- Remove the Demonic Blood Passive. This bloodline does a lot in terms of limit breakers and having a passive like that just makes it unfair.
- I'm fine with the humanity, but once its lost the person needs to be like, a blood thirsty raving mad person. Not just someone who does as they like.
- The regenerating is a no no. You could keep the chakra regen but thats waaaaay too much chakra. I would say you can cap it off at 35%
- The third stage says you can control it after eight uses. Take it out so that there is always a huge drawback when entering this state.
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Posted: Tue May 28, 2013 10:07 pm
A faint smile
Gunblaze Shadow Spec
I was asked to check this one out, so yeah.
- Remove the Demonic Blood Passive. This bloodline does a lot in terms of limit breakers and having a passive like that just makes it unfair.
- I'm fine with the humanity, but once its lost the person needs to be like, a blood thirsty raving mad person. Not just someone who does as they like.
- The regenerating is a no no. You could keep the chakra regen but thats waaaaay too much chakra. I would say you can cap it off at 35%
- The third stage says you can control it after eight uses. Take it out so that there is always a huge drawback when entering this state.
All edited as asked.
Posted: Wed May 29, 2013 10:00 am
Gunblaze Shadow Spec
A faint smile
Gunblaze Shadow Spec
I was asked to check this one out, so yeah.
- Remove the Demonic Blood Passive. This bloodline does a lot in terms of limit breakers and having a passive like that just makes it unfair.
- I'm fine with the humanity, but once its lost the person needs to be like, a blood thirsty raving mad person. Not just someone who does as they like.
- The regenerating is a no no. You could keep the chakra regen but thats waaaaay too much chakra. I would say you can cap it off at 35%
- The third stage says you can control it after eight uses. Take it out so that there is always a huge drawback when entering this state.
so i think this is good except for chi strike coz nulling ninjutsu two ranks below for d rank chakra is a tad rediculous.
Posted: Wed May 29, 2013 1:27 pm
[Aka Sasori]
Formed by a group amazed by Sasori skills ,this puppet clan partial named after him) not turn themselves into puppets but hunt for the dead turning them into fearsome puppets.
[Abilities] • Can control puppets. • Can turn parts of their body into puppet like weapons. • Can turn dead ninja into puppets and use their bloodline abilities.
[Rules] • Can only have up to a certain amounts of puppets( Genin 1, Chuunin 2, Special Jounin 3, Jounin 12, Kage 100) • While using puppets the user can not use any other type of technique. • Each Puppeteer is given 50 puppet points to use during combat. Each puppet technique(listed when applying for the puppet) costs puppet points of the rank cost. If chakra is used(such as user body part) than the user must pay both the chakra cost and puppet points. Once they have no puppet points left, they cannot use puppets or puppet related techniques. • All puppets, their attacks(including hidden) with puppet point costs must be approved as custom items before using in combat. If you turn parts of your body you still must get it approved. • Puppets must carried by genin, they cannot be summoned until chunin rank. • The first puppet you apply is free, however the rest will cost Ryo.
[Techniques] • Name Chakra Threads - Rank: E Description Chakra Threads is a technique that is usually used by puppeteers to allow them to control their puppets in battle. Since these strings are constructs made from very concentrated chakra, they can be seen by people besides the user. Interestingly, as well as pulling objects towards them with the strings, the user can also "push" objects away from them as well, and even get moving objects like buzzsaws.[2] Chakra can also be transferred via the strings, such as to activate some abilities in puppets. No cost is needed for upkeep unless user releases then reattached their chakra strings
• Name Puppet Technique - Rank: C Description: The Puppet Technique is a unique ninjutsu fighting style; this technique uses chakra threads to control puppets like marionettes. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet. Both Chiyo and Sasori demonstrated the ability to control entire puppets perfectly using just one thread. While most puppeteers would normally be able to control ten puppets at most (one per finger), Sasori's self-modification allowed him to control up to one hundred puppets at a time. This technique has few weaknesses: according to Shino Aburame's observations during his fight against Kankurō, the Puppet Technique is a long range style, meaning that the puppeteers are weak against close range fighters. Since most puppeteer use his or her hands to manipulate the puppets, if their hands are disabled, then the technique can be neutralized. And because the puppet's movements are based on the mechanisms that were installed inside, interfering with said mechanisms can stall the puppet entirely.
• Name Puppet Performance - Rank: A Description:A puppet performance technique where chakra threads are attached to various spots on a person's body; the head, torso, both arms, and both legs. The person being manipulated gains the ability to not only use their own techniques, but the skills of the puppeteer as well. The origins of this technique lie on the battlefield. When a puppeteer's puppets were all destroyed, they would begin using corpses. To perform this technique with a living person would normally require both parties to cooperate with each other. However, a highly skilled user can control the target by force if the person is severely weakened or damaged rendering them unable to resist. This attack does not have an upkeep cost unless itsvdetached and restrung.
• Name Self Puppet - Rank: A Description: A technique that allows the user to parts of their body into puppet like weapons. These weapons use both chakra and puppet points. The user must have spent several posts experimenting and turning themselves into puppets.
• Name Human Puppet - Rank: S Description:A technique developed by Sasori during his time in Sunagakure, this allows him to create puppets from human corpses. As Sasori was the only person to know how to create human puppets, this technique became lost when he died. By removing the internal organs of a foe and preserving the body to prevent decomposition, as well as adding weapons and defences, Sasori can make powerful human puppets. These puppets are different from normal ones, as they retain their use of chakra and any kekkei genkai that the human host once had. The user has to be in the thread the dead person is in and must spend many posts customizing their puppet.
This is currently under crew discussion. Thank you for your patience.
Posted: Wed May 29, 2013 5:23 pm
satans-plaything
from the morning
This is currently under crew discussion. Thank you for your patience.
Sure, no worries, I appreciate you telling me.
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Posted: Sat Jun 01, 2013 10:53 am
removed
Posted: Fri Nov 29, 2013 4:36 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] • Powerful Minds Make them 1 rank more resiliant to genjutsu. • Once they have learned the techniques, they are able to passively read minds/communicate through them within a 30m radius. • 10% Chakra reduction to nin and genjutsu • 50 mind points.
[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. [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.
• 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.
• 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.
• ...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 - A (2 point upkeep, 5 point activation) 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.
• 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.
• Phantasm - A (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.
• 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.
• Counteract - A (10 points) An odd technique with a 6 post cooldown, 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 A rank.
• 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.
[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.
• Brain Waves -S (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.
• 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.
• Amnesia - S (20) The Sculptor will have to grab a person's head, and then they can give them amnesia, causing them to forget everything but the basic functions such as how to live properly. 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. [Bloodline Members] • Clan Head [] • [] • [] • [] • []
Property of [iProphet Inferni].
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Posted: Fri Nov 29, 2013 5:19 pm
You have too many passives throughout the entire bloodline.
+1 1/2 Rank Genjutsu Resistance (1/2 from S3 rank up) +1/2 Rank to Genjutsu Mastery +1/2 Rank to Ninjutsu Mastery
+2 to Perception (1/2 Read: depends on mind points) (1/2 from S2) (1/2 from S3) (1/2 from S4)
Every bloodline and Clan gives only two passives, and most of them don't exceed 1 rank to anything.
- Take out the mind reading from the abilities, that is a technique.
- Take out the regeneration of mind points, no other bloodline or clan that has a secondary point system allows regeneration. Add in this: If your mind points hit zero the user goes comatose from the overuse of their brain and mental stress.
Stage Two:
- Pressure in S2 can reduce speed by 1/2 a rank.
Stage 3
- Frozen is denied.
- New Playing Field: Specify manipulations. You could easily create lava all around the opponent and win. If the user was killed in the mind world then they too will be in a catatonic state for five posts after. This should be A rank.
- Phantasm: Can't create a copy of people
- Counteract should take more mind points to use, like 10.
- Enter the infinite: What's the trigger? Do you just cast this and insta-hit people? Reduce to 2 posts.
- Mind Control: Denied
Stage Four: • That ability that boosts the ranks by 1 1/2 for only 1.5x the cost is denied.
- Restore Denied
- Shatter can be interrupted by any outside force.
- Brain Hack: Denied
- Mass Paralysis: Denied
The Prophet Wei
Posted: Fri Nov 29, 2013 10:11 pm
A faint smile
You have too many passives throughout the entire bloodline.
+1 1/2 Rank Genjutsu Resistance (1/2 from S3 rank up) +1/2 Rank to Genjutsu Mastery +1/2 Rank to Ninjutsu Mastery
+2 to Perception (1/2 Read: depends on mind points) (1/2 from S2) (1/2 from S3) (1/2 from S4)
Every bloodline and Clan gives only two passives, and most of them don't exceed 1 rank to anything.
- Take out the mind reading from the abilities, that is a technique.
- Take out the regeneration of mind points, no other bloodline or clan that has a secondary point system allows regeneration. Add in this: If your mind points hit zero the user goes comatose from the overuse of their brain and mental stress.
Stage Two:
- Pressure in S2 can reduce speed by 1/2 a rank.
Stage 3
- Frozen is denied.
- New Playing Field: Specify manipulations. You could easily create lava all around the opponent and win. If the user was killed in the mind world then they too will be in a catatonic state for five posts after. This should be A rank.
- Phantasm: Can't create a copy of people
- Counteract should take more mind points to use, like 10.
- Enter the infinite: What's the trigger? Do you just cast this and insta-hit people? Reduce to 2 posts.
- Mind Control: Denied
Stage Four: • That ability that boosts the ranks by 1 1/2 for only 1.5x the cost is denied.
- Restore Denied
- Shatter can be interrupted by any outside force.
- Brain Hack: Denied
- Mass Paralysis: Denied
The Prophet Wei
I edited, added a couple of I guess less powerful techniques to the last stage and the third one. Also I don't really understand why you denied restore. Doesn't seem all that powerful... because it isn't. Everything else was fair ig.
Added: Chakra leak, Mental Lash, Telekinesis, Brainwaves, Burst, Shriek.
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Posted: Sun Dec 01, 2013 6:31 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.
[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 Using your psychic power, you can lift people into the air and throw them. They must be within fifty feet of you to initiate the throw, which is similar to "force throw".
• 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.
Property of Deil Grist. Altered to fit WHY by A faint smile.
Posted: Thu Dec 05, 2013 2:56 am
[ Jousho ]
The Jousho clan descends from a very distant land, in the deepest depths of what used to be the Iron Country. A secret society, the Jousho used their chakra for nefarious means, attempting to forge contracts with the dead--even some of the demons under the Death God's command--in order to use their dark powers in the human plane. Their request was granted, but at a terrible price--members of the clan are eternally accompanied by a dark spirit that constantly attempts to corrupt them. In exchange for this dark power, members of this clan were also stripped of their ability to use Ninjutsu in exchange for the Darkness element. For this clan, the more power they obtain from it, the less they were able to perform outside of it.
To this day, members of the clan remain, but most of them have become senseless animals beyond repair. Those who retain their sanity are few and far between, but they're formidable either way. The power of hell carries a steep price, but with that price comes steep power. [Abilities] • The Jousho have three individual skill trees to pursue, based on how many other aspects of their character they wish to give up. In some rare cases, they may also choose to abandon their personal attributes to obtain these powers instead, but this is exceedingly rare, and only for the weakest tree, the Darkness Release.6 • Jousho are typically associated with darkness and evil, so attacks of dark nature are reduced in power against them by one. Likewise, Light-based attacks deal increased damage to them by one. • Each Jousho gains a special 'Personal Attribute'. Instead of being called a personal attribute, it's called a Contract. Upon becoming a member of the Clan, each member of the Jousho strikes a deal with the Shinigami and his demons. It's a promise that they cannot break, or their sanity will be shattered completely, and they will wreak havoc upon the planet until someone kills them. The contract must not be broken at all costs. An example contract would be vowing to never save a human life. Any fight you undertake would have to be done with the intent to kill raging the full time. If they run, you chase until it's impossible to chase anymore, etc. Each Jousho obtains a special, singular ability pertaining to the clan from this contract. It could be anything from slightly decreased penalties from using a Demonic Possession technique to powering up their Darkness Release. • For each path you obtain, Jousho techniques cost 10% less, up to a maximum of 30%. Your proficiency increases with your indulgence in its dark power.
[Rules] • If you break the contract, your character is literally done being under your control. There is nothing that can stop this rule from being dissuaded. Your contract is law. • Your progress in this clan increases with your other sacrifices. If you devote a large majority of your character to this clan, your prowess in it will be extreme. • The Jousho techniques aren't performed using hand seals. Instead, their casting appears to be a demonic magic circle forms. Spells can be classified in two ways. If the magic circle is large, the attack will be closer range, as the concentration is more focused directly in front of the user. If there are multiple, smaller circles lined up either beside each other or in a line in front of the caster, the technique will be more focused, and possess higher range. This also applies to the shielding techniques of the clan. The more circles that form, the stronger the shield is. • Because the jutsu lists aren't incredibly long for what you're sacrificing to obtain them, customs are welcomed in all of them except for the Demonic Possession Tree.
[Techniques]
Darkness Release: (Obtained by sacrificing your Elemental Ninjutsu) - The foundation of all the Clan's skills. While it is possible to learn the other skill trees without this one, most clan members would shun the outcast, as darkness release is their signature, their trademark.
• Dark Sphere - Rank: D - S A rather simple technique. A circle forms in front of the user's palm, and a sphere of concentrated darkness launches from their palm at the opponent. The technique has no elemental strengths or weaknesses, and thusly will cancel out any elemental jutsu of the same rank, and defeat any of lower rank. Its size also scales by rank within reason. B-rank chakra will not make a one hundred foot wide sphere, etc. Being hit with the sphere causes chakra burns, as is the effect with many Darkness Release techniques.
• Dark Spikes - Rank: C - S Similarly to the previous technique, Dark Spikes creates a circle in front of the user's palm. From this, a base amount of thirty senbon-sized needles of darkness will erupt in a scattered pattern from their palm. This amount doubles for each rank, ending at two-hundred forty needles at S-rank.
• Dark Shield - Rank: D - S The user will be surrounded in chakra circles as a barrier of darkness forms around their body. As is the case with many purely defensive techniques, this one will withstand one attack of one rank higher than it before dissipating, and more than one of it's rank, taking about two thirds of the overall damage from the second technique.
• Pillars of Aberration - Rank: C A simple technique. After aiming their chakra circle to the ground, spikes of darkness will erupt from the ground at the target. The maximum number of spikes created is ten, and they reach up to ten feet in the air.
• Aberration's Rise - Rank: C The pillars from the previous technique are launched in the air, and may be guided towards the opponent. When this is performed, D-rank chakra is consumed when guiding for each post after the initial use, and one hand must be used to manipulate them at all times.
• Death's Door - Rank: C Using their Darkness abilities, a large area--up to twenty feet--around the user will become saturated in darkness for three posts. This area can be used to create Darkness Release techniques without having to form the Chakra circles first, making it a wonderful set-up technique for overwhelming the enemy. If an enemy steps onto this space, the darkness will ceaselessly try to consume them, growing tendrils and gaping maws to try and pull them down. While this technique alone is unable to kill them, captured opponents can still be finished off by the user.
• Death's Grasp - Rank: B If used inside the radius of Death's Door, the tendrils move much more quickly, and can extend their range by ten additional feet. After forming a somewhat large circle from their palms, up to thirty tendrils of darkness will erupt from the circle at high speed, attempting to ensnare or impale the opponent depending on the caster's wishes. After its use, the caster has free ability when it comes to the tendrils. They may have them move in a scatter pattern to overwhelm, or form into one large spike to split opponents in half. Manipulating the tendrils after casting requires C-rank chakra every post.
• Knock-Knock - Rank: C The caster extends their palms, and a large wall of darkness erupts from the ground in front of them. Another defensive technique, but this one has a twist. Any opponent that gets within ten feet of it will be assaulted with fists of darkness that erupt from the wall in a scattered pattern. The wall lasts for three posts, and this effect remains for the full time.
• Who's There - Rank: A From the wall--or the twenty foot radius of Death's Door--a white line forms in the surface of the darkness before splitting open to reveal a single red eye. From this red eye, a powerful beam of darkness erupts, possessing the power to ignite opponents into flame if they come into contact with the beam. Direct contact with this attack could kill rather easily, as both the burning and blunt force could smash and burn them to a rather agonizing demise.
• Cerberus - Rank: A The final technique in the 'Knock-Knock' series. After the eye is opened, the gates will fly open, and three gigantic, demonic dog heads will erupt from the gate and attempt to rip the opponent to shreds before dragging them into the gate. If they opponent is pulled into the gate by this technique, their body will be severely burned and equally severely ripped to shreds. Death is extremely likely.
• Blackbird - Rank: B A rather simple technique. After focusing the energy of darkness into their legs and shoulders, black wings will form from their ankles and shoulderblades. This increases their speed by 1/2 while in he air, breaking limits. The ability lasts for a total of five posts before chakra must be reapplied.
• Erebea - Rank: B Like Blackwing, this is a bodily enhancement technique. Glowing purple tattoos will form across the user's arms, swirling and spiking outward all the way up to their elbows. Their hands will turn black, with the dark hue progressively fading as it goes up their arm. The strength of their physical attacks is increased by 1/2 by five posts, breaking limits.
• Bloodshot - Rank: B A strange technique--but deadly in the right hands. The caster's body will begin to leak a strange black fluid from their pores, giving them the appearance of having an entirely black body. This fluid can be manipulated at the user's will, increasing its density, turning it into spikes, etc. It is the force of the caster's demonic imagination, and the correct mind can use it to deadly effect. Lasts for five posts before the chakra must be reapplied.
• Not Quite - Rank: A A technique rarely used by members of the Jousho, as running away is frowned upon. When using this technique, the caster's body turns into intangible darkness, allowing them to slink away from an attack without harm. The user of this technique cannot perform darkness techniques the post after this is used, and it may only be used once per battle. Attacks of light nature will still damage the user in this state. Their damage is also boosted by another rank, meaning that the user is hit with an impact of an added two ranks if a light technique hits them in this state.
• I Win - Rank: S A gigantic magic circle will form around the caster's body. The effects of both Blackwing and Erebea are applied for five posts, as well as some secondary abilities. Their entire body begins leaking darkness like steam, giving them the essential qualities of Bloodshot for its normal duration. They grow a demon tail that can extend up to twenty feet long, and is quite capable of impaling people. To put a long story short, they turn into a killing machine for a short period of time. After the five posts have expired, they cannot use Blackwing, Erebea, Bloodshot, or I Win for three of their own posts.
Demonic Possession (Obtained by sacrificing two physical styles. If you have less than two, all of them.) - By tapping into the power of their contracted demons, the Jousho can temporarily achieve power that would otherwise be beyond them...at a price.
• Demonic Possession: Bellial - Rank: C The lowest ranking possession, typically used by lower-ranking clan members. Bellial will temporarily inhabit your body, giving you slightly increased stats (1/2 to Speed or Strength), and giving your physical attacks a burning aftermath, up to first degree. This accompaniment lasts for two posts. After this period, ninja of Genin or lower must withdraw within two posts, or they will pass out and leave themselves vulnerable to attack.
Cosmetics: Small, black horns. Teensy little bat wings that don't allow flight quite yet. Your eyes will most likely turn a brilliant silver hue at this point.
• Demonic Possession: Asmodeus - Rank:B An upgraded transformation from its previous. This time, the demon Asmodeus occupies your body, giving you a 1/2 boost to both speed and strength. This transformation lasts for three posts, and your strikes will gain an additional three feet of range using a razor sharp wind aura. Enemies that come into contact with this aura will experience deep gashes in the area of contact. As the user's body gets closer, the depth and severity of the wounds will also increase. Once the time period has been expired, any ninja of Chuunin rank or lower must retreat within two posts or they will fall unconscious then and there.
Cosmetics: Larger horns that spiral upward, black, feathered wings that are only large enough to allow gliding, and vibrant purple eyes.
• Demonic Possession: Beelzebub - Rank: A A more advanced version of the Demonic Possessions, meant for Jounin and higher ranking ninja. The user experiences a boost of 1 to both his speed and strength--at this point, they will break limits--for a total of four posts. Their strikes will release lacerating chakra waves up to five feet in front of them that will gash skin heavily. The strikes are raw chakra, so chakra-based defenses will work well against them. Their tail can extend up to ten feet, and may lash and slash opponents as they see fit. Same concept when it comes to the duration ending, but Jounin rank.
Cosmetics: A fully grown set of black bat wings that allows for flight. Brilliant blue eyes and straight black horns that are nearly as long as their head.
• Demonic Possession: Lucifer - Rank: S The most powerful of all Demonic Possessions. The devil himself shares your body, giving you profound power for a short duration. Your stats will be boosted by 1.5 for five posts. Your strikes will lash out a crippling, decaying aura up to ten feet away from your strike, though the ominous gray chakra that lashes out is quite visible, even to the naked eye. If this chakra makes contact with the opponent, the inflicted area will experience racking pain and severe burning damage up to six inches around the point of impact. You may also control this aura to a degree, casing it forward in the form of spectral hands to grab your opponents, or spikes to impale them with. The user's tail now extends up to twenty feet, and can cleave someone in half if they strike at the correct angle. After five posts, the form ends. There are no drawbacks for using this form, but it may only be used three times within the Jousho's lifetime. This is a term of every contract, and if this is breached, they will enter the same inhuman, uncontrollable state as previously mentioned. (All autoranked characters--if going to Jounin or above--begin the roleplay assuming that they've used this technique once already.)
Cosmetics: Extremely long tail, brilliant red eyes, and large, black-feathered wings that look like they could kill someone on their own. Your horns are extremely long, and curl around repeatedly next to your forehead, similarly to a goat's. If goats were monsters capable of going on a murderous rampage.
Chaos Release {Obtained by sacrificing your Genjutsu.) - Known for causing chaos and zany disorder, this path is for the...wilder of the clan members.
• Play Time - Rank: D A simple illusion. It begins by asking the opponent if they would like to play a game. If they respond to it in any way, they will suddenly feel as though a water balloon had just exploded in their face. A wonderful diversionary tactic for escape, or even a surprise attack.
• Magic Trick - Rank: C It begins by asking the opponent if they'd like to see a magic trick. Again, using their response as the catalyst--meaning that they heard and acknowledged their chakra-filled voice--the illusion begins. This illusion is designed to influence how the opponent perceives the caster. They could be trying to throw Kunai at their illusionary opponent, wasting resources when they were simply sitting in a tree watching all along.
• Surprise! Death! Rank: C One of the few physical techniques in this tree. The caster is able to summon a variety of tools--razor sharp magician ribbons, multi-edged sawblades, and even magical hats that launch kunai from seemingly nowhere.
• Jigsaw - Rank: B Possibly the most annoying illusion in the book. The caster will begin by asking the opponent if they like puzzles. If greeted by a response, the opponent will see a puzzle appear, obstructing all but their peripheral vision. This will continue until the opponent either solves the puzzle or dispels the illusion, so it's really annoying.
• Vanishing Act - Rank: B "And he's gone, without a trace!" Is something a member of this clan would say. When this technique is used, the caster gains invisibility for three seconds. They lose this invisibility immediately upon attacking--even if they didn't have it up for three seconds--and Dojutsu are still able to see them through the chakra-based stealth.
• Do You See What I See? - Rank: A One of the craziest illusions of all. Instead of just altering how the opponent perceives just them, the Jousho manipulates everything. There is nothing they perceive that cannot be controlled or manipulated in some way. In order to trigger the illusion, the caster must ask the question, "Do you see what I see?" and point in a seemingly random direction. In order for the illusion to succeed, the opponent must look away from the caster in the direction they pointed, at which point the caster will be able to make them see something in that location, making the illusion a tricky one to pick up on.
• Last Waltz - Rank: B The second of two offensive techniques in this tree's arsenal. From seemingly nowhere, the caster will summon an ungodly amount of knives, sawblades, and explosive tags strapped to their person on what appear to be bullet belts. From these belts, they will erupt into a vicious, spinning cyclone of death. Slashing, throwing, ducking, jumping, running, and thinking death and blood-soaked pleasure until they've exhausted all the weapons. While this technique is active--lasts for two posts if used the full time--their speed is raised by 1/2, and can break limits.
• Endgame - Rank: S A fairly simple Genjutsu to land, but one that would take a master to break free of. In order to cast this Genjutsu, the opponent must take notice of a visual change on the user's body. This can be anything--a change in eye color, clothing color...even their hair color. As long as they notice this change, they're both transported into a strange world of the caster's creation. In this world, they are god. They can change landscapes, use any jutsu...reality is theirs to shape. If the opponent is killed while in this illusion, they are put into a trance for one post; perfect prey. Endgame can only be used once per fight, and if it fails, the caster may not utilize any more Chaos techniques for five posts.