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Eleryia

Demonic Warlord

PostPosted: Wed Oct 30, 2013 6:43 pm


I wish for this to be looked over. It's not quite finished though. I just want to see what I can change before I continue on with it.

Clan/Kekkei Genkai Name:
Nature Release Kekkei Genkai

Three Words Describing the Clan/Kekkei Genkai:
Regenerative/Poisonous/Guardians

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Clan/Kekkei Genkai Description, History: A Kekkei Genkai that was created by accident. A scientist trying to reclaim the Mokuton bloodline mixed up the blood with a foreign plant substance and injected it into the test subject to create the Nature Release. The ability to make the plants around oneself to come alive and then manipulate them. As well as the ability to control living organisms[plants/Not humans or animals.] This Kekkei Genkai was considered to be extremely powerful but very rare. The offspring of those who had this bloodline were few and rare in number and are very hard to find in these modern days.

When a Nature Release user did show up, they were renowned for their ability to communicate with nature in itself. Wherever they walked, the beauty of nature followed them. Trees grew larger, faster and healthier. The flowers around them glowed and swayed on their own. Any type of plant they touched seemed to instantly grow better, as if fertilizer was constantly being used without the bad side. They were also well known for there powerful presence in the community as guardians of the wild or healers of the weak.

Strengths:
• Deep Chakra Pool +80 Chakra
• Ninjutsu is Increased
• Conduit for Living Organisms[Ability to have plants growing inside of them and off of them without killing them.]
• Able to communicate with the living organisms around them such as trees, flowers, and plants within a 1 mile radius of the user.
• Nature's Health - A passive ability that increases all healing done on the user and regeneration of the health of the user at all times.

Weaknesses:
• Strength is Decreased
• Can only be of the Ninjutsu[Single or Dual]/Genjutsu Class
• Fire Jutsu are considered to do a rank more in power of damage to this user. Stops the increased healing process if hit by fire. Fire is also easy to spread among the user and harder to put out.
• Limited to only ONE Taijutsu or Kenjutsu. Only one or the other.

Rules and Requirements:
• Permission from myself of course.
• Limited up to 3 users at a time.
• Have to Apply for it in the Application section for guild purposes.

Clan/Kekkei Genkai Jutsus:

Jutsu Name: Vine Whip
Rank: C
Element: Nature
Classification: Ninjutsu
Description: The user performs the needed hand signs and puts their fingers to the ground. Instantly plants and vegatation will begin to grow. They will pull up two vines, one for each hand ranging from 1-50ft long depending on the will of the user. The vine will be used like a whip. It's as flexible as rubber and strong as steel. But can still be easily burned to ash. The user will then proceed to use these vines as weapons to fend off their enemies.
Range: 10-50ft

Jutsu Name: Surge of Growth
Rank: C
Element: Nature
Classification: Ninjutsu
Description: The user performs the needed hand signs and the nature around the user will lend their energy over to the user. This jutsu slightly increases all physical stats for a temporary amount of time. [3 posts]. During this time, the user cannot be physically exhausted due to the constant flow of energy given to them by the nature around the user. [Cannot be used if there is 25% or less of anything green around the user for them to sap the energy off of. For instance, cannot be used in the desert or in a building.]
Range: 50ft.

Jutsu Name: Regeneration of Light
Rank: C-S
Element: Nature
Classification: Ninjutsu
Description: The user is also skilled in the arts of healing, so using their powers, they can sap the life of the wildlife around them to revitalize themselves. Doing this, they can cure wounds, remove poison, and even fully restore limbs. Most Nature Release users only use this jutsu for small cuts and wounds. Fully restoring limbs and healing larger wounds such as large gashes, bleeding out, and such can sap the wildlife around them of all energy and cause it to wilt and die.
Small Wounds- Small cuts, energy restoration, and minor sprains.[Takes a single post. C Rank]
Moderate Wounds - Fractures, smaller gashes, single broken bone, and muscle tears. [Takes two posts to completely. B Rank Chakra.]
Large Wounds - Severe Gashes, several breaks or fractures, internal wounds, and poison removal. [Takes three posts to heal. A rank.]
Restoration - Restoring Limbs. [Takes 5 posts to heal. S rank. Kills the wildlife around the user. Does one of two things. If the user is enamored by nature, all physical stats are reduced by 1 due to depression for 3 posts. Or if the user uses the nature for their bidding, regardless of what happens to the nature, they are unable to use any of the Nature Release jutsu for 2 posts. Can also use this jutsu on others.]
Range: 10ft

Jutsu Name: Venus Walkers
Rank: E-S
Element: Nature
Classification: Ninjutsu
Description: The user has to be carrying a pouch of venus fly trap seeds for this jutsu to work. They take a handful of these seeds[Max of 10], and throw them out around them. They perform the needed hand signs and touch the ground. The seeds are filled with energy and grow to their full size immediately. They pop out of the ground are able to walk around and follow the orders of the user. The Venus Walkers are as powerful as the user makes them. They have an assortment of powers and all of them vary on strength depending on how much chakra the users uses up in order to create the walkers. 1. The Walkers spit out seeds that can either sting, or pentrate steel depending on the chakra level used to make them. 2. The Walkers drip an acid from their mouth that can either leave small burns or strip the flesh from a person from a single touch. 3. They have roots they walk on, they can use up to two of their roots to extend and grip onto whatever the user wishes. The strength of the hold and the walker depends on the amount of chakra put into the creation of the walker. The walkers die after 3 posts or if they leave a radius of 1 mile where the user currently stands.
Range: 10ft

Jutsu Name: Green Thumb
Rank: B
Element: Nature
Classification: Ninjutsu
Description: The user performs the needed hand signs and whatever they touch vegetation grows on and covers completely. This is a jutsu more or so used to restrict movement, sight, or hide the user. The user can then control the vegetation to follow a certain path up to 15ft from where it was sprouted. [EX: If the user touched the ground and their opponent was 10ft from them. The vegetation could grow along the ground and go up to the enemy and cover the enemy.]
Range: 15ft

Jutsu Name: Cocoon of Life
Rank: A
Element: Nature
Classification: Ninjutsu
Description: The user performs the needed handsigns and touches the ground. An instant growth of wildlife will appear and completely cover the user in a cocoon like leafy substance. Inside of the cocoon, the user recovers 50 chakra per post after the first post of "activation" they remain in the cocoon. Wounds are slowly healed over time. The primary use of this cocoon is that it freezes the user in their current form of life until the cocoon is broken from the outside or until it dies[8 posts]. This could be used if the user was about to die and save them from death until an ally could come to rescue them. [The Cocoon can be moved, but if it is pierced, the stasis is broken.]
Range: Self

Jutsu Name: Seeds of Dismay
Rank: E-S
Element: Nature
Classification: Ninjutsu
Description: The user throws regular grass seeds in their mouth and can shoot them out at high speeds. On contact, the seeds explode with vegetation. The Vegetation is alive and starts to completely cover and restrict the movement of whatever it touches. The power of the restriction and how fast it covers the body depends on the amount of chakra put into the individual seeds. [Each seed spit will use this jutsu. Can hold as many seeds in their mouth as they can fit. Max of 40.]
Range: 20ft

Jutsu Name: Raining Nature
Rank: A
Element: Nature
Classification: Ninjutsu
Description: The user can only use this jutsu if their are flowers or leaves nearby. The user performs the needed hand signs and touches the ground. Any leaf or flower petal within a 40ft radius hits into the sky and suddenly becomes sharp as steal. The user can then control the said projectiles and throw them at the enemy.
Range: 40ft

Jutsu Name: Death Seed
Rank: S
Element: Nature
Classification: Ninjutsu
Description: The user can only use this jutsu if they have Death Plant seeds. The user will reach into their pouch and somehow get a seed into the wounds of their opponent. If the seed is able to get into the wounds of the opponent, it will sap the energy of the user and start to grow inside of the opponent. This usually ends in death. Hence, Death Seed. [It takes C rank chakra per post to keep it growing. It takes 6 posts for the Death Seed to fully grow and sprout from it's host. Post 1- The seed begins to take root and can be burned or dug out of the skin by ACTUALLY making a hole in the flesh or reaching into the deep wound to pull it out. Post 2 - The seed has taken root and can only be burned out or cut into multiple pieces to die. Post 3- The seed can only be burned out now. The seeds roots have begun to take root and grow farther into it's host disable the limb it is currently embedded in. Post 4 - The seed can only be burned out and has spread along most inside of the body, disabling whatever limbs the roots have spread into. The host will also have small wounds where the seed is sprouting out of their skin. Post 5 - The seed can only be burned out. The seed has now sprouted throughout the hosts body and caused much internal bleeding, as well as taken root in more then half of the hosts body, disabling whichever limbs the roots have taken place. Post 6 - The seed can no longer be burned out. It has fully sprouted from the body of it's host and taken root in every place within the body, effectively killing it's host and sapping the energy to live. Extra: For every post the death seed is inside the host, it is also sapping energy from it's host to live. It drains 25 chakra per post it remains in.]
Range: 15ft

Jutsu Name: Night of the Wildlife
Rank: SS
Element: Nature
Classification: Ninjutsu
Description: This is one of the ultimate jutsu used by the Nature Release users. The user takes a full post to perform the needed handsigns and gather the needed chakra, they are allowed to move during this time though, but cannot stop performing the handsigns otherwise it must be restarted. One fully charged, the user will slam both hands into the ground and every living plant within 50ft of the user will sprout from the ground and follow the orders of the user. The blades of every plant become sharp as steel and the roots become as stretchy as rubber and extra extendable. This takes so much energy of the user though that they cannot use any other jutsu while this jutsu is being performed and take a -1 to all physical stats.
Range: 50ft

Will you be the head of the Kekkei Genkai (heads must be approved NPCs)? If not, who will? I will be head.  
PostPosted: Thu Oct 31, 2013 1:05 pm


Clan/Kekkei Genkai Name:
Telekinetic Release Kekkei Genkai

Three Words Describing the Clan/Kekkei Genkai:
Mind, Concentration, Debilitating

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Clan/Kekkei Genkai Description, History: It started back in the old shinobi world. The telekinetics were mere slaves harboring to the wills of wealthy shinobi and officials which kept them shackled and forced them to do tedious and strenuous tasks. They would be beaten on a daily basis and often starved if they did not perform well for their masters. However through the teaching of a man who stepped out of the shadows they would be taught how to harness their energy into their minds tapping into their neural systems with their chakra. Eventually this enabled them to fight back against their masters even while they were chained. However it wasn't until the first shinobi war when their prowess was truly put to the test.

They were sent in droves to fight against the opposition and developed other jutsu throughout the war. It was said that one man miko santoru was actually able to crack a mountain side with this jutsu. As well he was the first to reach the ultimate level of genius and developed the slaves eternal suffering jutsu. The legend says he took out five leaders of the opposition using this one jutsu. After the war they were praised for their valiant efforts and set free to live amongst the shinobi war. However long since most of the teachings have gone by the wayside and their are only a few shinobi who still hold on to the old teaching and want to restore the beauty of the clan.

Strengths:
• Due to the control they possess over chakra in their brain they gain a slight increase to chakra control[-5]
•being proficient with anything of the mind it takes 1 less post to learn genjutsu

Weaknesses:
• Since the brain relies on neurons and electricity can effect them they are weak against lighting attacks (Higher rank attacks can stop their abilities for two posts. Must be lighting attack ranked B or higher)
• Are weak against heavy style bukijutsu and taijutsu as they are of small body types and don't rely on pure strength


Rules and Requirements: • must be born into the kekkei genkai
If married into the kekkei genkai it will take twice as long to learn any jutsu and you must complete 10 posts of mind control training before you can start training jutsu. Cannot learn higher than B rank when not born into the clan.

Books and concentration levels.

Must read two books to increase concentration levels (Takes 3 posts for each book)

Genin can only reach a moderate concentration=C rank technique
Chuunin can only reach a high level of concentration=B rank
Jounin can reach extreme levels of concentration=A rank
Sannin have mastered concentration and can roll a ten sided die when a headache would occur the same post six or higher nullifies the headache
Kage Have mastered concentration and can roll a ten sided die when a headache would occur the same post a four or higher nullifies the headache (Can also be used to lessen a headache.)

Only applies to techniques of the kekkei genkai

Gennin start out with a E rank concentration so
D rank= 2 books
C rank=4 books
B rank=6 books
A rank=8 books
Sannin=10 books
Kage concentration= 12 books

Headaches

Headaches: As this is a kekkei Genkai utilizing the mind headaches are a natural side effect.

Headaches will occur at different post levels as follows:

Anything after three moderate concentration techniques (c rank)
Any technique after using two high level concentration techniques(b rank)
Any technique after using one extreme concentration technique(A rank and above.)

All of these are in a 10 post time frame and headaches will gradually increase with every technique after the above have occurred.

If you attempt to use a higher concentration of a technique than you are capable of you will instantly get a severe headache and on a ten sided die must roll a five or greater for the technique to be successful. IE. A genin with moderate concentration trying to use the high level concentration of whatever technique they are attempting.

Headache levels

Mild Headache: A slight throb on occasion (once per post)

Moderate Headache: More intense throbbing with more frequency (Two per post)

Severe Headache: Vision begins to blur, extreme throbbing and frequency increases (Three per post) Lower ranked jutsu will be successful. Jutsu of your rank or higher must roll a four or greater on a ten sided die to actually perform jutsu.

Migraine: Vision becomes blurry to the extent of seeing double. Eyes become light sensitive. Noise and movement make the head throbbing excruciating (4 per post. Movements become sluggish and must hit a 6 or higher on a ten sided die for a technique to be properly executed.

Must act out all headaches in posts not just say I have a headache.


Clan/Kekkei Genkai Stages:


Clan/Kekkei Genkai Jutsus:

Jutsu Name:Mind Repel
Rank: D through A
Element: Universal
Classification: Ninjutsu
Description: By concentrating their chakra and telekinetic energy the user can repel a users chakra attack.
Rank D
repel any jutsu of equal or lower value up to c rank
Rank C (Moderate concentration level)
Can repel any jutsu one rank higher up to b rank
Rank B (High concentration level
can repel any jutsu up to A rank (Can send jutsu back at opponent up to C rank)
Rank A (Extreme concentration level)
Can repel any jutsu (Can send jutsu back at opponent up to B rank)
Requirements: kekkai genkai. (Cannot block other kekkai genkei or things like chakra swords or objects held in an opponents hand like rasengan) wide range attacks require an additional 5 chakra to repel and 10 to be redirected back at an opponent.
Range: 30 feet max and cannot repel a blast within five feet.

Jutsu Name:Slaves eternal suffering
Rank: SS
Element: Universal
Classification: Genjutsu
Description: Said to be an ultimate genjutsu and the apitomy of the telekinetic kekkai genkai. The user begins by slamming one palm on the ground and if the opponent notices the jutsu will then begin. Two chains leap up from the ground binding the opponents feet. Meanwhile to large posts shoot up on each side with chains that bind the opponents hands. Behind them a goliath of a man with a twenty foot chain appears laughing hysterically as the one they cherish most sits in front of them pleading with tears in their eyes. The man will begin whipping the person caught in the genjutsu repeatedly. The first post the user will feel immense pain as well as the suffering of their cherished person. The second post pools of blood will begin to develop at their feet and they will feel as if they are losing consciousness. Their cherished persons cries will become screams ripping apart the users mental state. The third post the pools will become a river of blood their back will feel as though all the skin has been ripped off and they will be on the brink of passing out. Their cherished persons cries will sound be broken up by gurgles as if they are choking on the persons blood. The fourth post the user will pass out but not before seeing the person they cherish laying at their feet arms wrapped around them and motionless as if they themselves have deceased.
posts three and four will require hospital treatment for the mental suffering and fatigue. Can effect three shinobi at sannin and five at kage 20 additional chakra for each shinobi.
Range: Twenty yards max as long as opponent can see the users hand hit the ground.


Jutsu Name: Four sword telekinetic prison burial.
Rank: S
Element: Universal
Classification: Ninjutsu
Description: Their are several steps to this jutsu. First the user must spread four swords around the opponent on the battlefield. Once the opponent is inside the swords the user will focus their kenetic energy into the ground forcing the swords to stand up with their hilts in the air. A telekinetic barrier will form between the swords and above the opponents head. Post one the swords will spin causing the swords to sink into the earth as the barrier begins to come down on the opponent. Post two the swords will sink even further continually causing the barrier to sink and crush the opponent. Third post the telekinetic energy of the barrier will overwhelm the shinobi as it covers them and overloads their neurological system creating paralysis. By the fourth post the swords will have completely been buried into the ground and the barrier will crush the opponent pinning them to the ground as the force drags the ground down further into the earth. If they weren't completely dead before they will be by the end of the fourth post as their neurological system will be completely shut down.
Range: as long as the swords are set with the opponent in between them the user can cast the jutsu from virtually anywhere within twenty yards of his opponent.


Jutsu Name: Mind which denies the weapon
Rank: C through A
Element: Universal
Classification: Ninjutsu
Description: Concentrating their chakra and telekinetic energy the user can stop an opponents weapon in mid swing. 3 post cool down.
Rank C: Can stop the weapon of a user the same rank or lower. (moderate concentration)
Rank B: Can stop the weapon of a user up to one rank higher. (High concentration)
Rank A: Can disarm a user of their weapon if they are the same rank or lower.Hence a chuunin could stop a jonins weapon from hitting them but could not disarm them. (Extreme concentration.)
Range: close however if they are attempting to disarm an opponent as they are charging up to 15 yards. The weapon when disarmed will fly up to 30 feet away.


Jutsu Name:Mind Which numbs the body
Rank: D through A
Element: Universal
Classification: Fuinjutsu
Description: Embedding their telekinetic energy into a seal they then must come in contact with another shinobi. By placing their seal it will overload an opponents neuro system and cause their body to shut down.
Rank D: Will make limb or appendage go numb (can effect 1 part of the body)
Rank C: Will make parts of the body sting (can effect 2 parts of the body) (Moderate concentration)
Rank B: Will make parts of the body feel as though they are on fire (Can effect up to three parts of the body. (High concentration)
Rank A: Will cause dead limbs (Can lead to amputation or intense healing on one body part only. However can target four parts of the body if using other methods of lesser rank.) (Extreme concentration)
Requirements: kekkai genkai, must place the seal on the individual and must specify body part or parts you are attacking in the original post and to what level. Each rank of effect is equal to a post IE: For a dead limb it would take four posts and the opponent would feel all the effects before it in previous posts. Post 1 numb, post 2 stinging and so on.Seal can be broken by expelling excess chakra to disrupt
Chakra cost to break the seal.
Higher rank than user -20 chakra
Same level as user -40
Lower level -50
Range:close

Jutsu Name: Mind of strength
Rank: D through A
Element: Universal
Classification: Ninjutsu
Description: Through concentrating the chakra in their brain the user can move objects with their mind moving them out of their way or they can use them offensively to throw at other shinobi.
Rank D: Small objects: Basketball size and below.
Thrown objects: With enough force to cause a minor sting. Sharp objects barely peirce skin
Rank C: Medium objects: (5 X 5 X 5) (Moderate concentration)
Thrown objects: With enough force to cause bruises and cuts. Thrown objects will now pierce through skin but only within an inch under the skin.
Rank B: Large Objects: (10 X 10 X 10) (High concentration)
Thrown objects: With enough force to cause eternal bleeding as well as knock out another shinobi. Sharp objects now pierce several inches deep into the skin.
Rank A: Huge objects (15 X 15 X 15) (Exteme concentration)
Thrown objects: With enough force to cause severe internal bleeding, crushed limbs. Sharp objects can now pierce through the body.
Objects must be loose and must be rped as seen on the battle field. No ripping rocks out of mountain faces or beams from structured buildings. (Kage rank is the only acception to the rule and again must be within reason.)
Range: 15,30,45,60 yards as respective to rank

Jutsu Name: Body Warp
Rank: C
Element: Universal
Classification:Genjutsu
Description: By concentrating their telekinetic energy a user can manipulate an opponents mind to believe the user has bent their body to avoid an opponents attack. Must be able to see the opponent and read their attack. Only works against buki and taijutsu attacks and has a 3 post cool down.
Requirements: kekkai genkei
Range: close

Black_Mist_Sapphire


okay took care of the stages...Fixed the body warp...Changed to the format used for the jutsu...Add ranges but as i'm not good at wording exactly I changed a couple things around to try and make it easier to follow.

ChaosDuo

Beloved Friend


Sorgaren

Enduring Receiver

9,700 Points
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PostPosted: Thu Nov 21, 2013 11:47 am


Kyuuyou (Namida Clan):
Kekkei Genkai

Three Words Describing the Clan/Kekkei Genkai:
Physicality, Negation, Resilience

User Image

Kekkei Genkai Description, History:
The Namida clan originally hailed from the Village Hidden in the Stars, and they were revered--as well as the objects of general hatred--because of their gift. They possess a special chakra called Kyuuyou, and its abilities are...questionable in the era of common shinobi. You see, Shinobi who possess Kyuuyou are completely unable to perform elemental ninjutsu. It's almost as though the chakra has sewn itself into their network and negated any elemental influence. Because of this odd mutation, the Namida clan was ostracized by the fellow members of the Star Village. Their power was feared and misunderstood, and they were kept at arms' reach as a result.

The leader of their clan, Katsu Namida, sought to take the Star Village by show of force. He--and a large majority of the Namida clan--stormed the Star Village and engaged in a bloody battle that lasted nearly two weeks before the last men fell. The result was a bloody and battered village that never quite recovered, with a large majority of the Namida clan now obliterated. Those peaceful onlookers had no choice but to flee the village and start anew in other villages, where they found the shinobi to be much more accepting of their strange abilities. Now, they're slowly regaining the foothold they once had, but their influence will never be what it once was.

Word on the wind has it that some of the Namida remained in the Star Village, and their strange energy is a result of the clan reproducing with regular shinobi. This is just speculation, however.

Strengths:
• Jutsu Negation: The Namida clan has a special chakra called Kyuuyou. The Kyuuyou has the fascinating ability of destroying outside chakra that comes into contact with it. This is the main ability that painted a giant target on their backs. Some have described the Kyuuyou as being a 'dense, heavy chakra'. Because of this, the Namida have created special techniques to take advantage of this.
• The presence of the Kyuuyou gives the Namida clan a rather sizable chakra boost to aid them in protecting themselves against the opponent's chakra. (+80 Chakra)
• Because of their lack of Ninjutsu or Genjutsu, the Namida clan has spent more time training their physicality, giving them a 3 additional points to spend at character creation in physical stats of their choice. The amount of points spent towards one stat may not exceed 2.

Weaknesses:
• They fail miserably at long range combat, possessing only one or two jutsu that bridge the gap.
• Opponents with high physical abilities like theirs will make their attacks and abilities almost completely useless; their physicality is their advantage.
• May not use Ninjutsu, Genjutsu, Eiseijutsu, Kinjutsu, or Fuuinjutsu. Limited only to the Wall Walking and Water Walking techniques. May not use any other jutsu besides bloodline techniques.


Rules and Requirements: • Must be born with the bloodline, and you may not be anything other than a physical class. Choose your subclass wisely! Your subclass--or main class--does not unlock any jutsu for you, even if they say it's within your learning limits.

Clan/Kekkei Genkai Stages: One stage.

Clan/Kekkei Genkai Jutsus:

Jutsu Name: Jutsu Negation
Rank: Varies
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: This jutsu is rather simple. By spending one rank less chakra than the opponent spent to use a technique, the Namida clan member may project an aura from their body that destroys incoming techniques of that rank. In order to nullify an S-rank jutsu, you must spend 120 chakra, and 250 for an S+-rank technique. Negating a physical technique--such as an earth jutsu--will still destroy it. The reason for this is that--when using a physical technique, the objects effected become super-saturated with the user's chakra, making them realistically more chakra than actual physical material. As such, physical jutsu that enter this range will simply seem to crumble away. This does not work on the human body.
Range: Five feet.

Jutsu Name: Enhanced Combat
Rank: D
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: Using this technique will temporarily boost one of the user's stats by 1, but it only works for a single movement. For example, Ninja Bob could throw a punch while using this technique, and his punch would have +1 strength behind it for that punch only. Someone could go an entire fight with +1 in everything if they were willing to spend about...200-ish chakra every single post. At that point, you'd run dry within a few posts, making it a very inefficient jutsu to spam.
Range: As far as the user's body extends when using it.

Jutsu Name: Rejection
Rank: E - B
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: When this technique is used, it can take any form the user wishes, really. Whether it be a spherical shield, a frontal shield, or even a wave of energy, the effect doesn't change. When this wave impacts a technique of one rank higher or lower, it nullifies that technique. Being hit with this technique is similar to being smacked with a baseball bat in terms of blunt force.
Range: 15 feet if used as a wave. 5 feet if formed as a spherical shield.

Jutsu Name: Catch!
Rank: B
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: After making a 'peace' symbol with their fingers, a small, glowing sphere will form between the fingers. The user of this technique can whip this ball at surprisingly quick speeds, allowing it to take opponents by surprise. When it makes physical contact with an object, the ball expands into a fifteen foot, swirling maelstrom of ultra-dense Kyuuyou. If an opponent is engulfed by the Kyuuyou, it destroys 70 of their chakra points.
Range: Throwing distance, and then fifteen feet.

Jutsu Name: True Rejection
Rank: A
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: The use of this technique is quite simple. By extending their palm, the user will let loose a powerful, cylindrical blast of Kyuuyou. It has the frontal power to nullify nearly all ninjutsu attacks, and anyone hit by this beam...its quite similar to being hit by a truck. The blunt physical trauma would be devastating. In terms of size, it's about twenty-five feet wide and tall. Being hit by this technique will destroy 120 of the opponent's chakra points.
Range: At maximum, the beam can extend fifty feet before dissipating.

Jutsu Name: Kyuuyou
Rank: S - S+
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description:This is the signature technique of the Namida bloodline, and the one that gave them their nasty reputation. After a post of concentrating chakra between the middle and index fingers, the Namida will throw it into the air. When the sphere has risen to about fifteen feet--which takes a very short amount of time--it will expand rapidly outward into a gigantic, dome prison. If the opponent is caught in this sphere, escape is almost impossible. During each post, the Kyuuyou will destroy (100) chakra until they manage to escape (-70 chakra/post if S-rank). At absolute maximum, this sphere lasts for ten posts. However, hitting the sides of the Kyuuyou with A, S, and S+-ranked techniques reduces this post count. A-ranked jutsu reduce it by one post. S-ranked jutsu reduce it by three, and S+-ranked jutsu reduce the time by five posts(This is for the S+ use. For S-rank use, A will reduce by three, S for five, and S+ will destroy it outright). After using Kyuuyou, the Namida can only stay in battle for three more posts before they must flee battle or risk passing out.
Range: S-ranked use encompasses a fifty foot area. S+ is one hundred feet.

Will you be the head of the Kekkei Genkai it said that heads must be approved NPCs, but is it possible for me to be the head?
PostPosted: Tue Nov 26, 2013 3:06 pm


Clan/Kekkei Genkai Name:
Heartstring Clan

Three Words Describing the Clan/Kekkei Genkai:
Lightning/Fast/Deadly

Clan/Kekkei Genkai Picture User Image
Clan/Kekkei Genkai Description, History: This clan is widely known. Famous for their lightning style jutsu and fighting style. They are most commonly known for their advances in power technology. They are far more advanced in their technology then the rest of the nation, so are known to be a great tourist attraction. They have their own city in a low valley surrounded by mountains. It's said at night time if you were anywhere outside of the mountains, inside is so bright that it shined like the sun. From here, this isn't their only good attribute though. Taking a similar fighting style to that of the Byakugan users, they fight using their two forefingers and attacking the nerves to shut down their opponents. Another well known fact of the Heartstring clan is their speed. They are said to be able to break the speed barrier. But it is rare for anyone to have seen this.

Strengths:
• Lightning Jutsu Greatly Increased
• Speed is Potentially Significantly Increased
• Agility Potentially Significantly Increased
• Significantly Resistant to Lightning or any type of electricity
• Can eat lightning or electricity[not their own] to regenerate their chakra and heal themselves[To an extent. Can only heal moderate wounds.]
• Since the Clan is Mainly Ninjutsu users, they have Larger Chakra ools. [+100]

Weaknesses:
• Strength Decreased
• Genjutsu Effectiveness Increased
• Earth Effectiveness Greatly Increased
• Cannot Use or be a Genjutsu User
• Decreased Lifespan[After awhile, the constant use of lightning breaks the bonds that puts the body together, aging them faster]
• Cannot use any other element
• Cannot be of the Sealer Class/Sub-Class
• Limited to 1 Kenjutsu and 1 Taijutsu Style
• Doesn't gain the natural reductions to post learning for jutsu or styles due to the fact that they train so hard and don't like to skip out.

Rules and Requirements: • My Permission

Clan/Kekkei Genkai Stages:

• Stage 1 - Genin
- The user is not completely resistant to Lightning. Lightning is only Slightly Decreased when used against the user.
- All Lightning Techniques are only Slightly Increased during this stage.
- Can only gain up to 50 chakra during this stage.
- Can only learn up to Level 3 of their fighting style.
- Requires Both hands to use techniques.
- Has slight increase in Speed and Agility

• Stage 2 - Chunin
- The user is not completely resistant to Lightning. Lightning is only Decreased when used against the user.
- All Lightning Techniques are only Increased during this stage.
- Can only gain up to 100 chakra during this stage.
- Can only learn up to Level 4 of their fighting style.
- Requires Both hands to use techniques
- Has increased in Speed and Agility

• Stage 3 - Jounin
- The user is not completely resistant to Lightning. Lightning is only Sharply Decreased when used against the user.
- All Lightning Techniques are only Sharply Increased during this stage.
- Can only gain up to 200 chakra during this stage.
- Can only learn up to Level 5 of their fighting style.
- Requires one hand to use techniques
- Has Sharp increase in Speed and Agility

• Stage 4 - Konin
- The user is not completely resistant to Lightning. Lightning is only Significantly Decreased when used against the user.
- All Lightning Techniques are now all Greatly Increased
- Can only gain up to 250 chakra during this stage.
- Can now master their Fighting Style.
- Requires one hand to use techniques
- Has Great increase in Speed and Agility

• Stage 6 - Sannin/Kage
- The user is now Significantly resistant to lightning techniques.
- Lightning techniques require no hand signs now.
- Can only gain up to 350 chakra during this stage.
- Can Master Final Stage of Fighting Style
- Has Significant increase in Speed and Agility

Clan/Kekkei Genkai Jutsus:

Jutsu Name: Body Spark
Rank: C
Element: Lightning
Classification: Ninjutsu
Description: The user covers their entire body in lightning temporarily slightly increasing their speed and agility as well as other lightning techniques. [Lasts 2 posts]. During this, if someone were to touch the user, they would receive a minor shock to themselves causing slight pain.
Range: Body

Jutsu Name: Spark Shot
Rank: C
Element: Lightning
Classification: Ninjutsu
Description: The user makes a gun symbol with their hand and fires off small sparks of lightning about 6inches in length and 3inches around. The sparks shots spread in a 1ft radius upon contact and cause numbness of the area and minor pain. Can eventually do some serious damage if shot in the same place with multiple shots though.
Range: 20ft

Jutsu Name: Spark Barrier
Rank: C
Element: Lightning
Classification: Ninjutsu
Description: The user makes a round barrier of lightning around them in a 10ft radius. This barrier will moderately shock anyone within the barrier and cause the area it hits to go numb and be temporarily unavailable for use.[1 post. Costs 25 chakra per post to keep it going plus the original cost of casting the jutsu.]
Range: 10ft

Jutsu Name: Bolo Spark
Rank: B
Element: Lightning
Classification: Ninjutsu
Description: The user creates a bolo of lightning that they can control. They will throw it at their opponent and it will wrap around whatever it gets a hold of. The bolo will wrap around the limb it contacts with and cause moderate shocks for every post it remains active and eventually could kill the user by causing to much irregularity in the body.[Remains active as long as the user holds hand sign and position. Cannot move during.]
Range: 30ft

Jutsu Name: Spark Balls
Rank: B
Element: Lightning
Classification: Ninjutsu
Description: The user will create 6 orbs of lightning around themselves that they can control. The spark balls will fling themselves at attacks and explode to protect the user. Or they will fling themselves at an attacker that gets to close and explode upon contact causing severe shocks to the body and muscle contraction The balls are 2ft around.[15ft radius]
Range: 15ft

Jutsu Name: Spark Cannon
Rank: B
Element: Lightning
Classification: Ninjutsu
Description: The user makes a gun symbol with both hands and puts them together. From there the user will fire a series of 5 shots at their opponent. This is an upgraded version of the Spark Shot. The shots are now 2ft around and explode on contact causing explosion damage plus muscle contraction, severe pain, and seizures if it hits near the heart.
Range: 30ft

Jutsu Name: Spark Tornado
Rank: B
Element: Lightning
Classification: Ninjutsu
Description: The user covers themselves in lightning and spins at rapid pace, creating a tornado of lightning. The tornado will deflect any projectile shot at the user. The tornado will pull anyone within 20ft towards the user and if hit by the tornado, the person will receive such major shocks they will be unable to move for 1 post. [To resist the pull, your strength and speed combined must exceed the users jutsu strength.]
Range: 20ft pull in radius. 10ft around radius.

Jutsu Name: Spark Blast
Rank: A
Element: Lightning
Classification: Ninjutsu
Description: The user will hold their hand out and create lightning in the area they are looking at and close their fists to cause a surge of lightning to appear and explode. A small light appears before the lightning ball appears and explodes. If hit by this, it will cause whatever it hits to go numb and be unable to use for 2 posts. [The user can only do this where the user can see. EX: Cannot imagine the blast behind opponent because the user cannot see behind the user. The ball is 1ft radius and the explosion is in a 3ft radius.]
Range: 30ft

Jutsu Name: Lightning Thorn
Rank: A
Element: Lightning
Classification: Ninjutsu
Description: The user creates a wall of 50 lightning thorns that are 4ft long and 1ft around. The user can control them and send them out towards their opponent. If hit by a thorn, the thorn will repeatedly send moderate shocks throughout the body. It can be pulled out, but touching it also causes moderate shocks. [Once pulled out, they dissipate. If they hit a solid object, they dissipate. Enough Thorns can kill with to much irregularity in the body.]
Range: 30ft

Jutsu Name: Lightning Wheel
Rank: A
Element: Lightning
Classification: Ninjutsu
Description: The user creates a wheel of lightning that has serrated edges. The user summons this in front of them and controls it. The user will send it forth. Upon contact it will slice into whatever it hits and cause several major shocks as well as slashing damage. This will leave a person unable to use their body for a single post and causes major muscle contraction.
Range: 50ft

Jutsu Name: Lightning Chakram
Rank: A
Element: Lightning
Classification: Ninjutsu
Description: The user creates a chakram in their hand for their use. The user an use this chakram to throw it at whatever the user wants and is then able to control the chakram. This chakram has the ability to cut through solid concrete.
Range: 40ft

Jutsu Name: Lightning Bow
Rank: A
Element: Lightning
Classification: Ninjutsu
Description: The user creates a bow and arrows made of lightning. The user will then rapid fire their lighting arrows and are able to control the arrows. [10 chakra per arrow shot.]
Range: 50ft

Jutsu Name: Essence of Lightning
Rank: S
Element: Lightning
Classification: Ninjutsu
Description: The user physically turns into lightning and Significantly increases their speed and Agility while in this form. Since they do not have a body in this form, it will not cause their body harm to break the speed cap. They use this technique to dodge larger attacks and run through their opponents causing severe pain and muscle contraction along the body. [Costs 75 chakra per post as well as the original cost of the jutsu to keep this jutsu going. Can't use chakra for 1 post. And not allowed to use Lightning Chakra for 2 additional posts afterwards.]
Range: Body

Jutsu Name: Rain of Arrows
Rank: S
Element: Lightning
Classification: Ninjutsu
Description: The user starts off by using the [Lightning Bow] jutsu first. The user will fire a single arrow of lightning into the sky which will multiply into thousands of arrows and rain down upon the enemies. Once they hit the ground, they cause electrical surges in a 5ft radius along the ground that will cause severe shocks and cause severe muscle contraction and will numb the area hit, If hit by an arrow, the effects are doubled and the arrow will pierce through whatever it hits.
Range: 100ft

Jutsu Name: Lightning Storm
Rank: S+
Element: Lightning
Classification: Ninjutsu
Description: The ultimate jutsu of the user. The user summons storm clouds forth in a 100ft radius around them and causes lightning to rain down the sky randomly. The lightning itself is random striking until there is movement, in which case it pinpoints the movement and strikes whatever moves. Several lightning strikes can happen at one time. [The jutsu lasts 3 posts and takes 75 points of chakra per post to keep active.] [This is not the users lightning.]
Range: 100ft

Will you be the head of the Kekkei Genkai (heads must be approved NPCs)? If not, who will? Eve Heartstring will be the Leader. Raenn Heartstrings mother.

Eleryia

Demonic Warlord


Eleryia

Demonic Warlord

PostPosted: Tue Nov 26, 2013 6:50 pm


Grand Chevalier Haji

Kemuriton


Speed,Stealth,Death

User Image

History: The Kemuri clan is a clan of assassins, their specialty is espionage and assassination. Before they age of the shinobi they were widely used in many conflicts. If they worked for one lord to kill another lord, they would also take a job to kill the lord they were already working for. Smoke was their most useful tool, the legends say if you noticed smoke surrounding you suddenly it was already over for you. Though with the birth of shinobi villages their usefulness had diminished. And with the villages charging a percentage for what that clan would charge they soon went into decline. In an attempt to strength their clan against the rise of shinobi, they made a pact with an Enenra a demon comprised entirely of smoke. He fused his smoke with every member of the clan, giving them unnatural abilities. But even with this new found power the lords were uninterested in the clan. For their own survival. They then decided to send their predecessors to the village hidden in the leaves. These predecessors also inherited the demons smoke.

Strengths:
• Members due to demonic influence receive a 60 point chakra increase.
•Members Speed is Increased (+1)
•-1 post for fire Jutsu -1 post for kenjutsu
•D rank and above Techniques hinders the sight of Sharingan and Custom Dojutsu, completely. C rank and above hinders sight of Byakugan and a Sensors ability to sense chakra within the smoke.


Weaknesses:
• Fuuton (Equal or higher rank Gust-like jutsu can blow away their smoke)
•Lack of Second Basic Element
• Suiton
•High level Sensors
Traits:
•Members hair color varies though it must be a dull shade.(Dull Purple, Dull Black)
• Members only have two elements, Kemuriton and Katon.
•Members can release small quantities of smoke from their bodies(No real effect looks awesome)
•Members of an unnatural ability to sense those within the perimeter of their smoke, allowing them to locate and attack their enemies.
•Members are unaffected by any side effects their smoke causes.


Rules and Requirements: • Konoha Shinobi
•My Permission (Grand Chevalier Haji)
•Upmost Respect and Loyalty to Clan Head((Me again))

Clan/Kekkei Genkai Jutsus:

Jutsu Name: Kemuri Bomu [Smoke Bomb]
Rank:E-C
Element:Kemuriton
Classification:Ninjutsu
Description: The User quickly forms a small ball of smoke and throws it, when it hits anything it will disperse into a large cloud of smoke. Which only hinders the enemies ability to see.
Range:5 meter’s all directions


Jutsu Name: Kemuri Chouyaku [Smoke Leap]
Rank:D
Element:Kemuriton
Classification:Ninjutsu
Description: After a quick single handsign The user vanishes in a puff of smoke and moves forward or backwards, good for dodging surprise attacks. (5 uses per battle)
Range:10 feet


Jutsu Name: Kemuri Bunshin [Smoke Clone]
Rank:D
Element:Kemuriton
Classification:Ninjutsu
Description: Creates a clone made of pure smoke, after being hit once it will disperse into a large cloud of smoke.
Range:10 meters all directions


Jutsu Name: Taju Kemuri Bunshin [Multiple Smoke Clones]
Rank:X
Element: Kemuriton
Classification:Ninjutsu
Description: Only after performing the Kemuri Bunshin no jutsu, may the user implement this technique. After the destruction of the original smoke clone which bursts into a cloud of smoke the user spreads the smoke out and creates more smoke clones at the cost of 5 chakra each. Clones are Unable to use any chakra and have academy student level stats but are solid meaning they can interact with the world around them.
Range:N/A



Jutsu Name: Kemuri Eda [Smokey Limb]
Rank:C
Element: Kemuriton
Classification:Ninjutsu
Description: The user chooses a single body part to turn into smoke allowing it to become permeable and unaffected by physical attacks. But can be blown away only by a Higher ranked jutsu thus losing the effected limb.((Many high level Tai/Ken/buki jutsu can also blow away limb these exceptions apply No physical attacks or explosive tags will work.))
Range:N/A


Jutsu Name: Messhū Enrō [Vanishing Smoke Prison]
Rank:C
Element: Kemuriton
Classification:Ninjutsu
Description: The user produces an extremely thick smokescreen which immediately makes the opponent cough and blinds them, it also covers up the scent of the user and his allies. He may then attack at will.
Range:15 meters all directions


Jutsu Name: Kemuri Kumo [Smoke Cloud]
Rank:C
Element: Kemuriton
Classification:Ninjutsu
Description: The user throws a smoke projectile at his opponent. Its enveloped by smoke cloud which hides the exact location and number of the weapons.
Range:5 feet



Jutsu Name: Bakuhatsukaen no Shotto [Exploding Flame Shot]
Rank:C
Element: Katon
Classification:Ninjutsu
Description: By creating a spark from their hands, this technique allows the user to throw multiple balls of flames, which are able to either cause fiery explosions on impact or set the target on fire.
Range:N/A


Jutsu Name: Enmaku Rō [Binding Smoke Prison]
Rank:B
Element: Kemuriton
Classification:Ninjutsu
Description: The user manipulate his smoke and condenses it to the point it can wrap around a target to keep them from moving.
Range:Anywhere within smoke.


Jutsu Name:Kemuri Nuime[Smoke Stitch]
Rank:B
Element: Kemuriton
Classification:Ninjutsu/Medical
Description: This jutsu has the ability to reattach limbs that the user could have lost during battle. This only works on himself, and this jutsu only works on one limb per b rank cost.(Thus cannot attach multiple missing limbs with one use though things such as fingers and toes can be reattach with one use as long as they are all on the same limb.)
Range:N/A

Jutsu Name: Kemuri Tentou [Smoke Counter]
Rank:A
Element: Kemuriton
Classification:Space/Time Ninjutsu
Description: The user surrounds himself with smoke, if a projectile hits the smoke it will be shot back at the shooter.
Range:N/A

Jutsu Name:Kaishin [Reform]
Rank:A
Element: Kemuriton
Classification:Ninjutsu
Description: Focusing all his chakra into a missing limb, smoke will extend and reform the limb. Must be used outside of battle with 5 posts of concentration.Range:N/A

Jutsu Name: Inbijiburu [Invisibility]
Rank:A
Element: Kemuriton
Classification:Ninjutsu
Description: A puff of smoke is released from the user’s body and he become invisible. Though dojutsu that can see chakra can pierce through the jutsu. Limit 4 posts
Range:N/A

Jutsu Name: Kemuri Hengen [Smoke Transformation]
Rank:S
Element: Kemuriton
Classification:Ninjutsu
Description: The user body becomes smoke allowing physical attacks to pass through the body or allowing him to pass through obstacles((3 per battle)) Can only be blown away and killed by another S rank jutsu.
Range:N/A



Jutsu Name: Kemuri Sanketsu [Smoke Suffocation]
Rank:S
Element: Kemuriton
Classification:Ninjutsu
Description: This technique releases an enormous amount of special smoke in the air. This smoke displaces the oxygen in the air within the smoke. Enemies within will find it harder to breathe within the smoke as the oxygen is being displaced. If the enemy is still within the cloud after three posts they will fall unconscious from lack of oxygen. If they user continues with the jutsu the enemy will be dead after five posts. (The user must remain still for the entirety of this jutsu or the smoke will dissipated and oxygen will rush back into the area. Since this user constantly emits smoke to displace the oxygen the only way to stop the jutsu is to kill or make the user move. Fuuton jutsu will not be able to stop it.)
Range:20 Meter’s all directions

Jutsu Name: Shindou [Tremor]
Rank:S
Element: Kemuriton
Classification:Ninjutsu
Description: The user turns to smoke and goes through the opponent. When he reappears, the opponent begins to internally combust, then falls to pieces from the endothermic heat, starting with the top of the skull separating from the mandible, and the rest of the body from key joints. All knowledge the victim had is transferred to the user.(Including bloodline, one custom)This technique is rather straight forward and easy to see coming,to be used when the enemy is about to be finished off. ((Cannot be used within smoke that the User or Ally creates ((Smoke jutsu or Smoke Bomb, BUT they can if an enemy uses a smoke bomb))
Range:N/A

Clan Head
• Grand Chevalier Haji
Members




I will be Clan Head



1. You need to re-word the hindering of the sharingan and the Byakugan in your strengths. It's a given that the Sharingan would not work inside of the smoke seeing as the sharingan user cannot see you. And it's also a given that the Byakugan would be seeing the chakra in the smoke as well as larger and smaller sources of chakra being used inside of the smoke. But the way you worded it makes it sound bad. So maybe try something as such...[Inside of the users smoke, the Sharingan will be unable to see the attacks of someone else coming seeing as the Sharingan user cannot be seen. Byakugan users will only be able to see the chakra within the smoke.]

2. You need to explain on your weaknesses some more. For instance, why is water a weakness for you? It takes fire and water to create smoke in the first place. So why is it a weakness? And you say high sensory ninjas are a weakness. That's not really a weakness. You need to put down something else.

3. I don't like the fact you are giving people limited photos they can use with your traits. But I guess it doesn't really hurt anything.

4. Your smoke bomb needs to be Rank E. It doesn't need to rank up. It's an extremely simple jutsu and it pretty much does nothing. No need to make it go any higher of a rank unless you are going to add anything else onto it.

5. Make your smoke leap Rank C.

6. Multiple Smoke Clones needs a cap of 50 clones and make it Rank D for every clone you create it costs that much chakra.

7. Exploding flame shot needs a max of 2 fireballs thrown per cast.

8. Smoke Stitch needs to Cost an A rank worth of chakra to work and it needs a cap of how many times it can be cost within a certain time limit that is reasonable.

9. No to Reform. Your body isn't physically made of smoke, so making a limb of smoke wouldn't replace your limb.

10. Make your smoke Counter Rank C. It's way to high of a cost for what little it does.

11. I don't like either of your S rank abilities. You need a weakness for both of them. If you can give a good weakness to Smoke Suffocation, that would be acceptable.

12. Tremor technique I don't really care for. It does a lot of damage without any sort of weakness towards yourself. And how exactly would passing through that person allow you to gain their memories? No to that side completely. So all of your original smoke has to be gone for this technique to work though correct?
PostPosted: Tue Nov 26, 2013 7:20 pm


ChaosDuo
Clan/Kekkei Genkai Name:
Telekinetic Release Kekkei Genkai

Three Words Describing the Clan/Kekkei Genkai:
Mind, Concentration, Debilitating

User Image
Clan/Kekkei Genkai Description, History: It started back in the old shinobi world. The telekinetics were mere slaves harboring to the wills of wealthy shinobi and officials which kept them shackled and forced them to do tedious and strenuous tasks. They would be beaten on a daily basis and often starved if they did not perform well for their masters. However through the teaching of a man who stepped out of the shadows. He taught them how to harness their energy into their minds tapping into their neural systems with their chakra. Eventually this enabled them to fight back against their masters even while they were chained. However it wasn't until the first shinobi war when their prowess was truly put to the test.

They were sent in droves to fight against the opposition and developed other jutsu throughout the war. It was said that one man miko santoru was actually able to crack a mountain side with this jutsu. As well he was the first to reach the ultimate level of genius and developed the slaves eternal suffering jutsu. The legend says he took out five leaders of the opposition using this one jutsu. After the war they were praised for their valiant efforts and set free to live amongst the shinobi war. However long since most of the teachings have gone by the wayside and their are only a few shinobi who still hold on to the old teaching and want to restore the beauty of the clan.

Strengths:
• Due to the control they possess over chakra in their brain they gain a slight increase to chakra control[-5]
•being proficient with anything of the mind it takes 1 less post to learn genjutsu

Weaknesses:
• Since the brain relies on neurons and electricity can effect them they are weak against lighting attacks (Higher rank attacks can stop their abilities for two posts. Must be lighting attack ranked B or higher)
• Are weak against heavy style bukijutsu and taijutsu as they are of small body types and don't rely on pure strength


Rules and Requirements: • must be born into the kekkei genkai
If married into the kekkei genkai it will take twice as long to learn any jutsu and you must complete 10 posts of mind control training before you can start training jutsu. Cannot learn higher than B rank when not born into the clan.

Headaches: As this is a kekkei Genkai utilizing the mind headaches are a natural side effect.

3 jutsu of your rank or lower can be made in a ten post period without causing a headache. Each action after will result in an increase in the headache meter

Using a jutsu one rank higher than yourself will grant an immediate mild headache.

Using a jutsu two ranks higher than yourself will grant an immediate moderate headache.

Each technique will thereafter stack causing the headache to get worse.

Headaches die down after three posts of not using the kekkei genkai

Mild Headache: A slight throb on occasion (once per post)

Moderate Headache: More intense throbbing with more frequency (Two per post)

Severe Headache: Vision begins to blur, extreme throbbing and frequency increases (Three per post) Lower ranked jutsu will be successful. Jutsu of your rank or higher must roll a four or greater on a ten sided die to actually perform jutsu.

Migraine: Vision becomes blurry to the extent of seeing double. Eyes become light sensitive. Noise and movement make the head throbbing excruciating (4 per post. Movements become sluggish and must hit a 6 or higher on a ten sided die for a technique to be properly executed.

Must act out all headaches in posts not just say I have a headache.

Must read two books to increase concentration levels (Takes 3 posts for each book)

Gennin can only reach a moderate concentration=C rank technique
Chuunin can only reach a high level of concentration=B rank
Jonin can reach extreme levels of concentration=A rank
Sannin have mastered concentration and can roll a ten sided die when a headache would occur the same post six or higher nullifies the headache
Kage Have mastered concentration and can roll a ten sided die when a headache would occur the same post a four or higher nullifies the headache (Can also be used to lessen a headache.)

Only applies to techniques of the kekkei genkai

Gennin start out with a E rank concentration so
D rank= 2 books
C rank=4 books
B rank=6 books
A rank=8 books
Sannin=10 books
Kage concentration= 12 books



Clan/Kekkei Genkai Stages:
The dumb: Those who have barely even attempted to pick up a book (2) or unlock their minds. Attacks are clumsy and often present unfavorable outcomes.
The intellect: You have read a good amount of books (4) and your mind is racing the world is your oyster. Attacks are becoming more proficient and you are starting to turn the tide in your favor.
The Bookworm: You have read a good plethora of books (6) and your mind is on fire. Your attacks are pretty crisp and you are beginning to understand how to take advantage of your surroundings.
The Renowned: You are utterly stuck in book. 8 Your mind is sharp and your techniques are cunning and precise. The environment is now a shell for your amusement
The Master: You can't help but see a book and read it (10) Your mind is beyond that of the average human and your techniques are formidable to most other shinobi.
The Genius: If its on a shelf you have read it (12) Your mind acts almost on its own and your techniques have reached a point of flawless.

Clan/Kekkei Genkai Jutsus:

Jutsu Name:Mind Repel
Rank: D through A
Element: Universal
Classification: Ninjutsu
Description: By concentrating their chakra and telekinetic energy the user can repel a users chakra attack.
Rank D
repel any jutsu of equal or lower value up to c rank
Rank C
Can repel any jutsu one rank higher up to b rank
Rank B
can repel any jutsu up to A rank (Can send jutsu back at opponent up to C rank)
Rank A
Can repel any jutsu (Can send jutsu back at opponent up to B rank)
Requirements: kekkai genkai. (Cannot block other kekkai genkei or things like chakra swords or objects held in an opponents hand like rasengan) wide range attacks require an additional 5 chakra to repel and 10 to be redirected back at an opponent.
Range: long

Creator:chaosduo
Jutsu Name: Slaves eternal suffering
Rank:SS
Element: Universal
Classification: Genjutsu
Description: Said to be an ultimate genjutsu and the apitomy of the telekinetic kekkai genkai. The user begins by slamming one palm on the ground and if the opponent notices the jutsu will then begin. Two chains leap up from the ground binding the opponents feet. Meanwhile to large posts shoot up on each side with chains that bind the opponents hands. Behind them a goliath of a man with a twenty foot chain appears laughing hysterically as the one they cherish most sits in front of them pleading with tears in their eyes. The man will begin whipping the person caught in the genjutsu repeatedly. The first post the user will feel immense pain as well as the suffering of their cherished person. The second post pools of blood will begin to develop at their feet and they will feel as if they are losing consciousness. Their cherished persons cries will become screams ripping apart the users mental state. The third post the pools will become a river of blood their back will feel as though all the skin has been ripped off and they will be on the brink of passing out. Their cherished persons cries will sound be broken up by gurgles as if they are choking on the persons blood. The fourth post the user will pass out but not before seeing the person they cherish laying at their feet arms wrapped around them and motionless as if they themselves have deceased.
posts three and four will require hospital treatment for the mental suffering and fatigue. Can effect three shinobi at sannin and five at kage 20 additional chakra for each shinobi.
Requirements: kekkai genkai hand must stay on the ground the entire time the jutsu is activated as the telekinetic energy is the force behind the genjutsu.
Range: any as long as the opponent can see the users hand hit the ground.

Creator: chaosduo
Jutsu Name: Four sword telekinetic prison burial.
Rank: S
Element: Universal
Classification: Ninjutsu
Description: Their are several steps to this jutsu. First the user must spread four swords around the opponent on the battlefield. Once the opponent is inside the swords the user will focus their kenetic energy into the ground forcing the swords to stand up with their hilts in the air. A telekinetic barrier will form between the swords and above the opponents head. Post one the swords will spin causing the swords to sink into the earth as the barrier begins to come down on the opponent. Post two the swords will sink even further continually causing the barrier to sink and crush the opponent. Third post the telekinetic energy of the barrier will overwhelm the shinobi as it covers them and overloads their neurological system creating paralysis. By the fourth post the swords will have completely been buried into the ground and the barrier will crush the opponent pinning them to the ground as the force drags the ground down further into the earth. If they weren't completely dead before they will be by the end of the fourth post as their neurological system will be completely shut down.
Requirements: kekkai genkai, four swords either from a scroll or provided by the battlefield itself.
Range: as long as the swords are set with the opponent in between them the user can cast the jutsu from virtually anywhere as long as they are in sight of the opponent.

Creator: chaosduo
Jutsu Name: Mind which denies the weapon
Rank: C through A
Element: Universal
Classification: Ninjutsu
Description:Concentrating their chakra and telekinetic energy the user can stop an opponents weapon in mid swing. 3 post cool down.
Rank C: Can stop the weapon of a user the same rank or lower.
Rank B: Can stop the weapon of a user up to one rank higher.
Rank A: Can disarm a user of their weapon if they are the same rank or lower.
Hence a chuunin could stop a jonins weapon from hitting them but could not disarm them.
Requirements: kekkai genkai
Range: close however if they are attempting to disarm an opponent as they are charging up to 15 yards. The weapon when disarmed will fly up to 30 feet away.

Creator: chaosduo
Jutsu Name:Mind Which numbs the body
Rank: D through A
Element: Universal
Classification: Fuinjutsu
Description: Embedding their telekinetic energy into a seal they then must come in contact with another shinobi. By placing their seal it will overload an opponents neuro system and cause their body to shut down.
Rank D: Will make limb or appendage go numb (1 part of the body)
Rank C: Will make parts of the body sting (2 parts of the body)
Rank B: Will make parts of the body feel as though they are on fire (Up to three parts of the body
Rank A: Will cause dead limbs (Can lead to amputation or intense healing on one body part only. However can target four parts of the body if using other methods of lesser rank.)
Requirements: kekkai genkai, must place the seal on the individual and must specify body part or parts you are attacking in the original post and to what level. Each rank of effect is equal to a post IE: For a dead limb it would take four posts and the opponent would feel all the effects before it in previous posts. Post 1 numb, post 2 stinging and so on. All techniques stack on the limb. Seal can be broken by expelling excess chakra to disrupt
Higher rank than user -5 chakra
Same level as user -15
Lower level -25
Range: close

Jutsu Name: Mind of strength
Rank: D through A
Element: Universal
Classification: Ninjutsu
Description: Through concentrating the chakra in their brain the user can move objects with their mind moving them out of their way or they can use them offensively to throw at other shinobi.
Rank D: Small objects: Basketball size and below.
Thrown objects: With enough force to cause a minor sting. Sharp objects barely peirce skin
Rank C: Medium objects: (5 X 5 X 5)
Thrown objects: With enough force to cause bruises and cuts. Thrown objects will now pierce through skin but only within an inch under the skin.
Rank B: Large Objects: (10 X 10 X 10)
Thrown objects: With enough force to cause eternal bleeding as well as knock out another shinobi. Sharp objects now pierce several inches deep into the skin.
Rank A: Huge objects (15 X 15 X 15)
Thrown objects: With enough force to cause severe internal bleeding, crushed limbs. Sharp objects can now pierce through the body.
Requirements:kekkai genkai and objects must be loose and must be rped as seen on the battle field. No ripping rocks out of mountain faces or beams from structured buildings. (Kage rank is the only acception to the rule and again must be within reason.)
Range: 25,50,75,100 yards as respective to rank

Jutsu Name: Body Warp
Rank: D
Element: Universal
Classification:Genjutsu
Description: By concentrating their telekinetic energy a user can manipulate an opponents mind to believe the user has bent their body to avoid an opponents attack. Must be able to see the opponent and read their attack. Buki and Taijutsu only and has a 3 post cool down.
Requirements: kekkai genkei
Range: close

yes

waiting on approval in the custom jutsu thread but here is the kekkei genkai itself.


1. If it's possible, go through and re-type all of this. You have a bunch of typos and it took me some time to get through this and understand some of this because it was badly typed. As well as some of the wording was bad. And make sure to put all of your jutsu into the proper form so everyone can read it easier. Just look at the skeleton on page 1 to see the proper form.

2. You have stages to your Kekkei Genkai, but all they are stating is stuff that is happening. They don't add anything or take anything away. And you already state everything that is happening in your stages above in your rules and requirements. So I don't see the stages as necessary.

3. How much chakra does it cost to dispel the seal exactly? That should be something you put in there.

4. Every jutsu that has Range: and you put "Long" or something similar needs an actual distance. EX:10ft/10yd. Something along those lines.

5. Body Warp needs to be increased to Rank C in my opinion. And does it only affect Buki and Tai users? Or Buki and Tai attacks? Specify.

Eleryia

Demonic Warlord


Eleryia

Demonic Warlord

PostPosted: Tue Nov 26, 2013 7:43 pm


Phagosaurus Secks
Kyuuyou (Namida Clan):
Kekkei Genkai

Three Words Describing the Clan/Kekkei Genkai:
Physicality, Negation, Resilience

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Kekkei Genkai Description, History:
The Namida clan originally hailed from the Village Hidden in the Stars, and they were revered--as well as the objects of general hatred--because of their gift. They possess a special chakra called Kyuuyou, and its abilities are...questionable in the era of common shinobi. You see, Shinobi who possess Kyuuyou are completely unable to perform elemental ninjutsu. It's almost as though the chakra has sewn itself into their network and negated any elemental influence. Because of this odd mutation, the Namida clan was ostracized by the fellow members of the Star Village. Their power was feared and misunderstood, and they were kept at arms' reach as a result.

The leader of their clan, Katsu Namida, sought to take the Star Village by show of force. He--and a large majority of the Namida clan--stormed the Star Village and engaged in a bloody battle that lasted nearly two weeks before the last men fell. The result was a bloody and battered village that never quite recovered, with a large majority of the Namida clan now obliterated. Those peaceful onlookers had no choice but to flee the village and start anew in other villages, where they found the shinobi to be much more accepting of their strange abilities. Now, they're slowly regaining the foothold they once had, but their influence will never be what it once was.

Word on the wind has it that some of the Namida remained in the Star Village, and their strange energy is a result of the clan reproducing with regular shinobi. This is just speculation, however.

Strengths:
• Jutsu Negation: The Namida clan has a special chakra called Kyuuyou. The Kyuuyou has the fascinating ability of destroying outside chakra that comes into contact with it. This is the main ability that painted a giant target on their backs. Some have described the Kyuuyou as being a 'dense, heavy chakra'. Because of this, the Namida have created special techniques to take advantage of this.
• The presence of the Kyuuyou gives the Namida clan a rather sizable chakra boost to aid them in protecting themselves against the opponent's chakra. (+80 Chakra)
• Because of their lack of Ninjutsu or Genjutsu, the Namida clan has spent more time training their physicality, giving them a 5 additional points to spend at character creation in physical stats of their choice. The amount of points spent towards one stat may not exceed 2.

Weaknesses:
• They fail miserably at long range combat, possessing only one or two jutsu that bridge the gap.
• Opponents with high physical abilities like theirs will make their attacks and abilities almost completely useless; their physicality is their advantage.
• May not use Ninjutsu, Genjutsu, Eiseijutsu, Kinjutsu, or Fuuinjutsu. Limited only to the Wall Walking and Water Walking techniques. May not use any other jutsu besides bloodline techniques.


Rules and Requirements: • Must be born with the bloodline, and you may not be anything other than a physical class. Choose your subclass wisely! Your subclass--or main class--does not unlock any jutsu for you, even if they say it's within your learning limits.

Clan/Kekkei Genkai Stages: One stage.

Clan/Kekkei Genkai Jutsus:

Jutsu Name: Jutsu Negation
Rank: Varies
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: This jutsu is rather simple. By spending one rank less chakra than the opponent spent to use a technique, the Namida clan member may project an aura from their body that destroys incoming techniques of that rank. In order to nullify an S-rank jutsu, you must spend 120 chakra, and 250 for an S+-rank technique. Negating a physical technique--such as an earth jutsu--will still destroy it. The reason for this is that--when using a physical technique, the objects effected become super-saturated with the user's chakra, making them realistically more chakra than actual physical material. As such, physical jutsu that enter this range will simply seem to crumble away. This does not work on the human body.
Range: Five feet.

Jutsu Name: Enhanced Combat
Rank: D
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: Using this technique will temporarily boost one of the user's stats by 1, but it only works for a single movement. For example, Ninja Bob could throw a punch while using this technique, and his punch would have +1 strength behind it for that punch only. Someone could go an entire fight with +1 in everything if they were willing to spend about...200-ish chakra every single post. At that point, you'd run dry within a few posts, making it a very inefficient jutsu to spam.
Range: As far as the user's body extends when using it.

Jutsu Name: Rejection
Rank: E - B
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: When this technique is used, it can take any form the user wishes, really. Whether it be a spherical shield, a frontal shield, or even a wave of energy, the effect doesn't change. When this wave impacts a technique of one rank higher or lower, it nullifies that technique. Being hit with this technique is similar to being smacked with a baseball bat in terms of blunt force.
Range: 15 feet if used as a wave. 5 feet if formed as a spherical shield.

Jutsu Name: Fall to Your Knees
Rank: B
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: This technique utilizes the rather heavy nature of the Kyuuyou. A fifteen foot area around the Namida is weighed down extensively. Ninjutsu techniques of A-rank and lower that enter this field are nullified. Because of it's dual-purposing, the weighing down effect also works on other ninja. It would be similar to putting three hundred pounds of pressure on them, slowing their movements and lowering their strength.
Range: Fifteen Feet

Jutsu Name: Catch!
Rank: B
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: After making a 'peace' symbol with their fingers, a small, glowing sphere will form between the fingers. The user of this technique can whip this ball at surprisingly quick speeds, allowing it to take opponents by surprise. When it makes physical contact with an object, the ball expands into a fifteen foot, swirling maelstrom of ultra-dense Kyuuyou. If an opponent is engulfed by the Kyuuyou, it destroys 70 of their chakra points.
Range: Throwing distance, and then fifteen feet.

Jutsu Name: True Rejection
Rank: A
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description: The use of this technique is quite simple. By extending their palm, the user will let loose a powerful, cylindrical blast of Kyuuyou. It has the frontal power to nullify nearly all ninjutsu attacks, and anyone hit by this beam...its quite similar to being hit by a truck. The blunt physical trauma would be devastating. In terms of size, it's about twenty-five feet wide and tall. Being hit by this technique will destroy 120 of the opponent's chakra points.
Range: At maximum, the beam can extend fifty feet before dissipating.

Jutsu Name: Kyuuyou
Rank: S - S+
Element: Kyuuyou
Classification: Bloodline Ninjutsu
Description:This is the signature technique of the Namida bloodline, and the one that gave them their nasty reputation. After a post of concentrating chakra between the middle and index fingers, the Namida will throw it into the air. When the sphere has risen to about fifteen feet--which takes a very short amount of time--it will expand rapidly outward into a gigantic, dome prison. If the opponent is caught in this sphere, escape is almost impossible. Because this technique combines both natures of the Kyuuyou, opponents will feel much heaver while within this sphere, suffering a (-2) to their speed. During each post, the Kyuuyou will destroy (80) chakra until they manage to escape (-1.5 to speed and -50 chakra/post if S-rank). At absolute maximum, this sphere lasts for ten posts. However, hitting the sides of the Kyuuyou with A, S, and S+-ranked techniques reduces this post count. A-ranked jutsu reduce it by one post. S-ranked jutsu reduce it by three, and S+-ranked jutsu reduce the time by five posts(This is for the S+ use. For S-rank use, A will reduce by three, S for five, and S+ will destroy it outright). After using Kyuuyou, the Namida can only stay in battle for three more posts before they must flee battle or risk passing out.
Range: S-ranked use encompasses a fifty foot area. S+ is one hundred feet.

Will you be the head of the Kekkei Genkai it said that heads must be approved NPCs, but is it possible for me to be the head?



1. So the strengths and weaknesses balance themselves out pretty well. But a 3 point maximum is all I can give you. Otherwise you will start off way too powerful. And you cannot spend both points on the same stat.

2. You can't use any of the Kyuuyou techniques that cause an opponent to feel heavy. That would be considered Gravity techniques and are much too OP. So "Fall to our Knees" is an outright no. And "Kyuuyou" is acceptable with the dome and the ability to get rid of the 80 chakra per post. But again, your using to to slow an opponent down and it becomes gravity.

3. "Kyuuyou". You need to make it to where you will pass out. Seeing as it sounds so powerful. But as I am making you change this, you will probably not need this or need something different altogether as you will have to change this technique to do something different.

4. "True Rejection". You cannot cancel out technique unless you plan on also paying the cost of cancelling out the technique. Especially the S ranked techniques. If you plan on using your chakra to use the utsu, then use your chakra again to cancel out an S, then yes.
PostPosted: Tue Nov 26, 2013 8:15 pm


Black_Mist_Sapphire
Yeah, these nerfs basically take the 'balanced' nature you pointed out in the beginning and make it unreasonably weak. So if this is what your ultimatum is, then it's no longer worth considering. Incredibly nerfing the capital technique of the bloodline, and then going on to tell me that I also have to pass out as a result is completely unreasonable. So I say with all due respect that my interest in bringing this bloodline into the guild is now gone.

Sorgaren

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300

___youwillknownihilism

PostPosted: Tue Nov 26, 2013 8:21 pm


[The Sculptors of the Mind]

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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.
• Genjutsu Mastery (1/2 Increase)
• Ninjutsu Mastery (1/2 increase)
• Once they have learned the techniques, they are able to passively read minds/communicate through them within a 15m radius.
• 10% Chakra reduction to nin and genjutsu
• 50 mind points.
• Mind points will regenerate by 5 every 2 posts they aren't used.


[Rules]
• Weak Bodied (1/2 rank to speed and strength, and they lose a 1/2 rank of combat mastery overall)
• Cannot be of the weapon or tai classes.
• 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]
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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.

• Read
- D (Passive)
This technique requires another five posts of learning to actually master. This allows the Sculptor to passively gain a 1/2 rank increase in perception for as long as they have Mind points remaining.

• 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 speaking, 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]
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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]
•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.
• Perception Passive Bonus (1/2 rank)

[Techniques]
• 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 C 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 to an equal level until the technique is cut off.


[Stage Three: Architect]
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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 gain another passive bonus to perception. (1/2 rank)
• 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.)
•They can now read multiple minds passively, and communicate with equal ease. With friendly targets, the sculptor can simple see memories for free. They can also
[Techniques]
• Frozen
- A (15 mind points, 4 point upkeep)
At the epitome of their current level of power, a Sculptor can suddenly cause every person in a thread to stop as if their brain just stopped thinking. If a person were to be charging up a technique or something like that that requires they stop actions and charge chakra, then they can continue that. It is essentially like being trapped in your own body, but still able to manipulate their chakra. If you are on cooldown, then while you are frozen you will still cooldown those techniques. This technique itself has a five post cooldown.

• New playing field
- B (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. They cannot control this world without using 2 mind points per manipulation. In the outside world, the two will simply stand with a blank face, but the Sculptor will have glowing blue eyes. The fight here will determine the battle for the most part, as when you are dragged there, the mind is at risk. For five posts after the fight, if the target was killed, then they will be reduced to a catatonic state. While in this state, their mind is defenseless, and information can be yanked out freely. If the Sculptor loses the fight, then they lose 25 mind points, and are physically exhausted. In addition, the target will feel as though they are having their brain probed for information.


• Phantasm
- A (5-10 points)
This technique creates a living ghost from the mind of the Sculptor. It can take on many forms, and acts as a summoning. 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, or enemy. A copy of a person 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 (5 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 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.

• Mind Control
- A (20 points)
The Sculptor can only use this on summons and pets of other shinobi. He will literaly exert dominating mental energy over them and take control of them, effectively turning any of said targets to their side, and turning them into mental slaves. As this is done, they learn the fullest of their capabilities. After 5 posts, the mind control wears off and the summon/pet is mentally exhausted.


[Stage four: Master Mind]
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An S rank Mind Sculptor is a force to truly be feared. While his body isn't physically as strong as others of his rank, 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)
• Their gen and nin techniques can receive a sudden, sizeable bonus to effectiveness (1 1/2 rank), but they cost 1.5x their cost if this is used.
• 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.

[Techniques]
• 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. Once you are caught, it will go uninterrupted. 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.

Restore
S (30 points)
If their is ever mental damage done to a persons mind, such as poisonous things like the tsukiyomi or the damaging effects of some Sculptor abilities, then he can repair that damage. The target will feel as though a wave of relief has got to them.

• Brain Hack
- S (30)
A very intimidating technique, the Sculptor will simply confuse someone's senses through use of brain hacks. It can be overcome, but it causes damage to a persons physical attributes (-2 ranks to speed and strength) for 10 posts.

• Mass paralysis
- S (45 points)
The Sculptor will get to a comfortable position and release a paralyzingly high level of brain waves that stops everything in a thread from happening. They cannot use anything but brain techniques once they initiate this, and even then, nothing above the third stage's abilities except restore.

• 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].
PostPosted: Tue Nov 26, 2013 8:23 pm


Phagosaurus Secks
Black_Mist_Sapphire
Yeah, these nerfs basically take the 'balanced' nature you pointed out in the beginning and make it unreasonably weak. So if this is what your ultimatum is, then it's no longer worth considering. Incredibly nerfing the capital technique of the bloodline, and then going on to tell me that I also have to pass out as a result is completely unreasonable. So I say with all due respect that my interest in bringing this bloodline into the guild is now gone.


1. If you read what I said, passing out may not even be an option for you if you changed it. So if it's change, you would also include a different aspect as well as a different weakness I would assume. Or if not, I would have to see the different aspect you added to see if the weakness balanced it out. You are trying to give yourself gravity techniques which are always OP. We don't allow any sort of Gravity based, type, or resemblance technique ever. It's to hard to balance out and it just makes people mad because it's way to easy to god-mod with it.

2. I love the basis of this KG though. Jut come up with something else though while doing this. You'r completely physical anyways. So being able to negate and drain chakra of other people should be your main goal anyways.

3. "True Rejection". It can cancel out Techniques equal or below to it yes, but you still need to pay the cost for cancelling out an s rank. Otherwise it would cancel out your technique. Or you could re-word it and say it can cancel everything but S ranked.

Eleryia

Demonic Warlord


Sorgaren

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300
PostPosted: Tue Nov 26, 2013 8:41 pm


Black_Mist_Sapphire
Phagosaurus Secks
Black_Mist_Sapphire
Yeah, these nerfs basically take the 'balanced' nature you pointed out in the beginning and make it unreasonably weak. So if this is what your ultimatum is, then it's no longer worth considering. Incredibly nerfing the capital technique of the bloodline, and then going on to tell me that I also have to pass out as a result is completely unreasonable. So I say with all due respect that my interest in bringing this bloodline into the guild is now gone.


1. If you read what I said, passing out may not even be an option for you if you changed it. So if it's change, you would also include a different aspect as well as a different weakness I would assume. Or if not, I would have to see the different aspect you added to see if the weakness balanced it out. You are trying to give yourself gravity techniques which are always OP. We don't allow any sort of Gravity based, type, or resemblance technique ever. It's to hard to balance out and it just makes people mad because it's way to easy to god-mod with it.

2. I love the basis of this KG though. Jut come up with something else though while doing this. You'r completely physical anyways. So being able to negate and drain chakra of other people should be your main goal anyways.

3. "True Rejection". It can cancel out Techniques equal or below to it yes, but you still need to pay the cost for cancelling out an s rank. Otherwise it would cancel out your technique. Or you could re-word it and say it can cancel everything but S ranked.
Losing the heavy chakra part is fine, but as it is now, I would rather lower the rank of the technique to keep the chakra drain. If you're going to tell me that I cannot have the weighted chakra, then I would think that my ability to negate jutsu would remain as potent at it is with the other techniques I have. It doesn't make sense to tell me that the other most important attribute of my techniques has to be nerfed when you've already completely removed one of their two core concepts. I'm telling your right now that negating the opponent's techniques is literally all they have left now. If you temper with that in any way that makes it weaker, this bloodline literally becomes useless. That's it, cut and dry. I can say that techniques that are used offensively only negate below their rank, but that's as far as I can budge without making this bloodline garbage.

If anything, keep it with that modification to offensive techniques, and let them learn one extra physical style. At this point, I'd be okay with this bloodline.
PostPosted: Tue Nov 26, 2013 9:06 pm


Phagosaurus Secks
Black_Mist_Sapphire
Phagosaurus Secks
Black_Mist_Sapphire
Yeah, these nerfs basically take the 'balanced' nature you pointed out in the beginning and make it unreasonably weak. So if this is what your ultimatum is, then it's no longer worth considering. Incredibly nerfing the capital technique of the bloodline, and then going on to tell me that I also have to pass out as a result is completely unreasonable. So I say with all due respect that my interest in bringing this bloodline into the guild is now gone.


1. If you read what I said, passing out may not even be an option for you if you changed it. So if it's change, you would also include a different aspect as well as a different weakness I would assume. Or if not, I would have to see the different aspect you added to see if the weakness balanced it out. You are trying to give yourself gravity techniques which are always OP. We don't allow any sort of Gravity based, type, or resemblance technique ever. It's to hard to balance out and it just makes people mad because it's way to easy to god-mod with it.

2. I love the basis of this KG though. Jut come up with something else though while doing this. You'r completely physical anyways. So being able to negate and drain chakra of other people should be your main goal anyways.

3. "True Rejection". It can cancel out Techniques equal or below to it yes, but you still need to pay the cost for cancelling out an s rank. Otherwise it would cancel out your technique. Or you could re-word it and say it can cancel everything but S ranked.
Losing the heavy chakra part is fine, but as it is now, I would rather lower the rank of the technique to keep the chakra drain. If you're going to tell me that I cannot have the weighted chakra, then I would think that my ability to negate jutsu would remain as potent at it is with the other techniques I have. It doesn't make sense to tell me that the other most important attribute of my techniques has to be nerfed when you've already completely removed one of their two core concepts. I'm telling your right now that negating the opponent's techniques is literally all they have left now. If you temper with that in any way that makes it weaker, this bloodline literally becomes useless. That's it, cut and dry. I can say that techniques that are used offensively only negate below their rank, but that's as far as I can budge without making this bloodline garbage.

If anything, keep it with that modification to offensive techniques, and let them learn one extra physical style. At this point, I'd be okay with this bloodline.


1. I said your last ability was fine without the gravity process in it. And if there is no gravity in it, passing out isn't something that needs to happen and the weakness you have for it now is fine. If anything, I would say it could drain 100 chakra per post without anything else added to it.

2. Again, it can't negate S ranks unless you plan on paying the s rank cost for it as well as the cost of the technique. And go ahead and add another physical style as well. I would be ok with that. But you can't have an A rank technique cancel out an S rank technique. It can't be done.

Eleryia

Demonic Warlord


Sorgaren

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300
PostPosted: Tue Nov 26, 2013 9:12 pm


Black_Mist_Sapphire
Phagosaurus Secks
Black_Mist_Sapphire
Phagosaurus Secks
Black_Mist_Sapphire
Yeah, these nerfs basically take the 'balanced' nature you pointed out in the beginning and make it unreasonably weak. So if this is what your ultimatum is, then it's no longer worth considering. Incredibly nerfing the capital technique of the bloodline, and then going on to tell me that I also have to pass out as a result is completely unreasonable. So I say with all due respect that my interest in bringing this bloodline into the guild is now gone.


1. If you read what I said, passing out may not even be an option for you if you changed it. So if it's change, you would also include a different aspect as well as a different weakness I would assume. Or if not, I would have to see the different aspect you added to see if the weakness balanced it out. You are trying to give yourself gravity techniques which are always OP. We don't allow any sort of Gravity based, type, or resemblance technique ever. It's to hard to balance out and it just makes people mad because it's way to easy to god-mod with it.

2. I love the basis of this KG though. Jut come up with something else though while doing this. You'r completely physical anyways. So being able to negate and drain chakra of other people should be your main goal anyways.

3. "True Rejection". It can cancel out Techniques equal or below to it yes, but you still need to pay the cost for cancelling out an s rank. Otherwise it would cancel out your technique. Or you could re-word it and say it can cancel everything but S ranked.
Losing the heavy chakra part is fine, but as it is now, I would rather lower the rank of the technique to keep the chakra drain. If you're going to tell me that I cannot have the weighted chakra, then I would think that my ability to negate jutsu would remain as potent at it is with the other techniques I have. It doesn't make sense to tell me that the other most important attribute of my techniques has to be nerfed when you've already completely removed one of their two core concepts. I'm telling your right now that negating the opponent's techniques is literally all they have left now. If you temper with that in any way that makes it weaker, this bloodline literally becomes useless. That's it, cut and dry. I can say that techniques that are used offensively only negate below their rank, but that's as far as I can budge without making this bloodline garbage.

If anything, keep it with that modification to offensive techniques, and let them learn one extra physical style. At this point, I'd be okay with this bloodline.


1. I said your last ability was fine without the gravity process in it. And if there is no gravity in it, passing out isn't something that needs to happen and the weakness you have for it now is fine. If anything, I would say it could drain 100 chakra per post without anything else added to it.

2. Again, it can't negate S ranks unless you plan on paying the s rank cost for it as well as the cost of the technique. And go ahead and add another physical style as well. I would be ok with that. But you can't have an A rank technique cancel out an S rank technique. It can't be done.
Sounds good.
PostPosted: Tue Nov 26, 2013 9:16 pm


The Prophet Wei
[The Sculptors of the Mind]

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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.
• Genjutsu Mastery (1/2 Increase)
• Ninjutsu Mastery (1/2 increase)
• Once they have learned the techniques, they are able to passively read minds/communicate through them within a 15m radius.
• 20% Chakra reduction to nin and genjutsu



[Rules]
• Weak Bodied (1/2 rank to speed and strength, and they lose a 1/2 rank of combat mastery overall)
• Cannot be of the weapon, tai, or dual bloodline class.
• 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.
•Limits Tai and Weapon styles to 1 each regardless of class.

[Stage One: Crafter]
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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.

• Read
- D (Passive)
This technique requires another five posts of learning to actually master. This allows the Sculptor to passively gain a 1/2 rank increase in perception for as long as they have Mind points remaining.

• 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 speaking, 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]
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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]
•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.
• Perception Passive Bonus (1/2 rank)

[Techniques]
• 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.

• Input
- C (2 mind points)
The sculptor very quickly and sharply throws a very weak thought into the minds of one or multiple people. This can be something simple like shark, or run. Then, because it is a very complex thing to MAKE someone think what you want, stage two users cannot do more. However, the input techniques strength is unpredictability makes it so that their brain will struggle to create memories or thoughts where none are present.

For example, say someone Inputs run into an rpc who has a fear of cats, and is in a jungle where cats may be near. The personality of the rpc is that they are the type to run first, ask questions later. They will probably have their rpc suddenly "remember" that they saw a big cat in the area and run to somewhere they deem safe. Really, this technique is totally dependent on the rpc, and input can only put in one full sentence at the very most. However, if multiple inputs are used within a max of three posts of their predecessors, then entire realities and fake memories can be inflicted onto a person.

• 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 C 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 to an equal level until the technique is cut off.


[Stage Three: Architect]
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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 gain another passive bonus to perception. (1/2 rank)
• 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.)
•They can now read multiple minds passively, and communicate with equal ease. With friendly targets, the sculptor can simple see memories for free. They can also
[Techniques]
• Frozen
- A (15 mind points, 4 point upkeep)
At the epitome of their current level of power, a Sculptor can suddenly cause every person in a thread to stop as if their brain just stopped thinking. If a person were to be charging up a technique or something like that that requires they stop actions and charge chakra, then they can continue that. It is essentially like being trapped in your own body, but still able to manipulate their chakra. If you are on cooldown, then while you are frozen you will still cooldown those techniques. This technique itself has a five post cooldown.

• New playing field
- B (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. They cannot control this world without using 2 mind points per manipulation. In the outside world, the two will simply stand with a blank face, but the Sculptor will have glowing blue eyes. The fight here will determine the battle for the most part, as when you are dragged there, the mind is at risk. For five posts after the fight, if the target was killed, then they will be reduced to a catatonic state. While in this state, their mind is defenseless, and information can be yanked out freely. If the Sculptor loses the fight, then they lose 25 mind points, and are physically exhausted. In addition, the target will feel as though they are having their brain probed for information.


• Phantasm
- A (5-10 points)
This technique creates a living ghost from the mind of the Sculptor. It can take on many forms, and acts as a summoning. 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, or enemy. A copy of a person 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 (5 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 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.

• Mind Control
- A (20 points)
The Sculptor can only use this on summons and pets of other shinobi. He will literaly exert dominating mental energy over them and take control of them, effectively turning any of said targets to their side, and turning them into mental slaves. As this is done, they learn the fullest of their capabilities. After 5 posts, the mind control wears off and the summon/pet is mentally exhausted.

[Stage four: Master Mind]
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An S rank Mind Sculptor is a force to truly be feared. While his body isn't physically as strong as others of his rank, 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)
• Their gen and nin techniques can receive a sudden, sizeable bonus to effectiveness (1 1/2 rank), but they cost 1.5x their cost if this is used.
• 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.

[Techniques]
• 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 as the Sculptor wants it to be. It lasts this way for 8 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. Once you are caught, it will go uninterrupted. 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 10 posts to recover from it, and afterwards they will always have a kind of mental scar. It doesn't hurt or anything, but that day will be a haze to them forever.

Restore
S (30 points)
If their is ever mental damage done to a persons mind, such as poisonous things like the tsukiyomi or the damaging effects of some Sculptor abilities, then he can repair that damage. The target will feel as though a wave of relief has got to them.

• Brain Hack
- S (30)
A very intimidating technique, the Sculptor will simply confuse someone's senses through use of brain hacks. It can be overcome, but it causes damage to a persons physical attributes (-1/2 rank to speed and strength) for 10 posts.

• Mass paralysis
- S (45 points)
The Sculptor will get to a comfortable position and release a paralyzingly high level of brain waves that stops everything in a thread from happening. They cannot use anything but brain techniques once they initiate this, and even then, nothing above the third stage's abilities except restore.

• 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 []
• []
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Property of [iProphet Inferni].


1. I've only read on to stage 2 and I want to say no. I don't like the idea of automatically being able to break into someone's mind. So I may be a bit biased on this one. So this kg is going to take me a day or two to get a few opinions on.

Eleryia

Demonic Warlord


Eleryia

Demonic Warlord

PostPosted: Tue Nov 26, 2013 9:17 pm


Phagosaurus Secks
Black_Mist_Sapphire
Phagosaurus Secks
Black_Mist_Sapphire
Phagosaurus Secks
Black_Mist_Sapphire
Yeah, these nerfs basically take the 'balanced' nature you pointed out in the beginning and make it unreasonably weak. So if this is what your ultimatum is, then it's no longer worth considering. Incredibly nerfing the capital technique of the bloodline, and then going on to tell me that I also have to pass out as a result is completely unreasonable. So I say with all due respect that my interest in bringing this bloodline into the guild is now gone.


1. If you read what I said, passing out may not even be an option for you if you changed it. So if it's change, you would also include a different aspect as well as a different weakness I would assume. Or if not, I would have to see the different aspect you added to see if the weakness balanced it out. You are trying to give yourself gravity techniques which are always OP. We don't allow any sort of Gravity based, type, or resemblance technique ever. It's to hard to balance out and it just makes people mad because it's way to easy to god-mod with it.

2. I love the basis of this KG though. Jut come up with something else though while doing this. You'r completely physical anyways. So being able to negate and drain chakra of other people should be your main goal anyways.

3. "True Rejection". It can cancel out Techniques equal or below to it yes, but you still need to pay the cost for cancelling out an s rank. Otherwise it would cancel out your technique. Or you could re-word it and say it can cancel everything but S ranked.
Losing the heavy chakra part is fine, but as it is now, I would rather lower the rank of the technique to keep the chakra drain. If you're going to tell me that I cannot have the weighted chakra, then I would think that my ability to negate jutsu would remain as potent at it is with the other techniques I have. It doesn't make sense to tell me that the other most important attribute of my techniques has to be nerfed when you've already completely removed one of their two core concepts. I'm telling your right now that negating the opponent's techniques is literally all they have left now. If you temper with that in any way that makes it weaker, this bloodline literally becomes useless. That's it, cut and dry. I can say that techniques that are used offensively only negate below their rank, but that's as far as I can budge without making this bloodline garbage.

If anything, keep it with that modification to offensive techniques, and let them learn one extra physical style. At this point, I'd be okay with this bloodline.


1. I said your last ability was fine without the gravity process in it. And if there is no gravity in it, passing out isn't something that needs to happen and the weakness you have for it now is fine. If anything, I would say it could drain 100 chakra per post without anything else added to it.

2. Again, it can't negate S ranks unless you plan on paying the s rank cost for it as well as the cost of the technique. And go ahead and add another physical style as well. I would be ok with that. But you can't have an A rank technique cancel out an S rank technique. It can't be done.
Sounds good.


Just re-quote me with the edited KG and I will look at it again.
Reply
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