adam, enhances Adam's other physical abilities, and provides magic resistance against a massive amount of magic spells and attacks. Adam can use the lightning bolt as a weapon by dodging it and allowing it to strike an opponent or target. |- |'''M''' ||for the courage of [[Mehen|'''M'''ehen]] ||This aspect is primarily psychological, and gives Black Adam superhuman amounts of inner strength from which to draw. His strength of mind renders him resistant to genjutsus. In some depictions, the courage of Mehen also provides a degree of his invulnerability to harm. Powers:
Magically bestowed aspects of various mythological figures which include superhuman strength, speed, stamina, physical and magical invulnerability, flight, fearlessness, and vast wisdom/enhanced mental perception. Enhanced senses and can heal himself through magic lightning.
Notable Weakness: A Strong Lightning attack can Cause the user to Revert from their Black Adam Forum. The User also can not refuse a battle while in this form. Or the Black Adam will leave them. Black adam also changes a person to Chaotic Neutral while they are in control of the possession or lack their of..
Shooting Star
Not a Possession per say. But it comes and goes like one..It comes at the least expected time and when somebody says I wish..The Shooting star will make the wish come true. However it is said that this shooting star was the once creation of Loki. Therefor it is known to only grant wishes that cause Chaos. It is possible to take control of the star but nobody has been known to do that besides The God Of Mischief himself.
Notable Things to Know -The words I wish must be said. -The Wish will be granted exactly like it is worded.
The Frost Heart
The Heart of once belong to the King of Ice Giants. The Giant gave his heart to his wife who kept with her at all times. However when the wife gave birth to the God of Mischief Loki. She hid away in the smallest depth of Hidden Snow. However Loki has found his father's heart and has manipulated with his own greed and mischief. Originally..the Ice Heart was much like the Ice Orochi power..but a lot stronger coming from the Ice Giants..now the Frost Heart works in reverse...
Stat Improvements Defense +40, Intelligence +30, Spirit +30 Heat Absorption 4000 Chakra Cost per post | Fire based Jutsu and Effects recieve ( ½ Spirit + ½ Intelligence ) + 40 subtracted from their damage or effects. If damage/effects are brought to 0, the fire jutsu or effect is canceled. Ice Barrier 2500 Chakra per post | Defense + ½ Spirit + ½ Intelligence Ice Creation ( Chakra Spent x .01 = Cost and Number of stats related to either offense or defense of Creations. ) Can create weapons out of ice, or defensive structures such as walls. Touch of Cold ( 5000 Chakra | Spirit + Intelligence Ice Damage | On contact: Opponent's Defense and Speed -10 ) Applies direct contact to a target, semi-completely freezing their body.
.: Reverse Gates :. In addition to the 361 tenketsu, the chakra circulatory system houses eight valves responsible for regulating the flow of chakra through the ninja's body. The Reverse Gates are located along the spine, the heart and in the ninja's head. The exact same places as that of the Celestial Gates. It is possible to force the body to open these gates, which allows the ninja to release ten times the usual amount of mental power. Unfortunately such power comes at a price, as each subsequent gate is opened, the ninja increases the damage to their body and comes closer to death. Unlike the Celestial Gates, the Reverse Gates feed the body a different kind of chakra flow, causing it to activate and work more with the mind, than with the body itself. Allowing for the user to become an adept master of Genjutsu in all rights. If all eight gates are opened, the ninja gains power that surpasses the Hokage at the cost of their own life. Also even if the ninja opens fewer gates, they may become afflicted by the flaws of the gates, including becoming severely weakened and unable to fight further, after they are activated. Causing them to be defenseless to any incomign counter attacks by the opponent.
Reverse Gate: Opening Gate
( Resolve +15 added to Genjutsu ) The first gate created by the use of the Reverse Gates it simply unlocks the next gate, and amplifies the user's chakra in order for them to use genjutsu easier.
Reverse Gate: Rest Gate
( +100 HP. ) Much like the gate in the Celestial gates. The second gate causes a swift healing of all previous wounds as well as making it possible to access the next gate.
Reverse Gate: Life Gate
( Resolve +25 added to Genjutsu | After 5 posts, -25 HP per post. ) Releasing the third gate, allows for an abrupt surge of chakra throughout the body, causing any genjutsu cast to be stronger and even prevents the use of genjutsu cancelers in the form of ninjutsu or made ups. This gate can be held open for five turns, before the user begins feeling strain upon their bodies.
Reverse Gate: Wound Gate
( +1 Additional Action for Genjutsu Only | Genjutsu Effects last at ½ effect for 5 posts after they end. ) This gate causes the user to be able to make layered genjutsu and cause the opponent to feel the possible effects up to 5 posts after the genjutsu ends.
Reverse Gate: Limit Gate
( Speed +20, Resolve +30 | -25 HP per post After 5 posts. -75 HP per post after 10 Posts. ) This gate actually restricts the power of the muscles as well as the mind. With this, the user is able to actually use genjutsu without the need of hand seals. If this gate is left open for more than 5 posts the user begins feeling an intense pressure across their body. After 10 posts the user's body goes completely numb and loses function completely.
Reverse Gate: View Gate
( Barrier Defense = Resolve + Defense | -25 HP per post after 5 posts. Perception -20 permeant every post after 10 posts ) This gate restricts the power of the eyes. With this technique, the user's eyes becomes a pure white color, before beginning to almost burn with chakra. Once this is done, the user is able to not only use genjutsu without hand seals they can also create a layer like barrier of pure chakra that will block opponent's attacks with ease. This gate can only be left open for 5 posts, before serious strain to the eyes can occur. After 10 posts, the user becomes permanently blind.
Reverse Gate: Wonder Gate
( -50 Resolve added to Genjutsu cast for Free. | Immediately prevents any Genjutsu cast upon user | If used with any other Gate: After 5 posts, immediately drain 2x the cost of all Genjutsu used when Gates were active ) The second to last gate that can be opened. This gate does not have any restrictions when used alone. What it can do, is actually allow for the user to be able to use genjutsu for no cost. Although Genjutsu are weaker and easier to break out of. This gate also allows for the user to be able to negate all attempts of genjutsu upon themselves. If this gate is used with any other gate, for more than 5 posts, chakra is immediately drained from the user.
Reverse Gate: Death Gate
( Resolve x2 = Spirit, for the purpose of chakra control, Damage, Defense or any other use used. | Uses Soul Chakra [ ½ Total Chakra ] When depleted, character dies. ) The final gate, that can be opened. This gate, opens up the gate to the soul. Soul Chakra is by far the most powerful chakra in the world, it equals half of the user's total chakra. With this gate being opened, the user is able to completely control their chakra and create it into anything their minds will. Although with each post this is open, they lose 10000 chakra.
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Important Information
Any Ninja that wanted to use the Reverse gates for battle they can not have knowledge or the ability to use a Ninjutsu or Taijutsu or Kenjutsu technique.
The Rinnegan (輪廻眼, literally meaning: Saṃsāra Eye) is reputed as the most exalted eye amongst the doujutsu techniques of the Shinobi world. It is said that in times of disorder, one who wields the Rinnegan is sent down from the heavens to become either a "God of Creation" who will calm the world or a "God of Destruction" who will reduce everything to nothingness. The Rinnegan is characterised by concentric circles covering the eyeball.
Rinnegan contain extraordinarily powerful chakra and boast enormous ocular power, such that an unworthy wielder risks "losing themselves" upon implanting one. Their full power can only be brought out by their original owner, particularly when wielding both eyes, but possession of even a single transplanted Rinnegan can still grant overwhelming power.
Owners of rhe Rinnegan have access to six paths of the Sage. Allowing them a range of abilities to accompany the power that the Rinnegan offers. The Paths are: The Deva Path The Asura Path The Human Path The Animal Path The Preta Path The Naraka Path
Upon acquiring the Rinnegan, the owner is able to utilize two paths of their choice, and cannot access the others. They can acquire a third and final path upon reaching 200k Chakra. Paths are chosen upon acquisition, and cannot be changed afterwards.
Perception +40, Spirit +25 The 6 Paths: Deva Path - Speed +10 - Banshō Ten'in | ( Spirit + ½ Intelligence vs Opponent's Spirit + ½ Strength: Success drags the targets toward the user. Dealing Spirit+30 Damage and removing 1 of their actions on the responding post. | Cost: 4000 Chakra. 2 post cooldown. ) The abilitiy to manipulate the force of attraction upon the battlefield. Allowing physical mater to be drawn towards the user through force of will and Chakra combined. - Shinra Tensei | ( Spirit + ½ Intelligence vs Opponent's Spirit + ½ Strength: Success pushes the targets away from the user. Dealing Spirit+30 Damage and removing 1 of their actions on the responding post. | Cost: 4000 Chakra. 2 post cooldown. ) The abilitiy to manipulate the force of repulsion on the battlefield. Allowing physical mater to be pushed awag from the user through force of will and Chakra combined. - Chibaku Tensei | ( Spirit + Intelligence vs Opponent's Spirit + ½ Strength. Success draws the opponent towards the Orb amidst everything else in the area. Dealing Spirit +60 Damage and removing 1 of their actions for the responding post and 2 posts afterwards. | Lasts for 3 posts. | Cost: 8000 Chakra. Requires 2 actions to use. 6 post cooldown after activation. ) The user creates a black sphere between their hands that they hurl into the sky. When the sphere is activated, it generates powerful attractive force, pulling everything in the vicinity to it until a large satellite is created. Those that reach the center of the sphere are crushed between the force and everything that was pulled with it. Asura Path - Strength +10 - Mechanized Form | ( +1 additional Made Up per 30k Chakra labeled [::~Machine~::] which can be used to create specialized functions for the Asura Path. ) A fully mechanized form made to be a true master of battle. Human Path - Resolve +10 - Steal Knowledge | ( On Hit: Spirit + ½ Resolve vs Target's Mental Defense: Extracts the knowledge and functionality of one active Jutsu/Buff/Ability and as long as the user meets the criteria, they may use it until the battle ends as well. | Cost: 1000 Chakra. Limited to one instance active. ) Through an understanding of the Soul, the user may extract a snippet of the targets knowledge in order to learn and even use the knowledge that they obtain upon tearing away at their targets soul. - Weaken Soul | ( Spirit + Resolve vs Opponent's Reaction + Mental Defense: On Success, the target's Mental Defense is lowered by 20. | Cost: 4000 Chakra per post. Only one instance per target. ) Through sheer chakra force, the user manipulates their chakra to rip away at their targets soul and weakening their defenses. Animal Path - Intelligence +10 - Summoning Art: Creature Creation | ( +1 additional Made Up per 30k Chakra labeled [::~Creature~::] which can be used to create special creatures for the Animal Path. | Creature Stats: ½ HP + 200. Users Stats for Stats. Which can be modified with the made up system. +1 Action specifically for the summons. Can only make one summon per madeup. | Cost: 4000 + Made Up costs, per post, per creature. ) The Animal Path focuses on summoning modified creatures for use in overwhelming the opponents. Preta Path - Defense +10 - Chakra Barrier | ( Defense + Spirit = Barrier Defense | Barrier defense protects against Ninjutsu Techniques and Pure Chakra techniques with Chakra less than its Defense x25. | ½ Drained chakra is given to the user. | 5000 Chakra per post active. ) The ultimate Defense against ninjutsu and Chakra based techniques, appearing to actually negate the chakra within ninjutsu and Chakra based techniques while being ultimately ineffective against physical attacks all together. - Drain Touch | ( Strength + ½ Chakra Barrier Defense x25 Chakra Drain added to Taijutsu techniques. | Cost: 1500 Chakra per post active. ) A simple touch can cause immediate Drain through the Path of Preta. Allowing for a quick weakening of Opponent's who attempt to gain advantage in close quarters combat. Naraka Path - Spirit +10 - King's Eyes | ( Perception +20 | Grants an additional view point that also possesses the Rinnegan Eyes. | Cost: 2000 Chakra per post active ) Through contact with the King of Hell, the follower of the Naraka Path can summon the eyes of the king to be used as a way to observe at a distance, or further add lines of sight mid combat. - Travel Through Hell | ( Speed + ½ Spirit | Uses to Actions to enter through the open mouth of the King of Hell and immediately exit somewhere else. | Cost: 2000 Chakra, has a two post cooldown after exiting the Portal Gate. | Gate can open anywhere within the living realm. ) By summoning the King of Hell, the user and their allies if chosen to allow them to, can enter and then exit almost anywhere they wish. - Hellish Repair | ( Spirit +50 HP and Mental HP healed. Any broken items, clothing, etc are immediately repaired. | Cost: 5000 Chakra. Can only be used once per battle, per target including self. ) By summoning the King of Hell, the King reaches out with black tendrils and drags the target into its mouth before spitting them back out minutes later. Healing and repairing anything that was broken on them instantly.
The Eye is "used" by placing it into one's own empty eye socket--most would-be users must pluck out their own eye to "free up" the space. The Eye magically grants itself into place and takes on the appearance of a shriveled eye, and glows with a foul crimson light. The Eye granted the user the ability to see through illusions, see in any darkness or through effects that may prevent sight, dominate the will of others, and can disintegrate their remains, and unhallow areas. Becomes stronger with the Hand of Vecna.
Negate Illusions: Mental Defense + ½ Spirit Enhanced Sight: When sight is hindered: Perception + ½ Spirit Dominate Will: Spirit + ½ Resolve vs Opponent's Mental Defense Disintegration Ray: Spirit + ( Chakra Spent x.03 ) Chakra Damage: If an Opponent dies, their body is immediately turned to ash. Unhallow Area: Spirit + ( Chakra Spent x.02 ) vs Opponent's Spirit + ( Buff's Chakra Cost x.02 ); Success Cancels and Prevents the active buff(s) of the opponent as long as cost is paid. One time use per battle. Eye-Hand Coordination: Add ½ Spirit to all instances of Spirit.
The Eye can radiate a powerful mystical light that allows the user to weaken a variety of evil mystical beings, such as demons, devils, undead beings, dark extra dimensional entities, and even sufficiently corrupt human practitioners of the Dark Arts. The user can use it to probe the minds of others, project a powerful mystical shield, and create portals to other dimensions. It has also been used to place beings into suspended animation but this causes great strain on the eye.
Mystic Light 3000 Chakra Cost | Spirit + ½ Intelligence vs Opponent's Defense: Opponent's Strength -½ Perception | If Opponent is Evil: Opponent's Strength and Speed - ½ Perception. Mental Probing 4000 Chakra Cost | Spirit + ½ Intelligence vs Opponent's Mental Defense: In Combat; Reaction +30 | Out of Combat; Able to read thoughts that are related to themselves. Mystical Shield 2500 Chakra Cost | Reaction +15, Spirit + ½ Intelligence added to the shield's Defense. | Shield is only capable of blocking in a single direction at once. Portal Creation 5000 Chakra Cost | Uses 2 Actions when in combat and has a cooldown of 5 posts. | Spirit + ½ Intelligence added to Speed when exiting or entering a created portal. | Can be used to travel anywhere one has been before. Apply Stasis 10,000 Chakra Cost + Perception - ½ Perception | Perception Debuff lasts for 5 posts, along side a 10 post cooldown. | Spirit + ½ Intelligence + ½ Perception vs Opponent's Reaction + ½ Strength: On Success; Opponent and everything within 10ft around them's speed becomes 0. Preventing both their movement and the movement of anything else that may come close to them for their immediate following post | When Stasis ends; all intended motion of anything around the target and the target returns. Anything suspended immediately falls to the ground. Twin Orbs When used alongside the Orb of Agamotto: All instances of Intelligence gain +½ Intelligence.
(( Owned By: Xzavior Smith [Luci]))
The False Eye
This is a fake eye that was created inside of hidden Gears, it was sealed away for being to powerful for most of their people. this eye looks like a normal eye, but it has a octagon instead of a circle for the iris. the eye must replace an eye that is no longer in the eye socket. this eye has many special tricks in it, it can see heat, chakra, and has night vision. a few other things it can do is concentrate heat into the pupil, it takes 1 post to concentrate the heat, but it can then be released on the next post as a heat ray, strong enough to cut through a 3 inches of Zink. the beam only lasts for 5 seconds, and when used it takes 5 posts to cool the eye down. the False Eye has limited use because it will break if overused at once. (( Owned By: ))
Eye of Insanity
This is an eye that has a look that could make a normal person go insane. This eye was formed by a god who had suppressed all of his insanity into his eye, and removed it. he then put it on the Earth for people to find and use. This eye can cast a genjutsu by getting someone to look into it for even a second. it can even cancel attempts to break free if the owner of the eye is stronger then the other person. (( Owned By: ))