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Posted: Mon Mar 25, 2013 9:43 pm
[Kiseru] The Kiseru clan is a small clan that resides in the fire country, their members usually taking professions in infiltration and ninjutsu. Using the elemental release Ippukuton, the members of the Kiseru are able to use the smoke from their bodies and use it to attack for them. The attacks are varied, and there presumably 'is no past' of the clan. [Abilities] • Highly Immune to Poisons • Can see through smoke
[Rules] • Smog is heavier than smoke, meaning a wind technique a rank higher needs to be used. • Wind disrupts smoke • The user suffers from an incurable sickness. They are constantly coughing up a storm.
[Techniques] • Smoke Body - Rank: Passive [No Cost] Those of the Kiseru clan are passively able to change their body into smoke. This can be done to single body parts, or full body parts. Weapons and attacks would go straight through their body, but the user has to be anticipating the attack. They could not suddenly burst into smoke if someone stabbed them in the face during their sleep. At the Chuunin Level, the user is able to turn into smog. When they do this they burst into a smog cloud, which if inhaled would cause anyone who inhaled it to cough harshly, eyes to water, and would most likely burn their throat.
• Smoke Clone - Rank: D After focusing the needed handsigns, the user will condense the smoke around them into a simple clone. This clone can come in handy however, as when struck, will disperse into smoke to confuse the opponent. The clone can also be detonated at the will of the user. When the smoke is inhaled, the inhaler will have trouble breathing and their eyes will water for a post.
• Smoke Bomb - Rank: D After performing the needed handsigns, the user will fire several blobs of solid smoke out of their mouths. Upon detonation, which is decided by the will of the user, the blobs will explode to create a smoke-bomb like effect. When inhaled, the victim will suffer the effects of inhaling smoke.
• Gas Cloud - Rank: C The user will expel smoke from all over their body and shoot it out all around them. This is one of the signature techniques that most people recognize the Kiseru for. Within this cloud they are bad a**. Because they are able to change their body into smoke they are able to freely mix with it and reform somewhere else.
• Combustion - Rank: C The user will be able to cause all of their smoke creations that may still be lingering to explode with the force of exploding tags according to their rank.
• Fuming Dragon - Rank: B By condensing the smoke around them, the user can create a smog dragon. The dragon is capable of smothering people with the smog if inhaled, which would burn a person's lungs. The dragon is able to breathe out smoke and shoot Endans.
• Burning Kiss - Rank: B The use must be close enough to breath into the mouth of their target, earning it the name of Burning Kiss. The smoke will go straight down into the body of the target, burning all the way straight to the lungs.
• Black Cloud Rain - Rank: A For two posts the user must gather smog in their lungs, unable to divert their chakra into anything else unless they wish to cancel the technique. On the third post they release the smoke into the air by way of a giant cinder-felled ash ball. The ash ball will spread out and begin to rain down these balls from the sky. For 5 posts, everyone other than the user will need to be wary of 3 foot ash balls from crashing down and exploding into smog.
• Judgment of Hell - Rank: A The user focuses chakra from their cigarette into their lungs, and fires several large bundles of cinders and black smoke at the target. This jutsu is very similar to Endan no Jutsu (Smoke Bomb Technique), where the act it is performed. However, these detonate whenever they hit the ground, and explode in a fiery explosion of cinders and black smoke. The explosions cover a 5m radius, the blackened smoke burns the lungs, stings the eyes, and covers the air ways to the victim will the cinder-explosions burn the enemy.
• Reformation - Rank: A This jutsu can only be used after the user loses a limb. Using their smoke they can actually reform the limb or other part (eye, ear, nothing fatal) to how it was before, however this can only be used on recently lost parts and not those that have already healed over. So if you lost an arm a year before learning this jutsu, your out of luck.
• Enrenra - Rank: S Enenra are monsters formed of smoke. This jutsu creates a large single creature from smoke around the user in the same way Susanoo works for the Uchiha. But unlike Susanoo, Enenra only has the one form (a large humaniod body from the waist up) and will only last for the same length as the users smoke form. (5 posts) During this time however Enenra can be used as an extension of the user, be it for blocking or attacking. The Enenra is able to spread smog all over the area and create endans as well.
[Bloodline Members] • Clan Head [] • [] • [] • [] • [] Property of W.H.Y.
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Posted: Mon Mar 25, 2013 9:47 pm
[Kaguya] The Kaguya clan is a now extinct clan, known to have been very barbaric. Select few, namely Kimimaro, possessed the kekkei genkai Shikotsumyaku; this ability was so powerful that even the war-loving Kaguya clan feared it. With the exception of Kimimaro, the clan was killed off when attacking Kirigakure in a failed attempt to show off their ferocity. The clan was very savage and had no tactics when going to battle, and refused to back down even when surrounded and completely outmatched, preferring to fight to the death for fun. Kimimaro would for years live as the last member of the Kaguya clan, but eventually died of a terminal disease.
Apparently, the members who possess the Shikotsumyaku abilities have a different body structure than others, as when Kimimaro was fatally ill, Kabuto Yakushi claimed there had been too little information on his body to give any medical treatment. [Abilities] • Melee Combat Passive [1/2 Rank Better]
[Rules] • Toughness of the bones scales up with rank, as does a passive bonus to toughness. [Breaks limits]
Genin: Steel [1/2 Rank toughness] Chuunin: Titanium [1 Rank] Special Jounin: Quarts [2 Ranks] Jounin: Topaz [2 1/2 Ranks] Sannin: Corrundum [3 Ranks] Kage: Diamond [Bones are nearly indestructible, and your skin is as hard as steel.]
[Techniques] • Ten Finger Drilling Bullets - Rank: D Teshi Sendan is a Taijutsu technique utilized by the Kaguya clan. Using their bloodline abilities unique Shikotsu Myaku (Corpse Bone Pathways) ability, user will use his fingers to fire his distal finger bones as bullets. As the bones fly through the air, they will rotate and drill into their target once they make contact.
• Dance of the Willows - Rank: C Yanagi no Mai is a form of Taijutsu developed by the clan to take advantage of their bloodline ability. It is the first of five dance forms. Using their ability to manipulate his bone structure, clan members will grow and extend a forearm bone through the palm of their hands to form a stabbing instrument. Using fluid and precise movements, they will then impale their opponents.
• Dance of the Camellia - Rank: C Tsubaki no Mai is a form of Taijutsu developed by the Kaguya clan to take advantage of their bloodline ability. It is the second of five dance forms. The clan member will remove a long bone in the form of a sword from his/her shoulder. Because of the bloodline, the density of the bone can be increased many times so that it is even as hard as steel depending on the level of the user. Using fluid and precise movements, the user will then cut through any opponent within striking distance.
• Dance of the Larch - Rank: B Karamatsu no Mai is a form of Taijutsu developed by the Kaguya clan. It is the third of five dance forms. The user will begin to extend multiple bones from his body, even from his/her rib cage, radius, and ulna. Because they are hard as steel, these bones can act as a strong defensive mechanism against incoming strikes. Due to this they will also serve as an offensive attack to allow Kaguya clan members to move with little effort to impale their opponent.
• Dance of the Clematis - Rank: ATessenka no Mai is a form of Taijutsu developed by Kimimaro to take advantage of his cursed seal and bloodline ability. It is the fourth of five dance forms. He performs it after activating his level two cursed seal form. There are two variations to it: - Tessenka no Mai • Hana - Dance of the Clematis • Flower- Using this dance will also form a large flowering bone spear which he can also use to pierce any shield his opponent raises. The spear is said to be nearly indestructible by the time that the user reaches the final stage. - Tessenka no Mai • Tsuru - Dance of the Clematis • Vine- The Kaguya member will remove his/her spinal column from his/her back to create a flexible bone vine. Because the vine is flexible, it can wrap itself around an opponent to rip them to pieces.
• Dance of Young Ferns - Rank: S Sawarabi no Mai is the fifth of five dance forms. The user quickly grows a multitude of tall spikes from his body to create a large forest of bone. While in this form the user can merge into the bone trees to attack his target from whichever spike he/she wants. [Bloodline Members] • Clan Head [Elizabeth VI Brittania] The Prophet Wei • [Atsuma Shihoin] malavaes • [] • [] • [] Property of W.H.Y. Information taken from VR.
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Posted: Wed Mar 27, 2013 12:04 am
[Sacrificial Sensor] The Sacrificial Sensor is not a bloodline that stems from a specific Clan. This ability seems to have cropped up across the ninja world and seemingly at random. All who inherit it go on to lead lives as excellent support based shinobi and kunoichi. They all have extreme chakra control, making them inherently adept at medical techniques as well as genjutsu and ninjutsu. Each of them also has the passive ability to use their chakra to heal others when it is taken into their body. This is done through physical biting and application of chakra. The Sacrificial Sensors each all have the special ability to see chakra signatures and recognize them, but over the years this has developed into the ability to send out radar pulses that not only detect enemies but cause minor damage to them as well. [Abilities] • 25% Chakra reduction to chakra based techniques • Ability to sense chakra, no matter how away in the thread they are through use of low level techniques. • Can suppress own chakra to become 'invisible' to other sensors. • Can recognize similar chakra types, such as bloodline demon and even clan specific things. •Can Always learn Defensive Medical Techniques.
[Rules] • Cannot use passive healing on self.
[Techniques] • Chakra Suppression - Rank: Passive [No Cost] This ability allows the user to suppress their chakra to the point that it is completely undetectable. This makes it impossible for sensor-type shinobi to track them via chakra. The downside of this ability is that since the user suppresses their chakra they are unable to use sense other targets.
• Radar Activation - Rank: E Once activated, a Sensor gains the ability to sense others in the thread with precise efficiency over the entire battlefield. This shows ever unique signature and allows the use of other techniques in the bloodline. Costs one CP per post active.
• Pulse - D This ability spreads a pulse of chakra through an area which can reveal even things that are suppressed or hidden. This pulse has the added effect of causing minor, temporary nerve damage, reducing the physical stats of enemy chakra signatures by half a rank for half a post.
• Disable - C This pulse of chakra flies out similarly to Pulse, but instead of revealing chakra it has the ability to conflict with and disable chakra based entities in an area, including any techniques not connected to someone (like chakra armors and stuff) up to one rank above it. This DOES include genjutsu, but has a 5 post long cooldown. This will even stop allied techniques.
• Great Pulse - B This ability upgrades pulse, revealing any chakra based signatures and locking onto them for the duration of the fight. This pulse also lowers the physical stats of enemies by half a rank for a whole post and then causes a painful shock to the nervous system of any enemy chakra network hit by it.
• Negate - B Has all the same effects as disable, but now effects a rank higher, and has the same cooldown.
• Sonar Pulse - A This pulse does more than just reveal chaka. Anyone hit by this wave, which travels across the ground at high speeds and is five feet high, feels as if they are hit by an actual sonar from a large ship. This leaves a foe shellshocked and disoriented, reducing stats by a full posts for two posts. This ability has a post cooldown, but if the effects are reapplied they are multiplied, giving a minus two for another two posts, and then doing serious harm to their body equivalent to being too close to an explosion. A third reapplication reduces stats by three for a post and causes enemies to bleed from their every orifice as internal damage is done. A fourth reapplication and all but the hardiest of enemies will be unable to go on fighting. This ability doesn't discriminate between friend and foe. Because of logistical reasons, this pulse travels through out an entire lake or pond until it hits the seabed.
• Heal Bite - Rank: D-S The user can heal other's wounds by having them bite into their skin and suck out their chakra. In addition to rapidly depleting their chakra reserves, the user is left with a permanent bite mark every time they uses it. Due to this depletion of chakra, it is dangerous for them to use this ability more than once a day. The amount of chakra put in does a certain amount of healing. Limbs may not be regenerated. As a side effect of sucking chakra the target gains half the chakra spent on healing. [Bloodline Members] • Clan Head [] • [] • [] • [] • [] Property of W.H.Y. Information taken from Leafninja/Narutowikia.
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Posted: Wed Mar 27, 2013 11:33 am
[Sorikata] The exact emergence of this bloodline is unknown, but there are myths and tales about their origins. The members are said to be indigenous, but they are not all in one village, or even know where they are really from. They only know of their powers. The members of this clan are known as shapeshifters. They have the ability to reform their body, into most creatures of the world. [Abilities] • 20% Chakra reduction for Bloodline techniques • Ability to shift into animals.
[Rules] • Lightning disrupts shifts. • All shifts must be listed in the user's profile. • There are limits to how many animals can be learned and shifted into per rank. The listings are below.
Genin- 5 Shifts Chunin- 7 Shifts Jounin- 10 Shifts S-Rank: 18 Shifts
• There are also size limits to determine how much chakra the shift will cost. The listings are below.
1-5 ft: C-Rank 6-8 ft: B-Rank 9-12 ft: A-Rank 13+ ft: S-Rank
• To gain an animal the user must make an in depth post learning everything about said animal. This means traits, limits, strengths, body shapes, etc.
[Techniques] • Partial Shift - Rank: D-S The user now has the ability to take a certain trait from any creature it knows, and utilize it. The user doesn't have to turn completely into the creature. They do not take on every single trait, only the specific one of which they are shifting to.
• Full Shift - Rank: D-S The user can fully shift into any animal they have fully studied. They gain all the traits of the animal such as strength, agility, heightened senses, etc.
• Combine Shift - Rank: C-S The user is able to pull traits from more than one animal and mash them together. They are only able to mix two different animals together at a time. [Bloodline Members] • Clan Head [] • [] • [] • [] • [] Property of W.H.Y.
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Posted: Wed Mar 27, 2013 4:08 pm
[Mayu]
The Mayu clan produce offspring with extremely advanced mind abilities. They excel in telekinetic abilities to such an extent that they are able to even conjure shapes, items, and barriers with their brain. They are masterful at manipulating their chakra and have tuned their abilities to not require any hand seals. Instead all of the Mayu abilities are done with gestures relative to each technique. The Mayu members are able to thrust, pull, twist, turn, create barriers, levitate, and even conjure. Because of their extreme chakra control they are able to pick up on the slightest hints of alterations to their chakra. They are very resistant to genjutsu because of this. Due to the intense brain power the Mayu members have always been unable to speak. Instead they use telepathy to communicate with others who will allow them to. Only at higher levels are they able to force their voice into other people's brain.
[Abilities] • Ability to use all bloodline techniques without hand seals. • 1 rank to Genjutsu resistance at final stage • Perception Passive 1 1/2 ranks at final stage
[Rules] • All techniques must be used by the appropriate gesture. When you gesture with a hand for a telekinetic move, you cannot do so with the same hand the following post. • Lightning techniques disrupt your mental abilities, leaving you unable to use them for 2 posts. • The user can only control the directional movement of a person, not the actions of their body [You can move them like chess pieces, but not force them to stab themselves with a kunai]. The user can control objects not held by the opponent's hands in any way desired. Objects in the hand of the opponent can be pushed, but not directed to maim the opponent. [With an advanced enough manipulation technique, you can deflect a blow from a blade.]
[Stage One: Knowledge] People of this rank have only a basic understanding of what their minds can do. Manipulation of potential power is minimal at this level.
[Abilities] • +1/2 Perception • +1/2 Genjutsu Resistance
[Techniques] • Basic Telepathy - Rank: N/A The user is able to communicate with a person with his/her mind. The user can use this to talk, and to 'scream' at opponents to distract them. The user can hear the thoughts of a person that opens their mind to the user. The user can sense the minds of anyone within range of this technique and get a general feel of what their emotions are. If someone knows you are listening in on their thoughts, they can choose to block you out. At that point neither of you can hear each others thoughts while the block is up. Mayu at genin level do not have the ability to override this block.
• Self Levitation - Rank: N/A The user can levitate naturally by creating a repelling telekinetic force beneath them and any surface. The max height a person can levitate at is 5 feet. Because of how the force works, if a Mayu member was to be traveling at terminal velocity while falling this technique would not save them. It would be the same as smashing into the floor because you are repelling yourself against it.
• Light Telekinetic Push - Rank: E The user is able perform a light push against an object. This can be used to slightly alter the path of a blade, to stop an incoming kunai, and to make a kunai fly at the opponent faster. The user is able to affect objects within 20 feet of them.
• Light Telekinetic Pull - Rank: E The user can use this technique to pull light objects such as projectiles, swords, or scrolls toward them. They are able to affect objects within 20 feet of them.
• Light Telekinetic Shield - Rank: C The user is able to immediately throw up a spherical telekinetic shied around his or herself. This shield is able to block attacks C-rank and below. It is transparent but it shimmers with the user's chakra color. Projectiles that hit the shield ricochet back at the launcher.
• Telekinetic Enhancement - Rank: D The user is able to make his/her blows deal more damage by adding force with the mind. This is active for a single hit and makes the hit 1/2 a rank stronger.
• Repel I - Rank: D They create a repelling source all around the enemy which reduces their speed by 1/2 a rank. This lasts for 1 post.
• Disassemble - Rank: D-S This technique requires the Mayu to shoot out a blast of chakra equal to any rank of the jutsu they wish to counter. Once the jutsu gets within 15 feet of the user it dismantles and dissipates into raw energy.
• Singularity - Rank: B The Mayu creates and launches a dark sphere of energy which then creates a mass effect field. The field creates a warp in the space around it, creating a gravity well akin to a black hole. Enemies are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. This technique lasts for three posts once the dark sphere is launched and if the enemy is caught, they are held for three more posts.
• Reave - Rank: A The technique employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing. Medics will have a difficult time healing wounds that have been inflicted after the use of this technique. By the end of the battle situation, the wounds will be able to be healed as if normal. Medics of S-rank or higher will be able to heals the wounds like normal, but A-rank and lower will have high difficulty in doing so.
• Stasis - Rank: Level of shinobi targeted Stasis causes an enemy to be temporarily locked in a telekinetic field, freezing the target in place and making them unable to attack. Enemies in Stasis also become impervious to damage. This technique is mainly for apprehension purposes but if placed in a situation where they cannot defend themselves when the field drops, Stasis can become a dangerous technique.
[Stage Two: Comprehension] The user has tapped into the power of his mind, and can do much more that a lowly genin.
[Abilities] • +1/2 Perception
[Techniques] • Average Telepathy - Rank: N/A The user is able to do everything Basic Telepathy can, and more. The user can also project a light 'static' into the target's mind. This kind of white noise makes thinking more difficult by agitating the target, but this is not as effective as shouting. However, it allows the user to think without focusing on shouting. You can form up to as many mental links as there are minds within range. At this level the user is able to break through mind barriers and force their voice to be heard in the minds of others, but they cannot search through the thoughts of the enemy, only what is present at the forefront of their mind.
• Average Telekinetic Manipulation - Rank: C This technique allows the user to control the movements of an object to an extent. The user can easily deflect the path of projectiles as well as force them to fly back toward the enemy. This also allows the user to pull weapon's out of weapon holsters and pouches but if an enemy is holding onto the targeted object they will be strong enough to resist the pull. This technique is like "Force Push" or "Force Pull", but it allows the user to manipulate an object into any direction.
• Average Telekinetic Shield - Rank: B This technique is the same as the light telekinetic shield, but with some differences. This move can stop any number of techniques rank C and lower, as well as 1 B rank move. This technique will also send projectiles back at the opponent at the same speed they were thrown, as well as cause lightning jutsu to bounce back toward the opponent that are D-rank and lower. This technique has the same rules as Light Telekinetic Shield.
• Powerful Mind Enhancement - Rank: C At this level the user is able to use their telekinetic abilities to not only increase the strength of their blows but also the length of them. The user can punch the air in front of him, and the target will feel the force of the blow at 5 feet or less away. However, the opponent will not suffer cuts from a weapon that is in the user's hand if the target receives the blow through a medium. This technique shows its most promise under water, where fighting a water user is difficult due to the density of water compared to the air.
• Repel II - Rank: D They create a repelling source all around the enemy which reduces their speed by 1 a rank. This lasts for 2 post.
[Stage Three: Application] The user is fully comfortable and adept at using the mind to manipulate objects, which shows in the increased potency of the attacks of the user. Also, the user in now able to perform other kinds of attacks besides telekinesis and telepathy. These attacks use mental energy in its raw form, and as such they unleash much more damage than telekinesis alone.
[Abilities] • +1/2 Perception
[Techniques] • Advanced Telepahty - Rank: N/A The user has virtually mastered communication with the mind, and the user can now do much more than talk through telepathy. The user can also send images or "video feeds" to other people, so long as the user is actually experiencing the images sent. The user can also operate as a "conference call" to allow all members of a squad to talk to each other through a telepathic feed the user creates. Other people in the network, however, can only talk. Only the user can send visual and sensual information. The user is also able to hear all the thoughts of anyone within range, even enemies. Nobody except members of this bloodline can stop the user from hearing all their thoughts. When this is activated, it will take time for the user to realize that when conversing with someone, they may not mean everything that comes to mind, and that they are not necessarily lying when they don't say what they think.
• Powerful Push - Rank: B The user will create a barrier around then and rapidly extend it outward. It has the ability to push away anything its rank up to 10 feet. It does not send anything flying away, merely acts as if there is a wall between the user and the target.
• Expert Manipulation - Rank: B The user is able to manipulate car sized objects now. Their movements are so deft that they would be able to remove all the tools from a ninja' s person.
• Repel III - Rank: B They create a repelling source all around the enemy which reduces their speed by 1 1/2 a rank. This lasts for 3 post.
• Suspend - Rank: A This maneuever involves the Mayu using their telekinetic abilities to lift and toss someone away from them with a gesture, similar to a wind blast or shinra tensei. The opponent must be within 25 feet of the user. The Mayu must have an unobstructed view of their target in order to throw them. When they throw them it is done with the force of an Arank technique of any element that does the same thing. They can choose to suspend their target, but in order to do so they must hold their arm out. While suspended, the user cannot control the movements of their target, instead only hold them in the air or throw them.
• Solid Shield - Rank: A The user creates a telekinetic barrier around them that is capable of stopping A-rank attacks. All the rules of the other shield techniques apply to this one as well.
• Multiple Psychic Manifestations - Rank: B Rank: C [Requires Aiming at the target] The user is able to focus his mental energy and chakra together to form 8 balls of psychic energy. These balls are launched from the hands of the user with telekinesis and are controlled with their minds. Once the balls come into contact with something they explode with the concussive force of an explosive tag. These balls move at high speeds, similar to a thrown projectile.
[Stage Four: Evaluation] The user is a master of using the mind in his attacks and in all aspects of his life. The user can best anyone at any test of intellect, and can do almost anything he puts his mind to. The attacks by the user are devastating, however such moves can be very costly.telekinesis alone.
[Abilities] • +1/2 Rank to Genjutsu Resistance
[Techniques] • Master Telepathy - Rank: N/A The user has mastered the art of communication through brain power. They have all the abilities as before, such as connecting minds together and sharing sensory data. If they focus on their actions they can share sensory data to all of the minds they are connected with as if they are a hive mind. Breaking into brains now is very simple for someone at this level. They can force their thoughts and feelings onto someone as well as sensory data, and even create a static so loud it makes it very hard to focus on anything else. Of course the user has to be focusing on the target for this.
• Master Manipulation - Rank: A At this level the user is able to manipulate objects as big as houses. They can even apply telekinetic forces against a person to create pressure against them. As long as they using a proper gesture they would be able to keep a person from lifting their arm for example.
• Repel IV - Rank: A They create a repelling source all around the enemy which reduces their speed by 2 ranks. This lasts for 4 posts.
• Psyprotect - Rank: S A forcefied created by your psychic energy. This ability can defend against techniques up to S rank, and will only break from techniques higher than that. It also cannot take more than one S rank hit before it breaks. The radius of this force field is up to twenty feet around you, though you can move it by using both hands and gesturing a "push" forward.
• Psywave - Rank: S This technique is the most destructive and powerful force a Mayu can use. They must not use any other Mayu abilities for two posts. On the second they charge up a mass amount of chakra and release it all at once. The chakra is shot out in a completely raw form, causing third degree chakra burns and being powerful enough to knock anything its rank away. This technique extends for 50 meters and will push through buildings, trees, etc.
[Bloodline Members] • Clan Head [Saiyuri Mayu] • [Xanatos Shouten] Had0u • [Eirlys Kurama Mayu] Jellisha • [Magnus Vain Mayu] Kunesume2 • [Jean Gay] A stray sheep.
Property of Deil Grist. Altered to fit WHY by A faint smile.
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Posted: Wed Mar 27, 2013 4:43 pm
[Yume]
 The Yume Clan was said to have long disappeared. Now, they are as rare as the Konaga clansmen. At their high point, they were the masters of interrogation, and genjutsu. The power of the human brain is never at its max capacity, rather only a small portion of it is used. The Yume clan found a way to increase the power, through dreams. They have learned to control dreams in such a way as to enter another person's dream, and extract information from them. Not only that, they have excelled in genjutsu via tapping into the full powers of the brain. Most clansmen are remembered by their cold and calculated behaviors, due to their increased intelligence and knack to think extremely logically.
Their true powers are shown when they enter what is called 'Dream Mode', a state where the user is asleep. The user has a 1 time chance to catch their opponent in the Dream Mode genjutsu, if not they are susceptible to any damage someone can inflict upon them for sometime {1 Post}. If the opponent is captured in their Dream Mode, via watching the user perform the Dream Mode hand seal sequence, they are put into a world of genjutsu. In this world, the opponent can still function normally, but the user has the upper hand, as their genjutsu are stronger. It is much easier to get into the mind of the opponent when you can play on their fears, and when you're attacks are stronger. [Abilities] • Genjutsu Passive [1/2 Rank] • Dream Points can be used for bloodline abilities.
[Rules] • Physical bodies are weaker half a rank (-1/2 Rank to Speed and Strength Passives) • 50 Dream Points. Chakra costs are exactly what they would be according to ranks and reductions given to the user.
[Techniques] • Dream Mode - Rank: D Upon completion of the handseals, the user will fall asleep, opening up the brain's power completely. This makes the genjutsu of the user rise by 1 Rank, replacing the passive of 1/2 a rank from this bloodline. If the opponent happens to see the seals, then the genjutsu is cast, and they are in the User's 'Dream'. Within the dream, many things can happen, which the user controls. Normal physics apply to the dream world but the caster is able to manipulate a lot of the factors. All damage that happens in the Dream Mode also happens to the real physical bodies of each RPC. The Dream Mode cannot be released until the caster is either knocked unconscious within the dream or runs out of dream points. While they may control a lot within their Dream Mode they are not omnipotent. As they grow in rank, the things they can do also increase. Dream Mode is not necessary for all the techniques, but makes them much more potent!
• False Victory - Rank: D - Activation: User pretends to trip. the User can alter the visions to give the Victim a false sense of Victory. They will see themselves defeating the user, which leaves the user with an open chance of attack.
• False Sanctuary - Rank: D - Activation: Ability to hear a specific bird call. This is generally used after Victory. The victim will see visions of their loved ones and friends around them, inviting them to come and relax. This lulls the victim into a sense of security, again, leaving them susceptible to attacks.
• Lullaby - Rank: C - Activation: Must be able to hear the tune. The Lullaby technique is generally used after the Comfort Zone technique. A quiet tune, gentle and sweet will begin to be played, and in it is laced chakra. The tune will play for 4 posts, and on the 4th post, the victim will fall asleep for 5 post. This is not to be used in a battle.
• Dream Invasion - Rank: C This technique can only be used when the victim as fallen asleep. Within the Opponents mind, techniques are 2 Ranks Stronger. As well, this is a sincerely potent way to extract information from the victim with the next technique.
• False Conscience - Rank: C Once the user has gotten into the dreams of the victim, they will project themselves as the victim's own conscience. This will allow them to question the victim, without being seen as something intruding. Only the truly paranoid would suspect their own conscience to betray them.
• Inception - Rank: B This technique can only be used after the user is posing as the Victims Conscience. The user will speak of a mission, such as Capture someone, Attempt to Kill something or Steal something. After 3 posts of successful planting, the victim will finally get it in their head, only if the user gives no reason for them to suspect them. The victim will have the idea to capture, kill, or steal, or whatever it was the user planted, and will attempt to carry it out to the best of their abilities.
• Dream Mode: Build - Rank: C Within the Dream Mode the user is able to create various structures with a mere flick of their hand. They would be able to create a wall to take cover behind, a forest to hide in, or a river to use techniques with.
• Dream Mode: Paradox - Rank: B Within the Dream mode the user is able to create paradoxes in which to trap their opponent in. These can be never ending staircases, ever revolving doors, an ever changing labyrinth and other things. The paradox can be released.
• Hell's Cold Embrace - Rank: A Sight: If the user chooses to attack the Sight sense, the victim will see their worst nightmares come to pass. Smell: If the user chooses to attack the Smell sense, the victim will smell the smell of their own death, decay, themselves burning, etc Hearing: If the user chooses to attack the Hearing sense, the victim will hear the sounds of their own death, such as themselves screaming in pain, or their loved ones and friends. Explosions will sound, etc Touch: If the user chooses to attack the Touch sense, the victim will feel themselves dying, such as being stabbed to death, burned, drowned, etc Taste: If the user chooses to attack the Taste sense, the victim will taste their own blood filling their mouth, as if it is suffocating them. [Bloodline Members] • Clan Head [] • [] • [] • [] • [] Property of W.H.Y.
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Posted: Sun Apr 07, 2013 6:44 pm
[Earth Grudge Fear] The Earth Grudge Fear is a technique that is kept so secret within a clan only a few members are actually produced. The ones who are chosen have their body modified so that they no longer have a normal human physiology. Instead of bones and major organs they instead have a mass amount of tendrils. These tendrils hold their body together and are able to manipulate it in such a way as to give them a very diverse fighting method. [Abilities] • Ability to manipulate body with little chakra cost. • Ability to gain extra hearts, as well as move them. •Huge chakra pool. (10% bonus chakra)
[Rules] • Hearts must be gained through actual RP. • Five Hearts Total. • Starts with elements dictated by class. • The user can choose to take any element or elemental combination from rpc's after stealing their hearts, but can only choose one of them. • Each Heart gained gives a bonus 8% chakra. [Techniques] • Earth Grudge Fear - Rank: The user is able to manipulate the tendrils within their body to do a certain action, though only one at a time. They can launch out their limbs and a number of other things, or use their tendrils as extended limbs for D rank chakra. In addition to this, the user can release all but one of their hearts into fully active beings made of tendrils that are only vulnerable at the masks. These beings can spawn from anywhere on the user and take ten percent of the users remaining chakra when they are created. They can only use techniques of their elements that the user has trained. If a mask is destroyed the heart and mass of tendrills are also destroyed, but it takes at least A rank damage to break them, and they take one rank less damage from their elemental strength, but one rank more from their weakness. The form they take are dictated by the user. Finally an egf can use the masks sewn on their body to merge and make multi-headed creatures as demonstrated by Kakuzu.
• Heart Steal - Rank: E [Passive] If the user kills a person they are able to steal their heart and sew it onto their own body, generally the back. They cover it with a mask matching an element of the person whose heart they stole. They are able to perform [8] techniques of that element that the user knew. The user is able to hold up to five hearts, including their own heart. All hearts must be destroyed in order for the user to actually die.
Earth Release: Earth Spear Jutsu - Rank: B With a single handseal and the earth element acquired, the user can harden any part of his body, or his entire body for A rank chakra, to the point where it takes an attack of at least A rank to penetrate it, and also makes the users strikes deal much higher damage. Sadly, the user can't use tendrills while hardened.
Fire Release: Searing Migraine - Rank: B With the fire element acquired, the user fires a small fire ball (about the size of a basket ball) at a enemy that violently explodes into a wildfire that travels outward from the ground, creating a hazardous wildfire that travels along the ground, making it difficult to evade.
Wind Release: Pressure Wave - Rank: B With the wind element acquired, the user will form the ram seal and a strong gust of wind is released towards a location that explodes similarly to the Searing Migraine attack. The resuling expanding blast can rip trees out of the ground and send people flying away. It's essentially a small but indiscriminate hurricane.
Lightning Release: False Darkness - Rank: B With lightning acquired and a single seal the user gathers lightning chakra and fires it off in the form of a single lightning blast which can impale even rocks, giving it high killing potential. Coupled with the speed of the technique, this damage is very hard to avoid, though it has been countered by the Lightning Cutter attack.
Water Release: Water Wall - Rank: B With water element acquired, a huge wall of water can be sprayed from the mouth or mask to defend against attacks of up to B rank, and push enemies back. [Bloodline Members] • Clan Head [] • [] • [] • [] • [] Property of W.H.Y. Information taken from narutpedia/leafninja.
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Posted: Thu Apr 11, 2013 8:49 pm
[Hakkō] The Plasma Release is the Kekkei Tōta of the Hakkō Clan that resides within Iwagakure. The Plasma Release nature is a Kekkei Tōta, an advanced form of the Kekkei Genkai. It is created by combining the Fire Release, Lightning Release, and, Wind Release elemental natures. Techniques of the Plasma Release manifest themselves in the form of immense electrical attacks capable of leaving behind storms of ash or in the form of superheated fires with enough power to match any fire based technique. Flames created through the Plasma Release tend to be white or green in colouration, while electricity appears to have a purple shade to it. [Abilities] • Plasma Release techniques, a technical fourth element.
[Rules] • The user must be a Ninjutsuist who is using the Multi-Element path. • The User must have fire, lightning, and wind as their elements.
[Techniques] • Superheated Coating - Rank: C The user spews out a coating of plasma onto a weapon/item of their choosing. The plasma gives the item the added power of burning and melting through whatever it makes contact with.
• Energy Grenade - Rank: B The user forms a ball of lightning in their palm. Unlike the Chidori technique which visibly sparks out constantly, the Energy Grenade rests in a stable-appearing orb state. The technique is also ranged rather than melee. Once thrown the orb will explode into a large blast of plasma once it makes contact with something or hits a range of 100 meters. The explosive leaves behind a large cloud of sulfuric ash which can be ignited by another Plasma Release or Fire Release technique.
• Plasma Hellstorm - Rank: A A powerful Jutsu capable of attacking at all ranges, the user fires a single blast of Plasma into the air which sits in a stationary position. The user raises their left index finger firing a beam of Plasma Chakra through the centre of the blast. The blast quickly separates into hundreds of Senbon-sized needles. Directed by the user's hands the needles can be fired in any direction and can travel a range up to fifty metres. Alone, each needle is capable of burning through most materials, in a storm the needles are practically unstoppable. Though the Chakra requirements are extremely demanding.
• Seventy Three Years: Celestial Body Construction - Rank: A This technique is done by the user backing enough plasma into a ball that is held in their hands. It resembles a very small white dwarf star, surrounded by shoots of flames, streams of wind, and bolts of lightning. This ball is to be thrust at enemies much like a Chidori or a Rasengan. Rather than the other two effects the ball, when made to physically touch something, violently explodes. This will leave the enemy scorched badly where it touched as well as blow them backward with extreme blunt force.
• Seventy Three Years: Celestial Body Destruction - Rank: A A technique that can only be used in conjunction with its brother jutsu Celestial Body Construction. If the user chooses to instead wait and hold onto the ball they can toss it out and have it explode after it charges for a single post. When it explodes it is very similar to a supernova, and has more than one wave. The first wave is the initial blast of heat and wind, strong enough to destroy nearby structures and push back large beings. The second wave is the blunt force and dense plasma, capable of badly scorching a target and sending them flying backward.
• Infinite Inferno - Rank: S The clan member uses their hand to charge and direct a mass amount of plasma from the sky. They are able to move their hand to aim the plasma, which burns for as long as the user has the chakra to support. This plasma is fast moving and incredibly volatile, similar to a very strong acid. It even as the ability to melt a Rashoumon gate summoning.
• Blazing Sky - Rank: S For two posts the user creates a small, densely packed ball of plasma. While they are creating this ball they cannot perform other techniques, else they have to start over. On the second post the user tosses this ball into the sky, where it disappears until the next post. For three posts the ball falls slowly to the ground, giving off a faint glow. Once the ball touches the ground it explodes very violently. Plasma is shot in all directions and easily dissolves almost anything it touches. This technique is so volatile it can easily destroy a thread. [Bloodline Members] • Clan Head [Petra Fuyumine] Had0u • [] • [] • [] • [] Property of W.H.Y. Idea taken from Narutofanon.
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Posted: Thu May 23, 2013 10:11 am
[Moretsuna]
There have been bloodlines who's powers are unlocked through emotions, and styles that pertain to being angry to get strong. The Moretsuna are a people who have unlocked the secret to tapping into their emotions and unlocking passive abilities, turning them into actives for little chakra cost. These people have used this to adapt to various situations, making them very versatile fighters. Depending on the emotion they tap into a different effect is given for a certain amount of time. The Moretsuna throughout time have been recruited as mercenaries for special jobs because they can handle just about any situation. There is a secret kept hidden within the Bloodline, one of incredible power. Generally the Moretsuna is only able to tap into one emotion at a time. In this secret art they can mix two together and use both abilities, of course for a raised drawback. There is a final form as well, one where all abilities are tapped at once. It also bears the greatest drawback.
[Abilities] • Limit breakers left and right • Emotional Control Swapping and shizz
[Rules] • The Drawbacks and Cooldowns must be abided by. They cannot be reset, ignored, or reduced.
[Stage One: One Emotion, One Power] At this stage the user is generally stoic and devoid of emotions. They are constantly practicing keeping a handle on their emotions. If at any point they loose control they will unleash a devastating attack; on themselves. The only time they truly show emotion is when they have chosen one to portray. They are only able to tap into one emotion at a time.
[Abilities] • 5 limit breakers.
[Rules] • Each emotion has a two post cool down. • Switching between emotions takes 10 Chakra points, no reductions. • Each emotion has a minor and major drawback. Each emotion can be active for 5 posts without hitting the major drawback. For an additional 5 chakra they can extend the emotion's effect for 5 more posts, but will suffer the major drawback when the posts are up. • These limit breakers cannot be used with any other limit breaker at the same time.
[Techniques] • Anger - Rank: B When tapping into Anger, the user's Strength is limit broken by 1 rank. Minor Drawback: While using Anger the user's perception is reduced by 1/2 a rank. Major Drawback: After using Anger the user's perception is reduced by 1 rank for 5 posts. They experience a powerful migraine, inhibiting proper thoughts.
• Fear - Rank: B When tapping into Fear, the user's Speed is limit broken by 1 rank. Minor Drawback: While using Fear the user's strength is reduced by 1/2 a rank. Major Drawback: After using Fear the user's strength is reduced by 1 rank for 5 posts. They experience a powerful disbelief in their own strength, essentially reducing them to a lily-livered, yellow bellied, sack of weenies.
• Worry - Rank:B When tapping into Worry, the user's Perception is limit broken by 1 rank. Minor Drawback: While using Worry the user's speed is dropped by 1/2 a rank. Major Drawback: After using Worry the user's speed is reduced by 1 rank for 5 posts. They experience a paranoia so strong they will not trust their own allies, or even the one they love the most.
• Grief - Rank: B When tapping into Grief, the user's Elemental Affinity is limit broken by 1 rank. Minor Drawback: While using Grief the user's proficiency with any other chakra based technique that is not an elemental ninjutsu is reduced by 1/2 a rank. Major Drawback: After using Grief the user's proficiency with any other chakra based technique that is not an element ninjutsu is reduced by 1 rank for 5 posts. They will experience a sadness so profound they will be reduced to a crying, slobbering fool.
• Joy - Rank: B When tapping into Joy, the user's cost of all chakra based techniques is reduced by 30%. Minor Drawback: While using Joy all physical attacks cost chakra, regardless of whether or not they use chakra. Major Drawback: After using Joy every chakra based technique costs 1 rank higher than they normally would for 5 posts. They will experience an utter hysteria where they are ridiculously happy, and are reduced to a maniacally laughing maniac.
[Stage Two: Ultimate Enlightenment] Reaching this stage is no easy feat, it requires the user to master their emotions totally. All emotions must be learned, they must be of jounin rank, and they must have reached the major drawback of each emotion and have survived the battles. Once they reach this stage they are able to mix emotions into one, receiving the powers from both of them, at the cost of both the reductions.
[Abilities] • Can take any two emotions and mix them for both the bonuses for 5 posts. Once those posts are up they receive both major drawbacks for 5 posts.
[Rules] • Cool downs are not reset per pairing. This means if someone uses Anger and Joy at the same time they cannot use Fear and Joy the next, because Joy is on a cool down. • Mixing emotions costs 15 Chakra, not 20.
[Techniques] • True Enlightenment - Rank: S This technique is the icing on the cake for members of the Moretsuna Bloodline. They are able to use every single emotion at once, with none of the drawbacks for 5 posts. Instead of each separate drawback they are rolled into one with a devastating result: the user is put into a catatonic state. On the sixth post they do not have the will to do anything. They do not wish to fight, defend themselves, eat, sleep, or anything other than merely blink and breath. They must seek immediately medical attention or this becomes a permanent state. If this technique is used three times in one lifetime the affect becomes permanent.
[Bloodline Members] • Clan Head [] • [] • [] • [] • []
Property of A faint smile. Original idea.
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Posted: Wed May 29, 2013 7:34 pm
[Shinzo Bloodline] http://fc08.deviantart.net/files/i/2007/120/9/0/Demon_Clan_Symbol_by_WhiteDragonLove.jpg Shinzo was once a dragon demon that terrorized the country sides of Sunagakure. As more people were killed, the stronger Shinzo got, absorbing the power of those he killed. Eventually, a clan long forgotten, known for their superior swordsmanship skills, went to hunt Shinzo. Shinzo, now very powerful, did not fear them, and ignored them.
They were able to decieve Shinzo, using a fake version of the Kazekage as bait, to lure the powerful demon dragon into a place where he could not escape. Muramasa, a powerful shinobi used a powerful technique to slay the dragon. However this left many complications, everyone died while trying to fend off the dragon to buy him time for his ulitmate technique. After killing the monster, Muramasa selfishly absored Shinzo's power and kill everyone in his family senselessly. But not with his own will.
Shinzo, before being killed, cursed the Muramasa, and his descendants, for his defeat and swore his revenge. Muramasa made the mistake of fusing Shinzo's powers within him, as this was what he wanted Muramasa to do. Shinzo's revenge swept the next generation of Muramasa's descendents, as they transformed and became very cruel. They killed each other, and destroyed others. Eventually most of his descendents were wiped out.
Muramasa, before his death, came to the conclusion that he needed away to surpress this power, and so created limiters using special seals. These seals were in the form of items that he would have on his person at all time. His happened to be a necklace with the clan seal as the first seal, a ring from marriage, and of course, strangly, an armguard he always wore as his last limiter. He made three because the power was so overwhelming, and that he had to supress one third of Shinzo's power each time.
After finding that balance, Muramasa finally settled down and had children of his own. He began to place limiters on them as well, as a means to protect them. As time went on, the descendants of Muramasa began using the limiters as a means of power to fight. By removing limiters one at a time, they recieved chunks of Shinzo's power, regenerating their wounds and getting some chakra back, the trade off however was the loss of humanity. It is said if the third limiter is pulled off, they will become a demon themselves and only kill for satifaction and game.
This is the curse of Shinzo that still haunts the descendants of Muramasa until this day. To most Shinobi, this story was just a legend or a bed time story to tell young children before they went to sleep. Muramasa's descendants on the otherhand, know this is real. [Abilities] • [Limiters] - The bloodline requires the user to have three items on them that surpressed blood of Shinzo. These items must be on them at all times otherwise the surpressed powers of Shinzo will be unleashed. These items can be in the form of earrings, necklaces, or anything creative that you can think of (Headband can't be one). List these limiters under your passive skills.
• [Humanity] - This user must watch their humanity, otherwise they may fall to dark side.
[Rules] • Each Transformation replaces the effects of the last one. If one Transformation before gives a 1/2 rank speed increase and the second gives a 1 rank, that means you do not get 1 1/2, its one.
• Once a limiter is put back on, the user loses all bonuses and passes out for [5] post. You don't have to post during this time if you don't want to, you can count the post of the person who is taking care of you or just carrying you around.
• Limiters need to be in the form of Earrings, Necklaces, rings, ect. Headbands do not count, and each earring counts as a separate limiter if you so wish. (Get creative with this) • The first 2 Limiters can be removed by anyone or by the user, Whether by accident or on purpose. The last one has a seal on it, to where only the user can remove it.
• Transformations last until a limiter is put back on. The longer the user is in a transformation, the more they become selfish and cruel. This results in loss of Humanity.
• Transformations must be done in order from 1 through 3. There is a [5] post cooldown in between each transformation.
• Everyone starts with the first transformation. You get the second transformation at Chuunin, and the Third one at Jounin (Even though you already have those limiters on your person).
• When a limiter is placed close by to a transformed user, the user will lose 1/2 of their bonus for each limiter near them (The ones they still have on them dont affect them.
NOTE: • Personalities and appearances are not set in stone, it's just an example for ideas. You can do what you like with your characters transformation appearances and personas.
[Humanity] This is what is used to gauge how humane a person is. Of course, you cannot expect to be normal after being in a transformation for to long. The user becomes more cruel and begins to act like that personality they transformed into, even when they are reverted back to their normal self. This is one of drawback of relying on such powers. Humanity is capped at 100, and can't be increased any further.
Base start for Humanity points: 100
Loss of Humanity begin after being [5] or more post into the transformation. This timer does not start over when you pull another limiter off.
Transformation One - The user begin to lose [1] Humanity for each post. Transformation Two- The user begins to lose [3] Humanity for each post. Transformation Three - the user begins to lose [10] Humanity for each post.
Penalties: 74-100 Humanity: the user is normal and is unaffected by their use of the transformations. 51-75 Humanity: The user is a bit more rude, and like to argue more about things. This is hardly noticible to anyone who knows you. Regaining Humanity is easy, since the user has self control of themselves. 26-50 Humanity: Regardless of their personality, the user will be seen as more cruel. The usual solution for the user violent and they are not above hurting someone. Regaining Humanity is easy, as long as you have friends who are willing to help. 1-25 Humanity: The user is usually picking fights with any and everyone. These fights are usually deadly and will kill for the smallest things. They will take whatever they want and even terrorize the people they live around. Regaining Humanity here is hard, but not impossible. 0 Humanity: The user is not considered Human anymore but scum of the earth. The user will do what they want, when they want. They do not care about the law and do as they please. They become cold blooded killers and mad men. Some even consider world domination through cruel means.
Good Deeds Good deeds are a way to regain humanity after it is lost. There are many different ways, and each hold a point value. Humanity is gained back by [2] points every [10] post naturally.
Helping Villagers: +2 Humanity Working at the Hospital: +5 Humanity Doing Missions: +5 Humanity (+10 for B-Rank and Up) Saving a Life: +10 Humanity (Must be an RPC) Sparing Enemies: +10 Humanity (Must be an RPC for 10 points, you get +2 for saving NPCs) [Transformation One: Only Perfection] After the removal of the limiter, a bright light of chakra burst from the user. The user undergoes an appearance change, usually getting silver hair and blood red eyes as the main changes. The transformation also goes further into the body, as they turn into handsome young men, or beautiful young women who are seemingly irresistable. Each transformations appearance varies from user to user.
The user also gets improved instincts, speed, and strength, caused from the demon blood of Kamigawa. Naturally a small dark aura could be felt from them.
Not only do they undergo an appearance change and change in powers, but they also undergo a personality change. Most personalities of this transformation are prideful, cold and cool. But some have proven to be rather different than the rest. This is the easiest transformation to control.
By control, the user is able to fuse their personally with this side of the transformation. They will still be seen as if they were a different but will be able to break through and show their true side. [Abilities] • [Demonic Release] - The User gets a +1/2 increase in Perception, Strength and Speed while in this form. • [Self Control] - The user is able to control their actions, being able not to kill if they don't have too. They also have the ability to recognize who is on their side. • [Chakra Restoration] - After the removal of a limiter, the user is refunded 15% of their current chakra remaining. • [Dark Scent] - Others around them can sense a small dark energy surrouding the user.
[Rules] • Takes [3] Transformations to control this form.
[Transformation Two: The Dark Irregular] After the removal of the second limiter, the user emits a dark black chakra that burst from their body. The user undergoes a small appearance change compared from eariler. The users skin turns pale, and they mature to be seen as a middle age man or woman as the most dominant change. They still keep the Silver hair and red eyes.
Their personality is most likely darker and they are just outright cruel. They will kill if they want to kill and there's nothing that will stop them, unless it's someone that they truly care about. They do not recognize those on their side and only recognizes those they are close to. This personality has a knack for being rude, and often expresses the users true feelings in a rude manner, especially if the don't like a person.
This form is difficult to control at times but not impossible. [Abilities] • [Demonic Release] - The User gets a +1 increase in Perception, Strength and Speed while in this form (Does not stack with Transformation 1) • [Slight Control] -The user has hardly any control of their actions. They use what control they have to protect those they love and care about. • [Dark Aura] - The user emits a dark aura that can make others of the same rank or lower kind of nervous. • [Chakra Restoration] - After the removal of a limiter, the user is refunded 25% of their current chakra remaining.
[Rules] • Takes [5] Transformations in order to control this form. [Transformation Three: Falling Star] The final and forbidden transformation. Once the limiter is removed, a giant burst of black demonic chakra will engluf the area and will clear away after [1] post. The appearance of each user varies in this form. Some will maintain a human form but will have wings, horns, or something of the like. Others can become full fledge dragons or other beast themselves, though they are not large dragons or beast. Their personality is that of a cold blooded killer, and they will only hunt and kill. Starting with person that is fighting with them.
This form is considered impossible to control because no one has been able to. All users who have tried have failed and few reverted back to their human forms with some humanity left. Those who remained changed like this tend to become very obessed with destroying the world. [Abilities] • [Demonic Release] - The User gets a +1.5 increase in Perception, Strength and Speed while in this transformation (Does not stack with Transformation 1 or 2) • [No Control] -The user has no control of what they do. The personality in charge now makes decisions, but keep in mind, the person is a demon. • [Demonic Aura] - The user emits a demonic aura that can make others, 1 rank higher than them and under, have some sort of fear for them. • [Chakra Restoration] - After the removal of a limiter, the user is refunded 35% of their current chakra remaining.
[Rules] • To revert a user back to themselves, Someone else must put all three limiters back on. The user cannot pull the limiters off once they are put back on while in this form. They will be burned by the limiters sealing chakra once it makes contact with them, dealing some damage and giving the person time to put the limiters back on. • Will be out for [8] post if limiters are put back on. • Only the user is able to remove the limiter for this stage.
[Bloodline Members] • Clan Head [] • [] • [] • [] • [] Property of Gunblaze Shadow Spec. Original idea.
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Posted: Sat Nov 30, 2013 4:23 pm
[The Sculptors of the Mind] As time passed, very few stories of the sculptors of the minds actually surfaced. They are a rare lot, who very rarely even come into existance. Some say that these men and woman don't even exist, for the wild and fanciful stories tell of men and woman using neither gen or ninjutsu, but still using both at once do unlock, or shut off, a persons mind. They can literally extract information from a person with nothing but a glance at them, while at the same time putting information into their minds without even breaking a sweat. They are masters of deception, but also the very definition of truth. Their minds are so strong that they can use the power of thought to power their way through the physical world, as well as the world of the mind. One thing is agreed on, however. No one person can begin to fathom the depths of the human mind, but a mind scupltor can get close to the bottom before feeling even the faintest pressure. [Abilities] • Once they have learned the techniques, they are able to passively read minds/communicate through them. • 50 mind points that can be spent on bloodline techniques, and after that you use normal chakra costs.
[Rules] • Some of the clan attacks don't have a friendly fire option, making them dangerous even to allies. • Techniques can backfire if not done carefully. Additionally, some techniques must be learned. [Stage One: Crafter] At the very weakest, most basic level of control, they have only tapped the ability to get inside a person's mind, specifically their own. The focus at early stages is learning to master one's self. [Abilities] • Perception Passive Bonus (1/2 rank)
[Techniques] • Understand - No Rank (Passive) The sculptor must spend five posts in their own mind, traversing the great beyond of their own mind. They must get to know themselves, meaning that their personality will dictate the world of their own mind. Once this is done, they will gain the ability to sense personality traits of people when they meet them. This gives no real knowledge of the person's history, but gives the Sculptor a view into what kind of person they are, and allows them to actually adjust to properly deal with them.
• Invasion - D (Passive) This technique is both a positive and a negative. It cannot be turned off once it is learned at this level, and it is pivotal to future abilities. The brain of the sculptor must be again explored and examined as the user searches through the maze of the mind for the source of it's power. Once they find the personal source of their mental energies, then they will discover that they can actually invade another persons mind. However, just like when you turn on the faucet in your kitchen, as the water flows you can't stop it without turning it off. The user doesn't learn how to turn it off when it is discovered, and as such, they begin hearing vague, unconcentrated noise coming from every mind they are near. The more people, the more buzzing, and it becomes distracting, possibly disorienting. Fewer minds (rpcs) around affords more clear, distinct sound. Still, at this rank even that one person's thoughts sound like a t.v. on like 10% volume. You know they are thinking, but you can only very barely pick up on even the loudest of thoughts. This can give you key words, but as with hearing 10 things at once it's hard to catalog. [Stage Two: Builder] At chuunin level, another area of the Sculptor's mind is unlocked, and with it their true power comes to light, even if only slightly. [Abilities] • Perception Passive Bonus (1/2 rank)
[Techniques] • Invasion II - D (Passive) They gain the ability to stop constantly hearing minds, and can instead focus on hearing the thoughts of one person accurately. This doesn't take any extra focus or anything to do, but to accurately read the minds of many, it would take 2 mind points per brain to not get the dizzying effect of them all at once. They can also speak to another person's mind with the same rules.
• Phantasm - C (5-10 points) This technique creates a living ghost from the mind of the Sculptor. It can take on many forms.. It has strength and speed equal to a jounin, and depending on how many points were spent different things can be created. Five points can get you something like a small animal or a bird while 10 can create a copy of the user. A copy of the user will have half their chakra, and can only use techniques that the Sculptor knows they can use.
• Amnesia - C (20) The Sculptor will have to grab a person's head, and then they can give them amnesia, causing them to forget everything but how to fight. This can last as long as they Sculptor can keep them near him, but once they leave the thread, over the course of 10 posts they retain all of their memory and have no drawbacks... except maybe dumbfoundedness.
• Infiltration - C (5 mind points) With the greater knowledge of how the brain works, a user can break into a person's mind and attempt to steal their secrets. The user must stand still, and keep all of their focus on their target to use this technique. The way to defend against this is that you first have to be able to sense that they are having their minds read. This is often easier than it sounds, as inexperienced Sculptors make rookie mistakes, like thinking. A target will hear the thoughts in their head being flipped through like pages, and if they can recognize that they are having their thoughts scoured, they can attempt to fight back. Once this occurs, the Scupltor and target become locked in a battle of the mind. If the target is one rank below or equal to the Sculptor, they roll a D6. Even numbers will remove the Sculptor, odds will fail. If the Target is a rank above, they can just force the Sculptor out if they can recognize what is happening.
• ...over matter - B rank (5 mind points) This is a gateway ninjutsu that begins a path towards the power of a mind Sculptor beyond reading minds and planting ideas. The sculptor will wander aimlessly within the confines of their own minds as before, though the world is much greater now. At any time, the Sculptor can create physical manifestations of the mind. At this level the Sculptor can create small, unstable creations like kunai or shuriken. Alternatively they can fire off psychic energy which does B rank damage which feels like being hit with a hammer, and leaves a scorch mark.
• Pressure - B (2 point upkeep, 5 point activation all including chakra points) In an area up to 15 meters around the Sculptor, everyone feels immense pressure of his powerful mind, and all the speed in that area is reduced by 1/2 a rank. [Stage Three: Architect] Now at Special Jounin/Jounin level the Sculptor becomes a scary individual. It was at this level where the first of the Sculptors was able to face down a dragon and cause it to bow to his mind after a long fought battle. Through sheer force of will now, an Architect can actually stop a person, and himself in the middle of a fight, or drag a person into a fight in the world of the mind. [Abilities] • They master the ability to sense genjutsu much easier now. (They now defend themselves as if they were a 1/2 rank higher against genjutsu.)
[Techniques] • Invasion III - D (Passive) They can now read multiple minds passively, and communicate with equal ease. With friendly targets, the sculptor can simple see memories for free granted they don't shut you out.
• Counteract - D-S An odd technique, if at any time a ninjutsu attack is fired at the user, he can release a burst of mental power that totally cancels the technique itself. The thing that makes it a fair attack, is that the chakra cost is refunded to the ninjutsu's original owner. This can only be used on techniques up to S rank. This has a cooldown of two posts.
• Brain Waves -B (20 points) The user of this technique will exert their mental power in the form of a wave that seems to wash out from their body. It feels like pulses are coming from the user and they travel up to 5meters away before fading out. They deal somewhat weak damage, to targets, but they do push extremely hard as they slowly press outward from the Sculptor. This technique lasts for up to 5 posts. Jutsu moving against it would lose speed and be easier to react to.
• Invade - B (7 points) This technique upgrades infiltrates. If the sculptor is within 10m of an enemy he can now just dive into their memories without raising any flags with them. it will take the base cost to start digging, and one point for every post beyond the first to upkeep. After the first memory ( first SINGLE THING) is seen, then the enemy will be able to fight back if they pick up the signs of mental infiltration. This time however, both parties will have a mental battle, where the party who expends the most chakra, starting with one cp, can push at the other. Should the architect win they can only see one more memory or thought before they are automatically shut out. As another side note, unless you know what you are looking for, you won't be able to go straight for it. You will have to perform the technique a few times before you can expertly go for what you want to know immediately. Roleplay it fairly, and accurately to your own abilities. First time with it will be a bit rocky, and you will be able to see related things, but not specifics.
• Chakra leak - A (10 mind points) At the epitome of their current level of power, a Sculptor can sort of trap a person's mind so that the next technique they use seems to require more power than needed. This will cause them to expend an extra 10 chakra on that technique.
• New playing field - A (10 points) The mind bender and one other opponent will be dragged into the Sculptor's mind to have their battle there, inside their personal world for a maximum of 10 posts (five each.) They cannot control this world without using 2 mind points per manipulation. They also cannot create anything directly deadly near an opponent (i.e. lava under them or a world with no oxygen) In the outside world, the two will simply stand with a blank face, but the Sculptor will have glowing blue eyes.If the target was killed, then they will be left in a mentally exhausted state in which techniques cost an additional 1.5x the chakra to cast for five posts. While in this state, their mind is defenseless, and information can be yanked out freely. If the Sculptor loses the fight, then they are left in a similar state that also affects their own mind points. In addition, the target will feel as though they are having their brain probed for information. This can only occur once per battle.
• Mind Sculpt - A (15 points) If the sculptor can get within five meters of an opponent they can disable himself and them for a post. Within the first post, they will stop them and begin stringing along a series of memories and thought patterns that were not there previously. They will directly influence the growth of a basic idea in the enemies mind into a something they will swear they came up with. The power of this ability can make people doubt themselves and their own thoughts as opposed to the ones you implanted. Should the sculptor go far enough back with the thought they make, they could make a person believe they have two separate existing memories of the same thing. The effects last up to 20 posts, and can possibly have lasting effects. Once it ends, depending on how the person wants to RP it, their mind may or may not reset. This ability can only be done once on any rpc.
• Enter the infinite - A (10 points) A genjutsu ninjutsu combo of powerful proportions, the sculptor will perform a set of three seals in sight of the opponent. This will make his target fall into the abyss of their own mind, much like he had to for five posts. While they are their, the invade/infiltration techniques are unusable on him/her, but unless they kai out they will be helpless and catatonic the duration of the technique.
• Mental Lash - A (10 points) The user quickly lashes out with mental force which manifests in the form of a mental assault that will cause the target to develop a pretty terrible headache that persists for three posts. The nature of it can cause double vision and migraine symptoms. The pain degrades over the duration, starting with horrible and ending on a lighter note. This can only be done when the effects are over and done.
[Stage four: Master Mind] An S rank Mind Sculptor is a force to truly be feared. If he catches an opponent in a mental clasp, it is all but over in most situations. At this level, they can bring the world of their minds into the physical world, and vice versa. His mind is it's own dimension, as is the mind of all men and woman. He can, with nearly 90% accuracy, see every detail of opponents before a fight even begins, and formulate a battle plan in nanoseconds. They see the world as if it moves in slow motion more often than not. No matter their personality, they will feel somewhat distant at this point. [Abilities] • They gain one last passive bonus to perception. (1/2 rank)
[Techniques] • Invasion IIII - D (Passive) If outside combat, and dealing with friends, not enemies or anyone willing to resist, they can bring them into a sort of dream world. This can be done to teach, or share memories and thoughts. If this is done, it can be done in a split second regardless of how long it seemed to have dragged on for.
• Rupture - S (30 points) With a sudden burst of power the Sculptor breaks the barrier between his own world and the real one. The ground will tear open with energy, and the terrain will temporarily shift. This is highly dangerous, for pure psychic energy will explode all over the place, harming friends and enemies alike. After two posts this exploding energy will calm down, and the world will be sculpted into a new one that the Sculpter has dreamed up. The most outlandish of minds create moving platforms that are floating above a seeming abyss of nothingness. Access and escape from the area is cut off for the duration of this technique. It lasts this way for 10 posts.
• Shatter - S (30 points) The Sculptor will grab a person by the forehead and focus a mass of psychic energy on them. He will literally begin to suck out not only all of his past thoughts and memories, but lock them away. It is done violently, and slowly. They will focus intently on ripping a persons mind, personality, everything to nothingness. It will look as though they are sucking out their soul through their eyes, ears and mouth. When it is over, a person will be left empty, catatonic, and, well, shattered. If they aren't killed, then it will take a person 5 posts to recover from it, and afterwards they will always have a kind of mental scar. It feels like an intense itching in the back of the skull when they try to think of that day.
• Burst - S (25) This ability fires off a blast of brain energy, originating from the forehead, that almost looks as though it tears away at reality. It has the power to move clean through a thread until it hits something living. It goes a maximum of thirty meters before fading out, and moves extremely fast, rushing through trees, walls, and anything that isn't chakra based (such as things created by chakra). If it hits a person, or a defense of at least S rank, it will utterly mete and dole a mass of physical damage equal to it that can do more that shatter bones. It's strong enough to render the most basic of targets at the least right up to deaths door.
• Shriek - S (25 points) The Sculptor will get to a comfortable position and release a paralyzingly high level of brain waves that causes mental anguish to anyone in a thread. The power of the waves hitting everyone's mind will cause a sort of phantom pain. The real effect is the mind sculptor spreading high level thoughts to the minds of anyone in the area.
[Bloodline Members] • Clan Head [] • [Gordon Partel] A stray sheep • [Xanatos Shouten] Had0u • [Kozi Nakaya] The Prophet Wei • [Michael of the Moon] IrIshInjun95 Property of [iProphet Inferni].
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Posted: Sat Dec 14, 2013 10:32 pm
[Twin Body Merging]
Back during the times of Orochimaru's terror there existed two brothers, Sakon and Ukon. They had the ability to merge bodies with one another and exit the other's body whenever they wished. This trait seemed to be inherited from generations, though they were the only known source. Years of testing and gene merging produced the Twin Body Merging Bloodline. Every group of children that is produced with this kekkai genkai are twins.
[Abilities] • Two technical twin RPCs. They must be in the same country. • Merging ability
[Rules] • The twins are of the same class and are normally together. There is one twin who is always out, and the other who remains inside until needed. When the second is out the chakra pool of the user is cut in half, distributed amongst the two of them. The higher rank the ninja gets the longer the other twin can stay out without tiring itself completely and passing out. • Merging can only be done with chakra charged objects that are not RPCs. They can merge with summonings, edo tensei beings, clones, etc.
[Techniques] • Merge - Rank: N/A Merge is one of the first techniques the twins learn. This is what grants them the ability to exist within one another. When the twins are together they are able to fight in a very special way. If one twin was to punch the second on the inside could also launch out their fists from the body of the host twin. They could watch the host twin's back, kick, fight, and even form handseals for the host twin. The second twin normally resides within the host twin because it is tiring to be apart. -Genin: Can exist separately for 5 posts before second twin falls unconscious. -Chuunin: Can exist separately for 7 posts before second twin falls unconscious. -Jounin: Can exist separately for 9 posts before second twin falls unconscious. -S-rank: Can exist separately for 12 posts before the second twin falls unconscious.
• Take Over - Rank: B When one of the twins merges with something that is not their twin they take over the other things body for a few posts, which costs B-rank chakra. They are able to use all of the creature's abilities at no cost of their own before being ejected. The twin must be in complete contact with something for 1 post to merge with it. -Genin: 3 posts within creature before being ejected. -Chuunin: 5 posts within creature before being ejected. -Jounin: 7 posts within creature before being ejected. -S-rank: 9 posts within creature before being ejected.
• Merging Heal - Rank: D-S The twins possess the ability to distribute wounds throughout their collective bodies to lessen the severity of them. This is only able to be done when the twins merge with each other and nothing else. A D-rank bit of chakra would lessen superficial wounds like small cuts, scrapes, and bruises. An S-rank would lessen a life threatening wound. This does not fully heal them and they should seek medical attention anyway. This lessens the severity of a wound by two ranks lower from what the rank of chakra was spent. Merging Heal takes one complete post.
[Bloodline Members] • Clan Head [Sho and Sun] a traveling heart • [] • [] • [] • []
Property of W.H.Y. Inspired by Naruto, original bloodline.
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___youwillknownihilism Vice Captain
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Posted: Mon Feb 24, 2014 8:55 pm
Shakuton
Scorch Release (灼遁, Shakuton) is an advanced chakra nature kekkei genkai. This nature creates chakra that is capable of heating up an enemy to the point where all the liquid inside their body evaporates, killing the victim and leaving them a desiccated corpse.
[Rules] •You must have Katon and Fuuton as your chakra natures. •Wind Techniques can counter some scorch techniques [Abilities] •20% Chakra reduction to Shakuton techs •Ability to perform one handed seals for Shakuton Techniqeus •The user cannot be damage by their own techniques. •Scorch Release techniques that are B rank and above are capable of melting solid stone, due to the sheer heat discharged from their bodies.
[Techniques] •Sunny Day - B After just a few handseals the Shakuton user gathers heat energy in the air and then creates a huge “sun” in the sky far out of reach of any normal jutsu that shines down harshly. This sun makes it hot and makes the area dry. It requires 1.5x the chakra to perform water in this condition, and empowers fire and shakuton techniques by ½ a rank. This lasts for five posts, but the effects can be canceled if the light is blocked by clouds or being inside etc.
• Inferno Wave - C By kneading Chakra in the stomach and expelling it through the mouth the user fires a heatwave that spreads over a fifteen meter distance. These waves are as strong as B rank wind techniques while also setting fires to the area afflicted and removing any moisture from the air that could be used for water techniques in that area. An enemy caught in the fast moving heatwave will suffer from immediate dehydration and receive up to second degree burns. In addition metal becomes too hot to be held if caught in the wave.
•Searing Palm Strikes -C The user coats his hands and feet in the flames of his scorching chakra. When the user strikes a target, the fire evaporates the water in the area it touches, heavily weakening the target with each strike as well as scorching the area and leaving it with serious burns. This augments the user's taijutsu, and can cripple other taijutsu users. As this technique uses extreme heat, it bypasses personal armor. The user has another variation of this technique where the fires can be spread to projectile weapons and can increase this attacks range.
• Extremely Steaming Murder - A The user creates several flaming orbs that resemble small suns. These orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent, it can evaporate much of the water within a human body, leaving the target completely dehydrated. Further usage of this will leave the target dead and in a mummified state. When this happens, steam can be seen emanating from the opponent's body. However, this technique is vulnerable to Water Release, which can be used to dissipate the heat and water to create hot steam where they met.
• Incinerating Flare Technique - A The user combines several of their flaming orbs to create a single massive one, which then violently explodes with enough force and power to incinerate a 75% of a thread. When this happens, steam can be seen emitting from the area. This jutsu can be effectively nullified by a powerful wind jutsu but will take the moisture out of the air and weaken water jutsu by half a rank. The farther from the center the less damage you retain, down to about half it's power at the edge.
•Scorch Release: Smoking Wasteland -S The user builds up chakra in his body, and then releases it as a fireball from his mouth. A large wave of white flame is produced, notably larger than even Fire Release: Great Fire Annihilation. This wave of white fire can be controlled with shape manipulation for the user, allowing the user to gain the ranged advantage. When the flames strike a target the heat generated is enough to boil the blood inside the victim, leaving nothing but a mummified corpse in its wake. It is also important to note that water jutsu is useless against this jutsu, making it hopeless for the enemy to counter by basic means. As such, this technique is considered the most devastating of Scorch Release jutsu. This technique leaves the thread itself reduced to a smoking wasteland.
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