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Tags: Naruto, Roleplay, Ninja, Shinobi, Jutsu 

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___youwillknownihilism
Vice Captain

PostPosted: Thu Apr 17, 2014 11:09 pm


Ranton

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[Rules]
• You must have Raiton, Fuuton, and Suiton as your chakra natures.
• You aren't immune to raiton, just resistant to it to a noticeable degree. [1 rank resistance to raiton.]

[Abilities]
• 20% Chakra reduction to Ranton techs
• Ability to perform one handed seals for Ranton Techniqeus
• Some techniques can be canceled by wind, lightning, or even water jutsu, but this is just a matter of the technique itself.
• Suiton techniques tend to deliver minor shocks, and the water left behind is more conductive than usual, resulting in more pain should electricity hit them. Raiton techniques tend to have more kick than usual. Wind jutsu seem to leave behind noticable levels of water in their wake.

[Techniques]
• Ring of Storms
- D
A rather simple jutsu, to the point where it doesn't even require handsigns, the user cuts a circle into the sky with their hands, channeling as they do so. The result of this, besides training in basic Ranton etiquette, creates a circular ring of Ranton chakra (two feet in diameter) that follows the user around as it lights up the area around them. This illuminating ring is not for show as it can be manipulated through chakra flow to attack very much like a shuriken to foes up to ten feet away. Its vibration cuts into wood and weak metals before it can detonate into an electrified watery blast to harm foes around it even after striking an opponent.

• Gale Hunter
- C
A gust of wind will kick up and rocket forward with a layer of both water and lightning chakra that create a three pronged strike. First, the wind knocks an opponent who is hit off balance, as it strikes with the force of a gale force wind at it's strongest level. That wind carries a bit of chakra infused water that conducts electricity well on the opponent, and then the raiton blasts the opponent off their feet and onto the ground with a painful shock. All of this occurs on impact, creating a fast, shocking blow.

• Boomerang
- B
A seemingly simple jutsu, upon making the handsigns, it gathers a sphere of ranton chakra into the users hand in the shape of a fist, which they point at an enemy. Then with a sound similar to a thunder rumble, the light fist fires off as it races towards the target. It flies off with a trail of dark blue ranton behind it like a laser beam as it is guided with the user's chakra flow to strike the intended target. Upon impact it will strike very much like a simple punch thrown by an average human as its electric current stuns the person. But its real power occurs after the impact as the trailing laser beam is then coming in and converges directly into the focal point of where the fist struck. This in turn causes the area to implode and send out a backdraft shockwave of electricity to everything behind where the fist struck while the explosion delivers additional damage to the person/target it had hit enhancing its name Boomerang. This backdraft strikes anyone in front of the target in a hundred sixty degree cone in about fifteen feet of lightning equal to a C Rank shock while the explosion the fist creates is the force of an explosive tag

• Rain Dance
- B
This technique is a precursor to the other techs later down the road. After their chakra has saturated an area through handseals, the area becomes humid and thick and the sky becomes dark and gloomy. Suddenly, for the next five posts, it will rain heavily over the entire thread. In these conditions, all suiton and ranton jutsu are increased in strength by up to 1/2 a rank, but fire techs cost 1.5x as much to cast.

• Downpour
- C
(Requires rain fall) This jutsu causes the rain in a specific area to become heavy and permeated with chakra, lowering the speed of any ninja in the rainfall to have their speed lowered for as many posts as the jutsu is activated by 1/2 a rank. It also pelts the target, causing the less hardy shinobi to feel like they are being repeatedly hit by falling spoons.

• Thunderstorm
- A
(Requires rain fall) With the handseals performed, the rain fall becomes heavy to the point where there should be flood warnings, and extends the life of a rain dance by an additional five posts. In these five posts, the water levels raise higher and higher until their is need for the water walking jutsu to maintain top speed. In addition, the user can pay c rank chakra to send a bolt of lightning from the sky at an opponent, with obvious repercussions for his enemy and any allies that are within ten feet, even if it only strikes the water. It takes a second, and the area about to be struck seems to cackle with energy just before it comes roaring down. Finally, the winds in the area will blow violently, giving the afflicted area a 1/2 rank bonus to wind techniques as well.

• Storm Surge
- B
(Requires rain fall) This jutsu is most effective when an area has become flooded by high levels of water. The wind will pick up violently and press into the water, causing it to rush forward and devastate an area by nearly flattening it with the force of the water combined with the strength of the wind. It also takes falling rain and sends it rushing towards an opponent which stings like hell and can actually leave wheps on the skin. The falling rain, obviously, gets pushed first and pelts opponents which lowers visibility, which is followed by the wave.

• Tornado
- A
The tornado is unique in that it sends either one large tornado that can devastate a terrain, or multiple smaller ones that move around doing less damage but being harder to avoid. Each of these, regardless, can tear trees up from the ground and have the unique effect of being charged with lightning, so that anything being thrown around is also being shocked for B rank damage every few seconds. The tornadoes themselves cackle with energy and are bright to behold. With enough water on the ground the tornadoes actually become tri elemental death twirls that now shock for A rank damage and have the threat of drowning targets. The user can direct the tornadoes with chakra, or have them stationary. At the top of a water funnel, the water is expelled and thrown across the battlefield carrying its shocking qualities. This can only be maintained for up to three consecutive posts, and must be paid for again to extend.

• Falling skies
- A
For three posts, during a Thunderstorm, huge balls of lightning charged water continuously crash down from everywhere, leaving no one spot safe and preventing enemies from standing still. The unwary will be crushed and stunned for half a post if they are hit directly by a ball. These three posts the water levels really get ridiculous.

• Hurricane
- S
(Requires a Thunderstorm be active; can only be used on the last post of one and ends the storm.) You know how hurricanes work. Everything in front of the user is picked up and thrown, blown over, or otherwise annihilated by the sheer volume of water, wind, and actual bolts of lightning being thrown everywhere. The user is the only one safe as his chakra prevents him or her from being hit by debris. Defensive jutsu can be effective if it can be erected in time, and can hold off the three elements and whatever else is being thrown at it. Afterwards, the skies clear and the water remains at a stable level. Rain cannot be started again for three posts, and hurricane can only be used once in any single fight.


• Symphony of Destruction
- S - Kage Permission
An even more powerful jutsu then Laser Circu, if that is even possible, the Symphony of Destruction is the last sound that anyone wants to hear. To use this jutsu requires the user to p***k their fingers before making the signs, so that the blood flows into the ball of light as it forms and acts as a requirement. Instead of the usual bright or dark blue color that the ranton usually provides, the blood infuses with the jutsu and gives it a rusty red color, adding to the intimidation. When this one is fired red beams are fired off with twelve each makes a sound similar to that of an explosion when it strikes as the rest of the beam that trails behind also goes up in a spontaneous concussive eruption. The first explosions comes from the actual jutsu itself, with the many secondary ones coming from impact, as each beam detonates with the force of an explosive tag. Like many ranton Jutsu, these beams can be directed on flight.


 
PostPosted: Fri Apr 18, 2014 5:02 pm


[Rift Walkers]
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Children of the Rift Walkers are quite rare. It is a recessive gene passed down from the mother and the circumstance which creates the children occurs at random. As a child is born, there are two of them. But they are exactly the same. Not just twins in body, but in mind. They share the same thoughts and always consider themselves two sides of the same coin. These children have access to a powerful null element known as Rift. With these rifts they are able to access dimensions, create, and destroy. Sealing techniques come naturally to these children as they have been dealing with alternate dimensions since birth.


[Abilities]
• One mind, two bodies.
• 50 Rift Points
• 1 rank reduction to sealing costs.

[Rules]
• Rifts do not open instantaneously. There is a chance for the opponent to dodge.
• Can only open a rift if you can see the target location.
• Shared chakra pool.
• Twins must be in the same country.
• Rift opening is a form of sealing.


[Techniques]
• Rift Clone D
The user will open a rift and step through it. They will walk through it as if it were a regular door. When they appear on the other end, they will have doubled in number.

• Sliver C
The user generates a rift that is only about a foot long and a few inches thick. This is generally cast upon someone or something. Anything that the sliver passes through is essentially 'deleted', having been sent to another dimension. This move is generally used to literally erase pieces of an opponent. For example if a sliver was opened where the arm connects to the body the arm would detach. This can also be used to destroy weapons or armor, as the sliver cannot be blocked. The silver takes about a second to manifest and is fairly visible, giving the opponent ample time to react.

• Dimension Window D
The user is able to generate two rifts in two different spots. They can look through these rifts and see as if looking from a window. Even if there is something between the two rifts the user is able to see right through them.

• Dimension Doors C
The user can create a series of rifts that are big enough for a person to squeeze through. Each door that is created is paid for separately. Each time the user passes through a door it costs points/chakra, unless it is the first time they are opening the door. Doors stay for 3 posts before closing. Other people cannot pass through these doors as they are always rejected. The user can even launch techniques through these doors and have them come out of another one.

• Twincast -
The user has the option to cast the same technique twice, the second time for only half the cost. The first technique must pass through a rift to qualify for the twincast. Twincasts cannot be cast on itself. This means that mostly projectiles or moving techniques can qualify for twincast.

• Temporal Shift D-S
The user can create a rift that covers them completely. If a jutsu is cast at them, weapons are thrown, a blast is shot towards them, the rift will swallow it whole. After five complete seconds the rift will open up once more and then launch everything it swallowed back at the initial caster. The price of this technique is equal to the techniques being swallowed. The user also has the option to swallow multiple techniques before shooting them back. Random thrown projectiles are equal to an E-rank cost. The user has to wait two posts to shoot a technique back, and only one can be shot during that time.

• Wormhole A
The user will create a rift about the size of a house. Anything that is not completely rooted on the other side will be sucked in with the force of a great vacuum. Once the rift closes whatever is unfortunate enough to have gotten sucked in is lost in another dimension. The wormhole has a range of 120 feet. If the victim is capable of generating a force equal to the wormhole (A-rank) that can move them in the opposite direction then there is a chance that they will escape.

• Alternative Ending S
This technique does not actually cost any chakra. It is activated upon death and it can only be used once. The twins will instinctually know what to do in the event that they will die. Before death actually takes them a rift will open and they will be swallowed whole. When they come back one of the twins will disappear forever. This revival does not take place instantaneously. It would take a few days in RP time to pass before hand. That way the user cannot die and instantaneously come back rejuvenated and ready to go for round two. The mental stress this brings is astronomical as well. The revived would not be fit for battle until they could make sense of what happened to them.

[Bloodline Members]
• Clan Head []
• [A faint smile] Olivia and Oliver Delacroix
• []
• []
• []

Property of A faint smile and A Stray Sheep  

A faint smile

Dedicated Friend


HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Mon Apr 21, 2014 9:07 pm


[Reikiton] 
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Reikiton (Aura Release) is an advanced chakra nature kekkei genkai found in certain members of the Dakko clan.  Reikiton manipulates the user's aura and the auras of those in contact with the user to create versatile resistances.  The elemental affinity of Reikiton users is spread thinly over all five basic elements, enough to create a counter against any element but not enough to be able to use jutsus from any of the five basic elements.  It is a chakra nature so specialized in defense that it actually interferes with the offensive abilities of those who've inherited the bloodline.

The Dakko clan has a very lax, unamazing history.  They are not a clan known for their amazing fighting prowess but for their peaceful ways, making them a rather obscure clan as a whole.  The Dakko clans only defining feature was the sporadic appearance of their bloodline, Reikiton, and the few who have inherited Reikiton in the clan usually grow into monks and priests, dedicated to defending temples and the weak.  The rest of the Dakko clan travel peacefully as merchants, musicians, and just about any other profession.  What matters is that they travel, helping those in need that they happen to meet along the way.  The clan, for the most part, is generally good-natured.  Although, black sheep are not unheard of in the clan.
 
 
[Abilities] 
• [Reikiton Aura] All living beings have auras, but the aura of Reikiton users are special.  The aura of a Reikiton user is manipulable and holds various defensive capabilities in addition to being larger than normal, stretching out to about half a foot from the user's body, this pliable aura is the core of Reikiton.  Until the last stage, aura release is only possible because the Reikiton user's body can be manipulated.  The Reikiton user's aura normally resists attacks by mimicking the properties of the attack.  Therefore, an aura that defends against doton jutsu will have the doton nature.  This method of resistance, however, prevents the Reikiton user's aura from doing anything to the attack except completely blocking it.  An attack stronger than the Reikiton user's aura will pass through the aura unhindered and unweakened.  As a general rule, E-rank auras last for three posts, D-rank for three, C-rank for three, B-rank for two, A-rank for two, and S-rank for one.  Of course, aura effects can be canceled at the user's whim and just as easily created, both processes requiring neither hand signs or vocal commands.
• [Passive Auras] All passive auras are always active.  There is no limit to passive auras.
• [Share Aura] A Reikiton user can passively extend his/her aura to anyone in direct/indirect contact with him/her, granting allies he/she is physically touching the benefits of whatever effects are active in his/her aura.
• [Friendly Aura] Attacks from the Reikiton user's allies will not harm the user.  Allies are determined by their intent to harm the Reikiton users.  If an individual actively does not wish to harm the Reikiton user, then he/she is considered an ally.

[Rules] 
• Unable to use the five basic elements.
• -1 rank to all non-Reikiton offensive ninjutsu, taijutsu, bukijutsu, and eiseijutsu.  This does not include jutsus used to limit the opponent's movement or otherwise hinder the opponent in a way that does not involve directly harming them (i.e. cc/crowd control)
• Chakra signatures are related to the aura of an individual, giving Reikiton users with their strong auras a noticeable chakra.  Chakra sensors sense a Reikiton user with one rank more ease.
• Users may only use active auras up to one rank above them until they reach stage three.  After reaching stage three and S-rank, everything is fair game.
• Offensive auras count to the aura limit.
• Auras cannot be shaped into anything definite, so aura weapons are an impossibility.  Manipulation of it relies on changing its general properties.
• Auras can be bypassed and ignored if the right type is not used, but they cannot be broken.
• Aura manipulation is impossible when under the influence of genjutsu.
• Aura effects, once activated, render the user's aura seeable.  Aura appears much like chakra when visible.
• Two aura effects of the same type may not be active at once.  For instance, the passive E-rank water aura effect will no longer be active if a higher rank water aura is activated.
 

[Stage One: Basic] 
 
Everyone starts somewhere, this is where Reikiton users start.  At this stage, the Reikiton user is just feeling out the capabilities of a manipulable aura.  Even guarding against  the basics, like basic elements and taijutsu, is unnatural to the beginner.
 
[Abilities] 
• [Aura Manipulation Lvl. 1] Can use one active aura effect at once.
• [Basic Elemental Aura] Upon being affected by a harmful effect from one of the five basic elements, the user's aura becomes accustomed to the element, reading it and developing the appropriate defense to it.  (See Elemental Aura technique for more information.)

[Rules] 
• Stage one is the starting stage.  No requirements to reach it.

[Techniques] 
• Basic Elemental Aura
- Rank: E-S
 Reikiton users do not intuitively know how to control their auras to create the appropriate defense, even against the five basic elements.  First, they need to experience the attack at least once.  After the first hit, though, the bloodline does its job and creates an aura to not only defend an attack from the element of the same caliber but also stronger attacks from the same element.  Of course, the amount of chakra invested into the aura determines the strength of attack the aura can defend against: E-rank auras can defend against E-rank and lower variations of an element, D-rank auras can defend against D-rank and lower variations of an element, etc..  Successfully blocked Suiton, Katon, and Fuuton jutsus will split around the user, leaving them unharmed.  Blocked Doton jutsus will stop the rock and any damage but the force of the attack will still be felt.  Blocking a Raiton jutsu will alter the incoming lightning from harmful to beneficial, providing the Reikiton user with the ability to stun.  Additionally, the five basic elemental auras also have small side-effects attached to their use, perks that are present from the E-rank version of the aura onwards.
Doton [Earth Release] - Those not protected by the aura experience it as unnaturally dense, reducing the strength of their physical attacks by 1/2 rank.
Fuuton [Wind Release] - The air inside of the user's aura is clean and pure.
Raiton [Lightning Release] - Whenever struck by a Raiton jutsu, the user's touch will momentarily stun (1 stun per jutsu, stun available for two posts, user can choose when to stun).
Suiton [Water Release] - The user can breathe underwater.
Katon [Fire Release] - The user can withstand high temperatures.

• Aura Break
- Rank: C
The user sends a sharp ripple through their aura, creating a breaking sensation, that mentally snaps anyone enveloped in the aura out of any genjutsu.

• Physical Aura
- Rank: E-S
The Reikiton user's aura becomes able to block taijutsu and bukijutsu of equal rank to the amount of chakra put into the ability.  The method is left up to the user, whether it be by turning the aura into something akin to a solid wall, creating a slippery aura that simply swipes the attacks to the side, or creating a very plush aura that stops attacks like a mattress.

• Universal Aura
- Rank: E-A
The universal aura effect resists non-elemental chakra attacks (i.e. universal jutsu).

• Sound Aura
- Rank: E
This aura effect only blocks regular sound and is incapable of blocking sound jutsus. When active, any sounds coming in or out of the user's aura will be blocked. Those enveloped by the user's aura while this effect is active can hear others enveloped by the aura but cannot hear anything outside the aura. Likewise, those outside the user's aura will be unable to hear anything inside the aura. When this aura becomes a passive, it can be toggled on and off.

• Disease/Poison Resistance Aura
- Rank: Passive
Reikiton users are highly resistant to being contaminated, whether it be by diseases or poisons.  Their auras boost their immune systems and filters out poisons.  The only way for a Reikiton to be infected or poisoned is by directly contaminating the inside of their body, usually by ingesting food/drink or a transfusion of blood.
 

[Stage Two: Advanced] 
 
The Reikiton users who've reached stage two have gotten acclimated to the bread-and-butter of aura release.  They are now ready to build upon what they've learned, achieving accomplishments like combining basic element effects to create advanced element effects and maintaining their lower level auras with no effort.
 
[Abilities] 
• [Aura Manipulation Lvl. 2] Can use two active aura effects at once.
• [Advanced Elemental Aura] Upon being affected by a harmful effect from an advanced element, the user's aura becomes accustomed to the element, reading it and developing the appropriate defense to it.  (See Advanced Elemental Aura technique for more information.)
• [E-rank Auras] All E-rank auras are now passive auras.

[Rules] 
• Stage two requires at least Chuunin rank, knowledge of three of the five basic elemental auras, and prior exposure to (i.e. getting hit by) at least two different advanced elements.

[Techniques] 
• Advanced Elemental Aura
- Rank: E-S
As with the five basic elements, Reikiton users do not know from birth how to manipulate their aura into an advanced element.  First, they need to experience an attack from the desired advanced element at least once.  Then, if the subelements for the advanced element (assuming the advanced element requires subelements) are known, the bloodline does its job and creates an aura to not only defend an attack from the element of the same caliber but also stronger attacks from the same element.  Of course, the amount of chakra invested into the aura determines the strength of attack the aura can defend against: E-rank auras can defend against E-rank and lower variations of an element, D-rank auras can defend against D-rank and lower variations of an element, etc..

• Aura Spike
- Rank: Passive
Any defensive aura can spike out with their element to create an offensive defense similar to Gaara's sand.  The strength of the Aura Spike equals the rank of the aura used.  The spike can only defend against one attack at a time, but is not restricted in the type of attack it can defend against like the regular auras and is even able to weaken the attacks that it can't completely block. If the aura spike is used to defend against an element that the aura's elemental nature is strong against, the spike will gain a one rank advantage.  Likewise, defending against an element that the aura's elemental nature is weak against gives the spike a one rank disadvantage. Of course, Aura Spike could also be used offensively, but it lacks range--the aura normally extends about half a foot from the Reikiton user and the spikes only extend the reach by another foot.  After spiking, the aura will end its current effect.

• Heat Aura
- Rank: E
The heat aura gives the user resistance to extremely high temperatures.

• Cold Aura
- Rank: E
The cold aura gives the user resistance to extremely cold temperatures.
 

[Stage Three: Finally] 
 
Finally, after all the training, the Reikiton user finally understands a little bit about actual aura release.  Up until now, the Reikiton user has only been able to manipulate thanks to the special properties of his/her aura.  Now, the user is capable of controlling the auras of others.  Albeit, in a very limited fashion.  Of course, as expected, Reikiton users who've managed to reach this stage are also more adept in controlling their own aura than those who haven't.
 
[Abilities] 
• [Aura Manipulation Lvl. 3] Reikiton users can manipulate the auras of allies (one) they are in direct contact with, giving them a maximum of three auras so long as contact is maintained with an ally.  The auras manipulations available with this method are limited to the non-elemental auras and elemental auras corresponding to the elements known by the ally.
• [Aura Proficiencies] All auras, including passives, are a 1/2 rank stronger.
• [SS-rank and beyond] Auras can now reach strengths of SS-rank and beyond with the appropriate chakra cost.  Auras at SS-rank and above last for one post.  Rank restrictions apply when using these, restricting usage of SS-rank and above auras to S-rank users.

[Rules] 
• Stage three requires at least Jounin rank, knowledge of all five basic elemental auras, knowledge of at least four advanced elemental auras, and experience in defending against three A-rank or two S-rank techniques.

[Techniques] 
• Dome Aura
- Rank: D-S
The user can expand any aura already known into a dome with up to a half-mile radius by expending one rank more chakra.  The sheer size of the technique forces the user to apply their aura over only the outer edge of the dome. Therefore, only attacks entering or exiting the dome are affected by the aura. Only one dome aura can be used at a time.
 

[Bloodline Members] 
• Clan Head [] 
• [Reiko Dakko] 
• [] 
• [] 
• [] 
 
Collaborated by iMama Harkles and Kagetsukiko.  
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╠ [Starter Forum] Character Add-Ons [Bloodlines/Demons/Summonings/Classes etc]

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