This is a bag of about forty small fangs. When thrown to the ground, skeletal soldiers rise to fight for the owner of the bag. They are decently strong, but have no techniques and are not very smart. Any that are destroyed are replaced at the end of battle. Alliance: Neutral
Decoy Doll
This item is largely used in Substitution purposes. When the owner is about to take a hit, the doll itself activates the Substitution, taking the hit instead. It isn't very durable, and will need to be repaired between battles before it can be used again. Can be used once per battle. Alliance: Neutral
Lions Roar
This shiny brass horn amplifies any sound that enters it, generally enabling the user to roar into one end to create a powerful sound attack coming out the other side. Alliance: Neutral
The Hero Guitar
The guitar that has been forged of chakra and the gods of music. This guitar can summon the best guitarist ever known to man. Alliance: Chaotic Neutral
Odami Skillet
The Skillet used by the Powerful nin named Odami. Odami was able to use her skillet of justice to not only cook food but she could also block different Elemental attacks. The Skillet is able to asborb the different elements and if the user is stronger than the opponet by 50,000 chakra points even "cook" the element and redirect it. The Skillet is always naturally hot so it can always produce a fire blast. But IF asborbing Fire it can cause a large fire tornado, If asborbing Water(Ice, Snow) it can shoot off hot steam, if asborbing earth(Sand) it can fire off heated projecticles, if asborbing Light(Darkness, Shadows) It can create a firey shadow based attack. Alliance: Neutral
Santa Klaus' Hat
A special red and white hat worn by Santa Klaus in combat. This hat when worn, multiplies the wearer's chakra by three. Although with this heightened increase in chakra, the wearer's techniques are instantly restricted down to being only that of defensive techniques which can pose no damage to the opponent. Thus, this item becomes something along the lines of the ultimate defense, even if it is a bit comical in appearance. Alliance: Chaotic Good
Tears of Heaven
These are 50 smooth wooden spheres, about one inch diameter each. They have no marks or distinguishing features of any kind, save their smoothness from years of use. Normally prayer beads are connected by a string, but these are held in place by chakra. Notes: -Costs either 5000 or 2500 chakra just to equip. (Constant chakra use to just hold them in place.) -With enough practice and skill (User has over 20,000 chakra) they can be used as actual free-moving objects. (Kind of like Tachibana's Eternity Eight from S-cry-ed, just there's 50 of them. Obviously not the special effect stuff, like possessing people and energy beams, just the 'pinball' sort of thing.) Chakra use in this case would of course be higher. The more chakra used, the faster they can move, or the more force they can exert. (With enough chakra, someone could stand on two of them and u se them to float, or blast one through a tree/person, et cet.) -They are just plain wood, although when they are full of chakra they are barely tougher. (Like from maple to oak, or something similar.) As such, they can be destroyed, burned, cracked, whatever. They can be replaced moderately easily, but only 50 at any one time. -Max range would probably be sight, max strength based on chakra. -If someone with less than 25K chakra uses them offensively, it takes quite a bit of concentration, they can't move very much or very well. -Due to the high degree of three-dimensional physics required, generally a user can only manipulate one per 10K chakra offensively. (A user with 100K chakra could use ten at once without getting confused, regardless of how much chakra they put into it.) Alliance: Neutral
Ring of Fire
A never-breaking piece of fiery red chalk. The user can use it to draw a circle in the ground. Upon striking the Tiger Handseal with chalk-in-hand, the area inside the ring melts instantly into magma before flaring out of the ground. The magma rises in a pillar-like style and can be bent to the user's will for 2 turns before it solidifies into rock. Alliance: Neutral
Mystic Scroll of Flesh-to-Iron
Upon use, this scroll causes an Iron Mist to form around the user's skin, merging the iron into their pores in order to maximize their Taijutsu and Ninjutsu resistance for 3 Gaian Posts. During this period of time, the user is invulnerable to all Ninjutsu and Taijutsu attacks except for those that utilize the Lightning Element due to the iron's conductivity. After this effect wears off, the user cannot use the scroll again for 5 Gaian Posts. Alliance: Neutral
The Golden Box
A mysterious Golden Present box, which may vary in size and shape, but is always easily able to fit in both hands easily. Appearing to be solid gold, but being light as a feather, this box is capable of multiple different random effects, depending on the number rolled during combat. This Golden Box, appears to be able to be pulled out of thin air, and hidden into thin air, at will. A waiting period of five posts must be spent, before the box can be used again. By rolling a single four sided dice, these effects may become used. 1 - The Golden Box covers the limbs of the owner, creating a golden armor which is as flexible as wrapping paper, but nearly unbreakable. This grants the ability to strike with two times the normal impact strength of physical attacks. 2 - The Golden Box can be slightly opened, and can then suck in one offensive jutsu being sent towards the owner, in order to nullify it completely. If this number is rolled again later on, this same attack can be launched back at the opponent. 3 - The Golden Box can be set upon the ground, and then wherever the opponent stands for the following two turns, golden wrapping will shoot from any surface they are on and attempt to entangle them and hold them in place. This wrapping is slightly harder then steal, gives off a golden glow and moves almost too rapidly for the standard eye to fully recognize. 4 - The Golden Box simply explodes in a wide range burst of chaka, which functions to the effect of an EMP blast on anyone within the blast radius' chakra network. Shutting them down for the following two posts. The radius from the center of the box is exactly Fifteen feet. Alliance: Chaotic Good
Mirror of Scrying
The mirror's reflective surface permits the caster to observe something in another area without having to be there. Only a single area may be viewed at a time and this spell may only be cast once per day. They cannot see someone, something, or someplace that they have not seen before. Alliance: Neutral
Hero's Water
This special water from Hidden Waterfall allows a ninja to have a ten-fold increase in chakra for a short period of time. By drinking drops of the water, the ninja of the village could increase their fighting ability to compensate for their villages lack of a strong Kage leader. Unfortunately in exchange for the power, the water also eats away at your life.
The Hero's Water has 5 doses within the bottle. It can be refilled once a month by the roots of the tree that protects the Waterfall Village. Each time one drinks one of these doses it will consume 1/3 of the drinker's remaining chakra for the battle. The power up given by the hero's water can be used up to 5 posts per dose. For every post that the user's charka is powered up, 500 chakra points will be permanently drained from the drinker. This side effect can be avoided if the drinker has some way to preserve their body (Being a human puppet, having multiple hearts, rebirth techniques, etc.) If a Jinchuuriki were to drink from the Hero's Water, they would die after the battle. Alliance: Neutral
Tainted Gem of Ravens
A small black gem, encrusted into a golden diamond shaped crest. A wound must be made, just above the heart, though more towards the center of the chest, and then the weapon implanted into that wound, so the crest may slowly merge into the skin. It will then grant the user with the ability to speak to Ravens, and a majority of other winged animals. It also allows for the user to transform themselves physically into a raven, using an unknown magic, to make both clothing and weapons to disappear until the user changes back. The Gem's final ability, allows for them to literally separate themselves when cut in half, but instead of the limb falling away, the user may move their body almost out of harms away, by changing themselves into an entire flock of ravens although this drains a good amount of chakra to use.
The Gem causes the user's skin to slowly gain a black tint. And no matter what type of eye, be it a bloodline trait, or a normal one. Their eyes will also slowly turn a Raven's shade of yellow for the iris.
Stat Improvements Speed +10, Intelligence +20, Resolve +20 Avian Speech Passive: Can speak with any Bird-based organism. Transform: Raven 2000 Chakra Cost | Can Become a Raven | Speed + Spirit = Speed | Add Speed to Perception: Does not affect Reaction math. False Severance Reaction +½ Spirit vs Opponent's Incoming Attack | Pay Chakra = Possible lost HP x50 Chakra | All Ravens function as [ Transform: Raven ] and will transform back into the user as soon as possible.
Alliance: Lawful Neutral
Toys of Destruction
A devious set of dolls that had fallen out of a tree in a small ninja-less village. Each doll enhances an ability depending on type. Can only hold one doll at a time, adding +25 Speed to the chosen element but -25 Speed to all others. Alliance: Neutral
Dolls
Fire Moomba ( Fire Element Jutsu Damage / Effects +25 ) ~ Fire techniques are enhanced. Water Lizard ( Water and Ice Element Jutsu Damage / Effects +25 ) ~ Water and Ice techniques are enhanced. Thunder Bird ( Lightning and Wind Element Jutsu Damage / Effects +25 ) ~ Lightning and Wind techniques are enhanced. Stone Bear ( Earth Element Jutsu Damage / Effects +25 ) ~ Earth and Stone techniques are enhanced. Astral Cat ( Genjutsu and Chakra Element Jutsu Damage / Effects +25 ) ~ Illusions and Non-elemental techniques are enhanced. Raging Monkey ( Taijutsu and Kenjutsu Damage / Effects +25 ) ~ Taijutsu and Kenjutsu techniques are enhanced. Howling Dog ( Summoning and Pet/Animal based Jutsu Damage / Effects +25 ) ~ Summoning and Pet/Animal Based techniques are enhanced.
Posted: Mon Mar 24, 2014 10:55 pm
Tower of Earth
This heavy shield is capable of standing firm against wind attacks, and when the bottom point is planted into the ground, it can cause a pillar of earth to rise underfoot, making the wielder able to gain elevation. Alliance: Neutral
Glory of the Gods
A shield made out of a thin layer of Vibranium. However the shield is as resistant to damage as Adamanitum is. One of the few things that can block Adamantium making it a very tough shield. However because of it’s shape and the material used the shield is very aerodynamic. The shield can be used as a launching weapon. The shield will return to user once it is thrown.
Stat Improvements While wielded in one hand: Defense +50 Shield Throw 3000 Chakra Cost | Speed + 15, Defense + ½ Speed for Damage. | If Speed+5 vs Opponent's Speed: The Shield may ricochet towards another target or at the same target one additional time per every 10 speed over the target struck. | At the beginning of the post after the shield is thrown; it returns to it's owner.
The Once Great artifact of the Lord of the south Lord Trison. These nunchuks are embedded with the element of Thunder. These nunchuks look simple in design; two wooden sticks connected by a metal chain. However when they hit anything(including its master) these thunder nunchuks release the element of Thunder. The nunchuks release the element of thunder in the style of a sonic boom. These sonic booms have been known to shatter mountains when wielded by Lord Trison. Alliance: Neutral
The Legion of Swords
A Case of Ten Swords that each have their own abilities and powers. These swords share a special link with the holder of the case, allowing an almost Instantaneous swap of blades during combat. Only one blade can be drawn at a time. At base the swords deal Strength +15 Damage and attack at Speed +15
Coinspinner: ( Resolve +30 added to Strength or Defense | If used towards one for more than 2 posts; Resolve-15 to that overused option instead and it cannot be swapped for 2 posts. ) A sword which brings luck to its wielder but may desert him at any moment. Doomgiver: ( Speed +15 vs Opponent's Speed: On success, parry the incoming attack back at the attacker with +10 Speed, +5 Damage | 2 post cooldown ) The "sword of justice," which turns any attack back on the attacker. Dragonslicer: ( Defense = 0 | Add former Defense +30 to Sword Damage ) A sword which transcends a dragons' resistance to normal weapons (but does not protect the wielder in any way). Woundhealer: ( All Damage dealt: Heals for that damage +15. ) a sword which heals diseases and injuries and cannot be used as a weapon. Mindsword: ( Om hit: Spirit +½Resolve vs Mental Defense: Applies a Genjutsu of Loyalty. Is broken upon target recieving any form of damage by user or their allies. ) The "Sword of Glory" or "Skulltwister," which inspires instant and fanatic loyalty to the wielder. Shieldbreaker: ( If Strength + Spirit vs Opponent's Strength: Opponents defending or struck weapon is destroyed. It becomes unusable until the end of battle. | Deals 0 damage to unarmed oponents | Cannot use Attacks or offensive jutsu that does not include this sword while equipped ) A sword which destroys most weapons, including other Swords... but which cannot harm any creature not bearing a weapon, nor will it allow its wielder to use any other method than itself to attempt to attack another being, even if that being is unarmed. Sightblinder: ( Intelligence +30 vs Opponent's Perception | First attack while disguised deals +15 additional damage ) A sword which causes its wielder to be perceived by observers as someone they either fear or trust, giving the power of disguise but not the power of stealth. Soulcutter: ( Spirit + [ 10 per 1000 Soul Chakra spent ] Damage is determined upon first draw in battle ) The "Tyrant's Blade," which applies One's Soul into its attacks in order to dominate its target. Stonecutter: ( Strength +30 additional damage ) A sword which can cut through all manner of stone and mineral. Elementfinder: ( Choose 3 Elements on the battlefield when drawn: Spirit + 10 Damage added for each element ) A sword which draws forth up to three elements from the environment to increase its power. Rangefinder: ( Speed +14, Add ½ Perception to damage ) A sword which excells at ranged combat, striking an opponent from anywhere, with only perception as its crutch.
Alliance: Neutral
Kings Blessing
The Once Fabled King created something that would keep him rich forever. But also protect him when he was in the wild. A Staff made from gold. Able to transmute from thin air and once it touches any non-humanoid it turns it into gold (I.E Grass, Animals, Summons, Other Weapons. Effect is only until the Staff is unsummoned.) Alliance: Neutral
The King's Touch
The Seal of the King that is placed on the User. Once the User accepts the seal they are able to transmute anything they touch into gold. This can only happen when they are attacking and can not happen without the users will or while defending. This comes at a rather hefty price. Each transmutation will cost 1000 chakra points. The effects only last until the end of battle. Alliance: Neutral
Posted: Tue Aug 09, 2022 6:43 am
:: Weapon Sets ::
.: Madōgu:.
Madōgu known as psychic devices or elemental weapons. The madōgu were created in the early days of the Hokage ninja clan, roughly around 400-500 years before the series' present time. Many of these madōgu break the laws of physics, or at least bend them slightly. Madōgu vary in forms and functions, and most are powered by magical stones that have kanji symbols written on them, which are embedded into the madōgu themselves. While majority of the madōgu are used as weapons or tools for assassination, some like the Tomoshibi serve practical purposes.Several of the madōgu look very similar, or have similar functions. It is explained later on in the series that there were two madōgu craftsmen in the Hokage clan named Kokū and Kaima, who were bitter rivals and competed to become the greatest madōgu creator. Though their ambition was the same, the two had different principles. While Kokū chose to create madōgu in order to help the clan protect the lives of their loved ones, Kaima made madōgu solely for the purpose of killing people
Kuko's Madogu
Ensui (Dark Water)
A sword used by Tokiya Mikagami that can control water in all of its forms, such as ice and steam. The blade itself is actually made of mystically condensed water that can cut as if it were finer than steel. However, each attack depletes the water stored in the blade, which needs to be dipped in water for it to recharge. The sword however can be created from maybe any liquid just like some did by using their own blood. - Zettai Reido (Absolute Zero) - This technique involves the Ensui's water blade turning into ice, and anything it cuts will be frozen. - Tsurara Mai (Dancing Icicles or Icicle Dance) - This technique freezes water from below the ground and causes them to spring up to form icicles. The icicles rise into the air and use the humidity above to form more icicles, which rain down, freezing the underground water and launching it skyward. The cycle continues until the enemy is destroyed or the user wants the technique to stop. - Hyappon Geki - This technique consists of hundreds of quick straight-froward stabbing blows. - Mizu Kugutsu (Water Puppet) - This technique involves using Ensui's water to create a 'clone' of its wielder, thus giving him the opportunity to strike the opponent from an unknown direction. - Mizunaru Hebi (Water-formed Snake) - This technique draws four spheres of water (representing the four directions: North, South, East, and West) into a larger sphere, and a large snake made out of water emerges upon striking this sphere with Ensui's blade. - Hyōnaru Hebi (Ice-formed Snake) - This is similar to the Mizunaru Hebi, only the snake is formed out of ice. - Tsuranaru Hebi (Icicle-formed Snake) - It involves using the icicles to form a snake. Apart from being made of solid ice, this snake has icicles sticking out of its body. The user can actually manages to manipulate the snake's movement Alliance: Good ((Owned by: ))
Fūjin (Wind God)
A gauntlet worn by its user giving control over, and the power to create wind. There are five small stones embedded in the Fūjin, and these surround a larger central stone. The central stone serves as the "body" of the spirit that resides within it (also called Fūjin). The spirit manifests itself as a small fox-like sprite that speaks and considers the wielder of Fūjin to be its master. Its central stone has the symbol wind, written on it. Its counterpart is the Raijin.
Stat Improvements Spirit +25, Speed +25 Kamaitachi (Wind Cutter) 4000 Chakra Cost | Spirit +25 Wind Damage | Kamaitachi is a technique wherein the Fūjin focuses wind into a blade-like form that cuts mostly anything in its path. Hayate (Swift Wind) 5000 Chakra Cost | Spirit +30 Wind Damage | For Every 20 Speed over Opponent's Reaction: +1 additional attack | The user utilizes wind to deliver several slashing/cutting strikes. Kazadama (Wind Spirit) 8000 Chakra Cost | Spirit + ½ Speed Wind Damage | The Fūjin's spirit manifests itself and transforms into a ball that has been described as being made of "solid" wind. This ball, when hurled at an opponent, delivers a considerable amount of damage. Kaze no Tsume (Wind Claw) 2500 Chakra | Speed +10, Spirit +15 Wind Damage added to Taijutsu Techniques | This makes three long claws made of wind to emerge from the top edge of the Fūjin.
Alliance: Good
Kōgon Anki (Golden Blade)
A "puzzle madōgu" It is a bladed weapon that can change into six different forms. Its primary stone has the symbol gold/metal written on it.
Weapon Damage: Strength + Form's First Stat Damage, Speed +15, Opponent's Reaction -20 on next attack after form switch. | Can switch forms at any time, but must dedicate a form during an attack action. Form 1: Kiba (Fang) ( While in Form 1: Strength +25, Speed +25, Defense +25 | Add ½ Defense to all Kenjutsu Damage ) A large pole-arm type weapon similar to a naginata. Form 2: Ryū (Dragon) (While in Form 2: Speed +50, Intelligence +25 | Add ½ Speed to all Kenjutsu Damage. | Using an Action: Intelligence vs Opponent's Reaction: Disarm Opponent. ) A Kusari-Gama (chain sickle). It is capable of disarming, trapping, or directly harming the enemy from a distance. Form 3: Kyoku (Zenith) ( While in Form 3: Spirit +50, Speed +25 | Add ½ Spirit to Kenjutsu Damage | Using an action, once per post: Spirit vs Ninjutsu Attack Speed: Sever the chakra connection with a snap of the scissors, canceling the jutsu. Costs equal to the Jutsu Canceled ) A giant pair of scissors. Often used this form to disarm his opponents incoming jutsu directly, and even more likely to literally dis-arm the opponent. Form 4: Mikazuki (Crescent Moon) ( While in Form 4: Resolve +50, Speed +25 | Kenjutsu Attacks apply: Opponent's Reaction - ½ Resolve ) A boomerang. When thrown, the boomerang moves through the air so fast that it creates a buzzing noise. It returns to its users hands both after impact, or after a miss. The buzzing noise causes a hallucinating effect that may confuse some defenders. Form 5: An (Darkness) ( While in Form 5: Spirit +65, Speed +10 | Max 3 Arrows per action | Arrows deal ½ Kenjutsu Technique's Damage ) A bow with arrows. Where the arrows are stored and where they come from is not shown, although they are made of the same red and gold material as the rest of the Kōgon Anki. Form 6: Mu (Nothing) ( While in Form 6: Apply ½ of all Other Form's effects rounded down | Speed +50 vs Opponent's Reaction: Deal Form 1 Damage +200 and prevent the Kōgon Anki's use and effects for 3 posts. Costs: 5000 Chakra ) An illusionary sixth form of the Kōgon Anki. It is achieved by swiftly switching between all five forms in order. Upon achieving the sixth form, the weapon separates into dozens of pieces of the puzzle madōgu, including the main crystal. The crystal is thrown at the opponent, and when the user wills it, the Kōgon Anki will to revert to the first form, causing the bulk of it to pass violently through the opponent.
Alliance: Good
Shikigami ( Paper Animator)
An orb that is capable of infusing paper with the aura of its user. This paper can then be mentally controlled, transformed, made to move and levitate, and the paper becomes almost impervious to both fire and physical damage. It has the symbol for paper written on it. Its counterpart is the Shikigami . - Paper Crane - Shikigami creates an origami crane that can fly towards an enemy and then explode. - Fuyo Sword - A technique that allows Saichō to transform a spiral of paper into a strong katana. The katana, although made of paper, cannot be damaged because of how much of his aura is imbedded in the paper. - Cyclone Paper Dance - A technique that uses swirling paper strips to wrap around an object. Or in case of the next attack, people. - Kamienbu - A variation of the Cyclone Paper Dance that wraps a person up like a mummy. - Nuno Zarashin - A technique that creates large spirals of paper which generate a strong enough wind to deflect nearly any projectile. - Thousand Cranes - The user mades a thousand Paper Cranes. Each crane can fly of its own accord and is as strong as several of his normal ones. The user can only plan on using this as his final attack, putting all of his life force into it.
Tetsugan (Iron Ball)
A small sphere used that, when swallowed, turns the user's body as hard as steel. Its effect only has a short duration, and drains its user's stamina in the process. Alliance: Neutral Owner:
Dosei no Wa ( Saturn's Ring)
A ring that greatly increases physical strength. It also converts willpower and determination directly into physical power. The determination power can be recognized when the ring shines very bright. Its primary stone has the kanji symbol earth written on it.
Resolve +20, Strength +10 Strength of Will ( 2000 Chakra per post Active | Strength + Resolve )
Alliance: Neutral
Eikai Gyoku (Shadow Ball)
An orb held by what appears to be dragon's claw. It allows the user to travel through shadows and can show the past and the present (But what is seen can be changed). However, powerful magical fields can block the Eikai Gyoku's effects. It has the symbol shadow written on it. Its counterpart is the Kokai Gyoku Alliance: Neutral
(( Owned By: ))
Kaima's Madogu
Hyōma En (Ice Demon)
A slightly-curved metal blade used that can control and create ice. Its primary stone has the symbol ice written on it. Its counterpart is the Ensui. Alliance: Evil
(( Owned By: ))
Kōkai Gyoku (Light Ball)
Known to be the most evil madōgu, it is an orb attached to the bottom of a telescoping baton. It can erase anything from existence, even those that don't exist physically. However, it takes away something of equal value from its user. The orb has the symbol light written on it. Alliance: Evil ((Owned by: ))
Raijin (Thunder God)
A gauntlet which allows its user to control and generate electricity. However, unlike most madōgu, in order for the Raijin to work at full strength, it forcefully attaches a proboscis-like extension into its user's nervous system and uses up his or her life force to boost its attacks.
Spirit +20, Strength +10 Lifeforce Electrical Generation ( Spend 20 HP to Add +10 to Spirit and Strength | Until combat ends. ) Lightning Control ( Lightning based Jutsu and Effects: +10 Speed. | Melee Taijitsu and Kenjutsu Damage converted to Lightning Damage while Lifeforce Electrical Generation is active. )
Alliance: Evil
Sekichū (Stone Sphere)
A spherical madōgu that is attached to a chain. It attracts stone to its user's body, acting as a sort of armor. The stones can also be ripped off and flung with great force. It has the symbol stone written on it. It is the brother madōgu of the Sekikon and the counterpart of the Tetsugan. Alliance: Evil
Sekikon (Stone Staff)
A short staff used by Gao which, when stuck into the ground, allows the user to create and control stone. Like the Sekichū, the Sekikon's main stone has the symbol stone written on it. It is the brother madōgu of the Sekichū. Alliance: Evil
Shikigami (Hair Animator)
An orb that turns strands of hair into weapons by hardening them into needle-like objects. A user could implant the orb inside his or her self and be able to control and manipulate the growth of the hair. It has the symbol hair written on it. Its counterpart is the Shikigami (Paper). Alliance: Evil
Tendō Jigoku (Heaven and Hell)
The ultimate madōgu, it appeared as a mass of sentient, floating demonic eyes that has the power to grant eternal life to its user. The form of the user after integration with the madōgu is horrific and inhuman, but anyone he or she consumes who had innate capabilities will grant them the same power. For example, if the user consumes a flame master, he will gain the power to create flames, and will be more resistant to fire. (Off Limits as of now Alliance: Evil )
Other Madogu
The Orb of Agamotto
- This orb is mythical item. It is a powerful scrying crystal ball. It can also be used to detect chakra in use anywhere in the world and provide the user with a location and visual. While powerful, the Orb can been blocked by exceptionally powerful chakra forces who do not want their exact location known. It has been used to open a dimensional portal.
Chakra Detection Spirit + ½ Intelligence vs Opponent's Spirit: On success the user can view their intended target as well as everything around them within 5 meters. | With the Eye of Agamotto; they may apply all senses to this effect, as if they were standing directly in the area they are observing. Dimensional Portal Creation Passive: Reaction +20 | Under the right circumstances, the owner of the Orb can appear to pass through Portals in order to avoid incoming attacks rather than simply dodge them. | Portal Creation Upgrade: When used with the Eye of Agamotto: Cooldown for Portal Creation becomes 3 posts and the location of travel can be anywhere that the user can see within the Orb. Twin Orbs When used alongside the Orb of Agamotto: Along with the above stated effects; All instances of Intelligence gain +½ Intelligence.
Alliance: Lawful Neutral
Crenshinibon
- It is a vile relic of immense power, a crystal shard that draws its magical energy from the light of the sun. Crenshinibon is a sentient artifact, and it possesses a never-ending hunger for power and glory at whatever cost; therefore, Crenshinibon is not a reasoning being. It always desires a powerful wielder, usually a corruptible chakra-user of some sort, and greatly enhances that wielder’s powers. The Crystal Shard also insidiously manipulates its wielder and would readily abandon him or her for someone more capable of furthering its goals of ultimate conquest. The relic can lure in thousands of evil-intentioned beings with its magical call, creating a grand army for its wielder and so-called master. Alliance: Chaotic Neutral
(( Owned By: ))
Hand of Vecna
- To use the hand, it must be touched to the stump of one's own missing forearm — most would-be users must chop off their own hand to do so. The hand magically grafts itself to the person's stump, and from then on can be used as a normal hand, though it retains its charred and rotting appearance. It grants an array of powers, such as the ability to conjure forth missiles of chakra force. The hand gave the user superhuman strength with the hand, the ability to damage living organisms by touch ( That ability can't be controlled). Becomes stronger with the Eye of Vecna.
Chakra Missiles: Spirit + ( Chakra Spent x.01 ) | Speed + ( Chakra Spent x.02 ) Stat Improvements: Strength + ½ Spirit Damage the Living: On Contact: Spirit + ½ Total Stats Damage Hand-Eye Coordination: Add ½ Spirit to all instances of Spirit.
- This is an extremely powerful enchanted weapon. It was said to be indestructible. It can cut through virtually any physical substance except other enchanted weapons or extremely strong metals like adamantium, cut through barriers, deflect energy when angled correctly and absorb all forms of energy. The sword also curses the user. The curse seems to affect different people in different ways. (Curses will be terrible so your warned before you get it) Alliance: Lawful Evil ((Owned By: ))
Bakuju (Spellbound)
- A mask-shaped madōgu that has been possessed by the soul of its original user. It can fly limitedly, and take over a person's mind and body. It starts by erasing the user's memories, then controlling the user's body. When the body is dead, the fighter can still fight because of Bakuju even though it is a walking corpse. Also, once it takes over, the body starts to decay slowly, so it must always search for new bodies to use. Alliance: Evil
Dokumashin (Poison Nails)
- A madōgu that is made up of ten separate pieces which are worn on the fingernails. The pointed tips contain a mix of every poison and toxin in all existence, making it incurable through normal means. Each piece of the Dokumashin has a small stone with the symbol poison written on it.
Stat Improvements: Speed + ½ Intelligence Abundant Poison Passive: All [ Poison ] effects deal ½ Intelligence additional Damage and do not end unless an antidote or medical jutsu is used, or the battle ends. Claw Damage 4000 Cost | Uses Intelligence instead of Strength for Taijutsu techniques with these. Applies [ Poison ] with this items Passive as base.
Alliance: Evil
Fukyō Waon (Dissonance)
- An orb madōgu that can store, amplify, and redirect sound waves to cut things, crush them, or cause explosions. It has the symbol sound written on it. Some use it to turn instruments into deadly weapons. Fukyō Waon can also storehuge amounts of energy to the extent of infinity which can be used to do a very powerful self-destruct attack. - Quartet - A straightforward attack. - Prelude - An attack that moves in an arc. - Rhapsody - An attack that causes big explosion to the ground by releasing a bomb like attack. - Fugue - An energy blast attack that spreads out to attack wider area. - Requiem - An attack that unleashes all of the vast energy stored in the Fukyō Waon. It's designed to kill the attacker, the victim, and just about anyone within the general vicinity. Owned By: Sanosuke Kodohma Alliance: Neutral
Gedokugan (Antidote Ball)
- A madōgu that takes the form of several small green pills, which can cure any kind of poison. Alliance: Neutral
Hōkishin (Soul Cannon)
- It is a claw attached to the user's arm and launches smaller claws which can be controlled by the user.
Stat Improvements Speed +30 Claw Motion Style 4000 Chakra per post | Speed +30, Add ½ Speed to Taijutsu and Kenjutsu Damage. Alliance: Neutral
Hōmashin (Dread Cannon)
- A bazooka-like madōgu that uses spirits of the dead and fires them at the opponent. A shot from this gun is invariably lethal, if it connects. Alliance: Neutral
Idaten (Great Runner)
- A pair of boots worn that bestows great speed on its user. Each boot has a stone with the symbol leather written on it.
Stat Improvements Speed +30 Runner's High 5000 Chakra Cost | Can be used once per 50,000 Chakra Total ( or Once if under 50k ) per battle | Lasts for 3 posts, cooldown for 3 posts | When determining Reaction Speed: Use Full Speed stat, instead of ½ Speed.
Alliance: Neutral
Jigenkai Gyoku (Dimension Ball)
- A large sphere that allows its user to send objects to any place by opening a wormhole. Alternatively, it could also be used to trap people in the Jigenkai Gyoku's dimension, which is an empty, dark space, with breathable air but no gravity. It is in this place where the real Jigenkai Gyoku resides, and can only be controlled from the real world, which is an extension of the Jigenkai Gyoku. The mask's primary stone has the symbol world written on it. Alliance: Neutral
Jisōtō (Magnetic Swords)
- A madōgu that consists of two swords, the N and the S swords, both of which have magnetic properties. They are used by throwing one and it being attracted by the other. Alliance: Neutral
Kagenui (Shadow Stitch)
- Small throwing needles that can pin an opponent's shadow to the ground, preventing their movement. A person trapped can force himself or herself free, but will get injured in the process. Each needle has a small stone with the symbol sew/stitch written on it. Alliance: Neutral ((Owned by: ))
Kaigetsu (Ocean Moon)
- A boomerang-like sword. A curved blade similar to Persian swords. It is used very much like Mikazuki form of the Kōgon Anki, and has no major power beyond its boomerang throw. Its primary stone has the symbol moon written on it.
Katakugutsu (Puppet Form)
- An orb used that attaches invisible strings on any object (or living thing) and allows its user to control the object's movements like a puppet. It could also be attached to inanimate objects to make them move and act on their own. The Katakugutsu has the symbol form written on it. Alliance: Evil ((Owned by: LOCKED))
Kesshu (Blood Seed)
A living madōgu that looks and functions like a human heart. It must be devoured, and then forms itself directly beside the normal heart of the one that devoured it. It transforms its user's blood into "Demon Blood", which he or she can manipulate mentally. The user can control the circulation and coagulation of his or her blood, and can even absorb the blood of other shinobi to some degree, in order to empower the user. Alliance: Evil
Increased Vitality: Adds 50 HP to the user. Demon Blood: Allows manipulation of the user's blood. Blood based Jutsu gain Speed +25 Advanced Blood Jutsu: Blood based Jutsu can be cast with Defense or their normal casting stat. Blood Siphoning: Can absorb the blood of those that are affected by the [ Bleed ] effect, regaining ½ the bleed damage as HP.
Kodama (Tree Spirit)
- An orb that allows its user to control the growth of plants. Later on in the series, If the ord is implanted in the body it allows him or her to become plant-like in many aspects. It has the symbol tree written on it. Alliance: Neutral (( Owned bysmile)
Kotodama (Word Spirit)
- A choker worn that allows its user to create illusions only by thinking of what he or she wants. Only the intended targets of the illusions can see them. The illusions are powerful enough to physically affect their targets and if the illusions were meant to hurt the target, the target's body will hurt itself. Kotodama can be willed away by a person who could be considered a master of illusions. When wearing the choker it negates the effects of other illusions even if they aren't geared towards one who wears it. Its primary stone has the symbol word written on it. Alliance: Chaotic Neutral ((Owned by: ))
Kuchibashi-Ō (Beak King)
- A mentally-controlled metal beak on a massive chain, initially worn by Kuchibashimaru. Once mastered, its user can wield it like an extension of himself. Its primary stone has the symbol beak written on it. Alliance: Neutral
Magagumo (Foul Spider)
- A retractable "spider armor" worn that can be used to attack and defend at the same time. It has four large "tentacles" made of steel that can be mentally controlled by its user. Alliance: Neutral
Mikoto
- A "puppet madōgu", a machine being capable of operating separately from its user. It has a compartment inside where the user can hide in at most time, only leaving if necessary. Alliance: Neutral
Mugen (Dream)
- A staff used that allows its user to shrink living things by affecting its cellular structure. Its primary stone has the symbol illusion written on it. Alliance: Neutral
Mumiyō (Nameless) and Mongamae (Gate)
- Mumiō is a unique madōgu because it can't do anything on its own. It's just a crystal orb similar to those found in most madōgu except that it isn't marked by a kanji that would usually describe the madōgu's abilities. It's used alongside the Mongamae, a pair of marked bracers that when put side by side, forms the symbol gate. Also, when put side by side, the Mongamae reveals a slot at center of the symbol, where the user places the Mumiyō. When combined, the user can perform a variety of attacks, each represented by a kanji symbol that is derived from the symbol gate. (Each technique takes one post) - An (Darkness) - Covers the entire area with darkness. - Sen (Flash) - Blinds enemies with a flash of light. - Mon (Gate) - Summons a huge gate. - Kai (Open) - The summoned gate opens and sucks in enemies. - Hei (Close) - The summoned gate closes and traps the captured enemies in another dimension. Alliance: Neutral
Nehan (Nirvana) and Shiguma (Foolish Demon of Death)
- Shiguma is a living madōgu. Shiguma is a dragon-like monster that can fire very powerful blasts of energy. Nehan is a bracelet worn by the user that allows its user to control Shiguma. Alliance:Lawful Neutral
Nisebi (Fake Fire)
- A glove embedded with a large stone on it. . It can copy the abilities of a flame users to a certain extent. Its primary stone has the symbol fire written on it.
Flame Control ( Pay Cost for Jutsu: Spirit+10 vs Opponent's Spirit | Success allows the ability to temporarily use Fire Jutsu / Effects ( non-passive ) that are observed. This includes Made Ups and Clan Techniques. | Use ends when the battle ends. ) Flame Mastery ( Passive: When using a stolen Jutsu: choose between +25 Fire Damage or +25 Speed | Can only use one option per use of the Jutsu )
Alliance: Neutral
Oboro (Hazy Moon)
- A cloak of pure white linen made from mystic thread. It can make the user invisible by diverting light and vision away from them. However, if the cloak is soiled (by blood for example), it is rendered ineffective. It has the symbol haziness written on it. Alliance: Neutral Owner: Tamao
Rinne (Life Cycle)
- A bracelet with a small bell attached worn that allows its user to change his or her age at will. Both the physical and the mental age of the user changes, which result to some unwanted side-effects like slight memory loss (some memories can only be remembered when the user returns to same age the memory was obtained) and schizophrenia. Alliance: Neutral
Shingan (Mind's Eye)
- A ring worn that allows its user to read as well as transmit thoughts to people nearby. Its user can choose whose thoughts to read, but not which thoughts to read. Alliance: Evil
Shinryo Shikō (Divine Thought)
- An armband endowed with three crystal spheres. It allows the user to alter memories, given that he or she knows the memories to be altered. It can only keep a certain amount of memories altered, regardless on how many people it was used on. So in order to use the Shinryo Shikō on a new memory, some of the old memories it altered might need to be returned to their previous states. Alliance: Lawful Evil
Shinryo Shintō (Divine Extending Swords)
- A pair of bladed tonfa that could extend and retract at will. Each blade has a stone with the symbol extend written on it. Alliance: Neutral
Sokubaku Benten (Goddess of Binding)
- An elongating whip that can grip opponents, and will tighten even more when the opponent struggles. Alliance: Neutral
Taishaku Kaiten (Emperor's Domain)
- A large spear used that has the power to create spheres of variable gravity, making everything caught inside lighter or heavier. It can even create miniature black holes. Alliance: Neutral ((Owned By: ))
Tamasui no Tsubo (Jar of Souls)
- A huge jar carried that can trap any person inside. Time passes by quickly inside the jar, where an hour spent outside is equivalent to a day inside the jar. It is impossible for most people who get trapped inside to get out. Its primary stone has the symbol seal written on it. Alliance: Evil ((Owned Bysmile)
Tomoshibi (Lamp)
- A small orb that continuously produces a yellowish light. It does not need an energy source to function and can stay active for an unlimited amount of time. Alliance: Good ((Owned by: Schi [Sealmaster] (SoulOfSchi) ))
Yamabiko (Echo)
- A shield mirror madōgu which can reflect anything, including sound waves. Alliance: Neutral ((Owned By: ))
The Crown of Horns
- It is an evil, intelligent artifact of great power. Forged by a Netherese arcanist and enchanted by Myrkul, the former god of the dead, it carries with it a long history of corruption and tragedy. The Crown of Horns appears as a silver circlet with a black diamond set on the brow and four bone horns mounted around its edge. It imbues the wearer with several considerable necromantic powers. but has a tendency to strongly influence that action of the wearer, changing his alignment to neutral evil and gradually making him into an undead creature, among other things.
Stat Improvements: Spirit +150. Undeadification Health -100 Necromantic Chakra Passive: All offensive techniques apply: [ Decay ] | [ Decay ] = ½ all dealt damage cannot be healed until battles ends Necromantic Might Add ½ Spirit to ONE stat at the start of combat: remove 50 Health from maximum until combat ends. Spell of the Damned 10,000 Chakra Cost | Spirit +150 vs Opponent's Reaction + Spirit: On Success [ Decay ] is applied twice everytime the target takes damage. | Target takes the difference in Damage.
Requiem, the Nine-Phase Sword Requiem is a powerful Buster Blade with a four-foot long blade and a one-foot long hilt. Its weight is thirty pounds. With the Command: "Conversion", followed by the Stage number, the sword will increase in power, and weight. Each stage increment removes an inch off of the hilt; making the sword harder and harder to wield as it gains power. The Stages must advance in order up to the ninth one. If the user reduces to a lower stage he/she can skip back up to or between the farthest stage he/she has reached. - Stage 1: 12 inch hilt, 30 Pounds - Stage 2: 11 inch hilt, 40 Pounds - Stage 3: 10 inch hilt, 60 Pounds - Stage 4: 9 inch hilt, 80 Pounds - Stage 5: 8 inch hilt, 100 Pounds - Becomes wielded like a b*****d Sword - Stage 6: 7 inch hilt, 120 Pounds - Stage 7: 6 inch hilt, 150 Pounds - Gains the ability to shatter Barriers, Becomes wielded like a One-Handed Sword - Stage 8: 5 inch hilt, 200 Pounds - Gains the ability to slay basic-summons and clones in a single hit.. - Stage 9: 4 inch hilt, 250 Pounds - Gains the ability to destroy any non-legendary item it strikes and slays Advanced Summons in a single hit. However, every swing of this sword puts immense strain on the wrists. Two swings will shatter the wristbones in the wielder's hand. - Holy Element-
Nocturne, the Shield of the Abyss A legendary shield forged from Obsidian, whose mirrored black surface reflects a deep and tempting beauty, and an unbearable sadness.
Absorption of the Abyss Once every three turns, the user can completely absorb a single attack by paying the attack's cost out of their Chakra Pool Reflect Darkness ( Two Actions | Charge [ Chakra Spent / 500 ] Darkness/Shadow Damage | Speed = Speed + 2 per 1000 Chakra charged ) Or the user can use the shield as a Beam Cannon - charging it with as much Chakra as they wish in a single shot, before launching a massive blast of energy from the shield.
Darkness Element
Symphon, the Diamond Armor A beautifully crafted armor made from Diamond with a central chestpiece jewel of unknown substance. The central chestpiece can be charged with Chakra to enhance the Armor's potency. - The Jewel can be charged with Chakra to project a barrier around the user for 3 Turns up to 2000 per projection. Once this barrier is up, any attack that costs less than the amount put into the projection will be unable to pass through this barrier. The barrier cannot stack upon itself, and once the projected barrier wears off, the user cannot project another for two turns.
Barrier Jewel 4000 Chakra Cost | Project a Chakra based Barrier which blocks all incoming Jutsu and Effects of less than 4000 Chakra in cost. | The Barrier can be stacked once; but costs double the initial cost and an additional action to use. | The barrier lasts for 3 posts before it's effects end, and cannot be remade for 4 posts. Defensive Spark While the Barrier is active: Any Kenjutsu, Taijutsu or other physical attacks made upon the user deal back ½ Damage dealt in Lightning Damage. Lightning Element
Sonata, the grieves of Sylph Leg Armor that enhances the user's legs and grants them the power of the heavenly messengers, the Sylph. - Once every 3 turns, the user can vanish in a form of teleportation, rolling Twenty 10-sided Dice. The Number shown is the distance that the user will teleport - anywhere between 20 and 200 feet. - Wind Element-
Minuet, the Dance of the Forest This Amulet was an Elven Artifact from the World Hidden in Fantasy. It allows the wearer to meld into the forest, becoming one with the ancestral home of the Elfkin - the trees themselves. - Requires Terrain: Plants with roots - The user cannot attack upon entering or exiting this phase; once activated, the user will meld into a plant and can travel through and among all other nearby plants by connecting to them through the roots; making the user near-impossible to find and detect. - Wood Element-
Aria, the Cloak of Undine A cloak of pure mist, given by the Lady of the Mist, Undine. it is said to be able to resist the Fires of Hell, and stand up against the Frozen Eternity of the Ninth Circle - This Cloak grants the user immunity to Flame and Ice attacks. - The wearer of this cloak is able to walk on water as if it were a solid surface, and the cloak can also be wrapped around the nose and mouth like a scarf in order to breath underwater. - Water Element-
Bolero, the lost feet of Ifrit Many legends circulate as to why Ifrit floats over the ground without legs; but the true reason is he severed away his feet into a pair of Boots, which possess a trace amount of his power.
Magma Surge ( 3000 Chakra Cost | Create a ring of Magma offensively or Defensively as a stone wall: Spirit +30 Fire Damage |OR| Spirit + Defense for Defense ) By stomping upon the ground and consuming Chakra, the user can launch a powerful blast of Magma from underneath the ground. This magma can also be used defensively, summoning a ring-shaped wall of magma around the user; which hardens into stone and can be used for subsequent attacks. Fire Step ( Speed +25, Spirit +15 Fire Damage ) The user can also generate flames from beneath their feet in order to launch up into the air like a rocket, or to spew flames at an opponent from their feet.
Fire Element
Batuque, the Gauntlets of the Earth A Dwarven Artifact gifted to Brimir by the lost tribes of Dwarves. The Gauntlets of Batuque were forged from the legendary metal of Adamantium, and embedded within each is a power-source gem which grants the user special abilities. - The wearer of these gauntlets is immune to Earth-Elemental and Plant Attacks - If the wielder is struck by a killing blow, the Gauntlets' true ability will activate; the ability to forestall death and allow the user to fight on. The user will be drained of 25,000 Chakra at the end of each turn they remain in battle after this ability actives. For all intents and purposes, even if the foe is defeated, the user is Dead. (IE: counting kill points) This ability only allows the user to battle on beyond the grave with hopes to defeat their opponent and prevent the looting of their body. - Earth Element-
Antiphon, the Sight of Celcius A piece of headgear forged in the dead winters of Hidden Snow, in secret, by the Disciple of Everlasting Ice, Celcius. Granting her gaze upon the wearer, its power is to flash-freeze what lines within the user's focus. - The headgear naturally protects the user from ice-based attacks. The goggles may be lowered over the user's eyes once every three turns. A blast of icy energy, at a temperature of 0 degrees Celcius, will launch forth and strike whatever lies in the user's line of sight. The goggles, however, will be rooted to the user's eyes from the intense cold for the duration of the turn they are used, and will prevent the user from seeing anything after using this ability until the goggles can be lifted up off of the user's eyes for 3 turns while they defrost. - Ice Element-
Posted: Tue Aug 09, 2022 6:47 am
~::Scythes::~
1. Feather Blade: The feather blade is a scythe with a feather like blade, as the top of the scythe resembles much like a wing. This scythe is aligned with the element of wind, as it's power does as well. This scythe grants the user a pair of wings on each ankle, when equipped. This allows the wielder to jump very high in the sky, as high as a building. Wind type chakra can be channeled through the blade to enhance the sharpness of it. This scythe must be wielded by a shinobi with the element of wind.
2. Aisu Yaiba: This silver scythe is decked out with many ancient patterns all over it's blade and handle. It's blade is smaller than usual scythes, but it's swing back a punch. It has the power to freeze things upon contact. It's alignment is with ice, but can bond with those of the element of water or wind. If it's blade is stabbed into the ground, it can freeze the battle field. This scythe is cold to the touch, and will freeze anyone who touches it, besides the shinobi it belongs to.
3. Gosunkugi Dragon: This blade was made out of solid earth, which makes the scythe itself very heavy. The blade has dragon scales on the top of the blade, which provides the ability to shred the opponent skin to ribbons when cut. This scythe can be used much like a club, because of it's weight. This scythe can be wielded by any rank of Shinobi.
4. Skull Breaker: This blade is hot to the touch, as only shinobi with the element of fire may use it. The shinobi using it must have the primary element of fire, meaning their main element must be fire. The blade of the scythe is more like many blades of different lengths. It's ability is to produce flames without using up chakra, and can throw large flame balls out of the skull's mouth that's located at the top of it. It's strong enough to make a small crater in the earth.
5. Ghost of Insanity: This blade is much different from the rest. It's quite literally, a ghost blade. It appears to the user as a regular scythe, but other can not see it. It's power is to hack away at the opponent's sanity. It does not physically harm them, but every time the opponent is struck by the invisible blade, they feel themselves loosing their sanity. It may also induce the opponent to see these purple like ghost surround them. The blade can also conduct purple like balls to fire at the opponents, these balls are a physical manifestation of the opponent sanity that has been sapped, and it is a physical ball that gives the opponent back their insanity.
6. Genderbender: This blade is not meant to be used in battle and it shows. It is about the size of a hand sickle and It's purpose is switch the gender of the whoever is cut by it. Not only is the opponent's gender swapped, they are also automatically attracted to the person who cut them, in any way the user chooses.
7. Poizun Taiba: This blade has been soaked in the most vial poison, and now it's blade has soaked in the poison. Now it can poison anyone who gets cut by it. It's poison is lethal, and can kill someone in less than one hour. But this blade has it's limit. The star at the top can fire, almost like needles, and aim at any living thing in battle at that moment. If the user isn't careful, it can poison them as well. This blade can poison anyone, even those with resistant will feel it's lethal effects. Must be a Jounin to wield this blade.
8. Lunar Blade: The lunar blade is time-based. Although it's time based, it can't stop time. It can slow down time to make the opponent much slower, or can alter the opponent sense of time. Because this blade is double sided and very large, it makes it easy to attack in succession. The more times the blade comes in contact with the opponent, the more time it can slow the opponent by. Must be Jounin to wield this blade.
9. Denkou Gai: Being closely aligned with lightning, this blade can deliver fast, and effective strikes. If used in succession, the opponent can be paralyzed slightly. The scythe has three blades that float in the opposite side of this blade. These three blades can be used to channel lightning from the cloud to charge the blade full of electricity, and fire it in a beam of lightning. This blade is very powerful, and therefore a Jounin is only allowed to wield it.
10. Yami Blade: This blade has a dark aura, and has a power match. It glows in the dark, but it's two blade do a significant amount of damage. The two blades it has can become one blade, which doubles the blade's power. If someone if cut by it's blades, they can be infected with the sense of fear, and become paranoid. This slow acting paranoia can quickly evolve into anxiety, and will soon cause the opponent to freak out. The more it glows, the more powerful the fear.
11. Awai Maru: It's a simply blade, with a simple gothic pattern around the base of the blade. It can light up even the darkest corners of the darkest cave, and can cancel any dark-based attacks. It's very useful against any shadow based attack, but it's regular blade against anything else.
12. CameoKuro: A blue-aqua colored handle with a odd shaped blade. It's aligned with the element of water, and can cause a large wave to rain down on everyone in battle. It can also cause it to rain from the skys above, but this doesn't work if the battle is inside a building. It can only be wielded by a a shinobi with the element of water.
13. Blade of Healing: Having three colored blades, this scythe has the ability to heal just about any wound, provided that the wound doesn't sever a body part. By putting the wounded's blood on one of these blades, that blade will glow and heal the wound. The green blade is for remedies, the red blade is to burn away things such as poisons, and the blue blade nurtures the wound like water to a burn. Must be a medic ninja to wield this blade.
All Keychains can be either used as their weapons or combined with a weapon to add their function to the weapon they are combined with.
Kingdom Key
This Blade is known to be one of the purest key blade. The Kingdom Keyblade is known not to attack the opponents but yet it will keep a constant supply of chakra to the holder. The Kingdom Blade if it can not actually do physical Harm to anybody. But the Evil are weakened to this Blade. Alliance: Lawful Good
The One Winged Angel
This Blade is known as the Dark Blade. It is the Blade that makes the user dark ability to keep fighting even after there body has been destroyed. Until the key chain has left the persons body then the user will continue fighting as long as the blade is activated.
Undying Fighter ( Upon HP reaching 0: Replace HP with Mental HP | Repeat | Spend Soul Chakra = HP or M.HP regained x100: Can only be done with the unused HP/M.HP bar. | If both HP are brought to 0: Character dies as if their Soul Chakra was depleted )
Requirements: Must be rank Chuunin Alliance: Neutral
The Fairy Harp
This blade is the size of a midsize pocket knife. The blades power grows with each hit it connects. The Blade starts off with the power of a slight pinch. Then after ten hits the power of the blade grows to the hit of a The most Powerful Hammer. Alliance: Neutral
The Diamond Dust
This Blade Has the power to create an aura of wind infused chakra that can drop the weather to a sub zero temperature. The Key chain is also one of the only blades that can't be broken. The Key chain also be added to any item, and it will be unbreakable. The Diamond Dust can also fire off a Fragments of Diamonds that can slice through almost anything.
Stat Improvements Speed +30, Defense +20 Indestructible Keychain and Item/Weapon it is equipped to is Unbreakable Ice Aura 5000 Chakra Cost Per Post | 10 Meters Range | Spirit + Defense vs Opponent's Defense: Opponent's Speed -50 Diamond Fragments 3000 Chakra Cost | Defense + ½ Intelligence Wind Damage
Alliance: Neutral
The Broken Heart
This Blade comes from the last fragment of a dying women out in lost part of the world. This Blade has the power to feed off the evil that is around them. The Blade will allow the user to get more powerful the more evil it is around. However the user will gain their evilness permanently the longer they are in battle. The Blade also has a counterpart named the Healed Heart...Together they are even more powerful.. The user will get a 15% bonus chakra when fighting somebody that is evil. Alliance: Chaotic Good
The Healed Heart
This Blade comes from the heart of the Great Demon Lord. he wanted to be stronger so he cut his own heart and made it into a blade...This Blade has the power to feed off the goodness that is around them. The Blade will allow the user to get more powerful the more good it is around. However the user will gain their goodness permanently the longer they are in battle. The Blade also has a counterpart named the Shattered Heart...Together they are even more powerful.. The user will get a 15% bonus chakra when fighting somebody that is good. Alliance: Chaotic Evil
Oblivion Key
This is a keyblade formed from darkness in the area. This weapon is unbreakable in the sense that if it were to be struck with a blow that would destroy it it shatters into nine black orbs reforming again. This blade is meant to be used in war, increasing the wielders strength and speed. Allowing for further increase during times of intense combat. It's key chain is a black obsidian ring, with what seems to be stars and galaxies floating through the center.
Stat Improvements Strength +25, Speed +25 Battle Surge 4000 Chakra Cost per post | +40 to either Strength or Speed | Must choose one, and use an action to change if desired.
Alliance: Neutral
Oathkeeper
This keyblade has the ability to far white stars of pure chakra with every swing, barely draining the user. This weapon can only be active for a total of eight posts and the downside is that while it is active, the user is unable to break any promises they have made, and they vurnable to lie. It's keychain is a golden star with a small silver star in the center.
Alliance: Neutral
Monochrome
This is a steam punk keyblade with the ability to change form to fit the needs of the used. It seems to be made of pipes, sheet metal, and gears and can change into any average sized one hander weapon or shield, but it must remain in one piece. It's keychain is in the shape of a cog. Alliance: Neutral
Rumbling Rose
This keyblade appears to be made out of many thorny vines wrapping around each other to form a bat like weapon with a large solid rose at the end. This weapon triples the users strength but removes their ability to use chakra based skills. It's keychain is in the shape of a rose.
Stat Improvement Strength +150 Downfall Cannot use any Ninjutsu or Genjutsu while equipped.
Alliance: Neutral
Sleeping Lion
This keyblade imbues the user with a sense of courage that comes from the thought that they are stronger than they really are. In reality this keyblade just temporarily "locks" The users chakra at the amount it is when the blade becomes active. This means the user loses no chakra no matter what jutsu they use but they cant recover any they have already used either. This can only stay active for four posts. It's keychain appears to be in the shape of a lion's head. Alliance: Neutral
Fatal Crest
This keyblade has a very unique ability allowing it's user to react more quickly and more efficiently, allowing one extra action per post. This extra action drains fifteen thousand chakra per post though, and if the user allows itself to be drained below half of their chakra they will die. It's keychain appears to be in the shape of a skull. Alliance: Neutral
Hero's Crest
This keyblade appears to be a broadsword with an axe head style and can only be wielded by good characters, the hero's of the world. This keyblade when active grants the wielder amazing control of their own body, allowing them to perform acrobatic feats of extraordinary potential. This includes things such as bending like a contortionist, flipping and moving like an acrobat, and having the balance of a ballerina. It's keychain appears to be a helmet with a cross on it. Alliance: Neutral
Guardian Soul
This keyblade appears to be a large four inch wide piece of metal, three spikes coming off of the end. This keyblade is different from the others in the sense that it's ability is an active one requiring users control. This keyblade can be used to deflect a number of attacks equal to the user's overall chakra control and does not appear to drain the user at all. It's keychain appears to be a shield.
Stat Improvements Defense +50 Attack Negation Once per every 25,000 Chakra ( Or Once, if under 25k ) the user can deflect an incoming attack during combat. No damage is received from this, but an action is still consumed.
Alliance: Neutral
Star Seeker
This keyblade seems to be a shamshir with a star embbeded in the tip of the blade. This keyblade recovers the wielder's cp at 250 cp per post, regardless of if it is attached to a weapon or not. It's keychain appears to be a star with a moon connected to it. Alliance: Neutral
Ballistic
Ballistic: The keychain drastically boosts up the stats of strength and speed, this chains also induces insanity. Using the element of fire, it releases flames when it hits a solid surface. The wielder becomes stronger, but at the cost of sanity.
Stat Improvements +25 Speed, +25 Strength Flame Imbument 2000 Chakra + 20 Mental HP per post | All Taijutsu/Kenjutsu and basic attacks deal +25 Fire Damage.
Requirements: Must be rank Chuunin, Must have Katon ( Fire ) Element. Alliance:Evil
Overbearer
Overbearer: This keychain boosts accuracy, as the wielder's eyes become a location device. The user can then lock onto a target much more easily, and can hit the target better. The keychain is white, with a few rings around the blade looking much like a lock-on ring.
Stat Improvements: Perception +40, Speed +10
Requirements: Must be rank Chuunin Alliance:Neutral
The Winged Chain
xThe Winged Chain: This is a simple white keychain with small rings near the bottom of the blade. This keychain changes appearance due to the weilder's Alignment. If the user's Alignment is Good, the keychain will take on a angelic form, If the Alignment is Evil, it takes on the appearance of a devil. If the Alignment is Neutral, it takes on earth tones. This Chain's power is the ability to grant weightlessness. Meaning the wielder becomes as light as a feather. Boosts speed.
Outlaw
Outlaw: This Keychain has no physical power, unlike all the others. This chain makes all those in battle have to follow the rules of any restrictions made before the fight. If no restrictions have been made, then the chain becomes a simple blade that amplifies the pain when it strikes a person. Boosts evasiveness. Requirements: Alignment must be Lawful Alliance:Lawful
Beserker
Beserker: This keychain is purple, long and heavy. The end of this chain is four blocks of some sort of matter as a orb of some sort of electric energy sits inside these four blocks. This blade isn't sharp, as the weapon is meant to be blunt. The entire keychain can't be placed on a belt, as it's length is too great. It has the power to invoke a lightning bolt, and can leave a giant crater in the ground. This is a strong keychain, and can put a major strain on the body
Posted: Tue Aug 09, 2022 6:56 am
:: The Symbiote ::
An armor created through the adaptation of an alien species. This species connects itself with its host, sharing a symbiotic bond that allows for it to provide strength and power to its host in exchange for the prolonging of its own life. Although sentient this armor does not normally reveal as such unless it is hit with Fire or Sound based attacks, where the armor will actively partially peel away from the host as if it were screaming in pain.
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Stat Improvements Speed +25, Strength +25, Intelligence +25, Defense +25 - Takes 1.5x Damage from Fire and Sound Molecular Shaping Create additional appendages ( +1 action for these ) - Weapon based appendages ( Strength + ½ Speed for damage ) - Movement mode ( flying or fast movement: -50 STR -50 Defense | +100 Speed )
Alignment: Chaotic Neutral
:: The Spawn ::
The Spawn armor, an armor created by the death and pain of five major scientists. This armor has the power to get stronger by each person killed, allowing the suit's abilities to grow stronger with more death that it's owner causes. The Spawn armor comes with a cape that is able to shape shift into whatever the user wishes. The suit also become highly adaptive into whatever environment they are placed in. The wearer of this suit does also have enhance empathy which allow them to feel everything that is around them. Alignment: Evil
Suit Powers
Light Weakness: Takes 1.75x the Damage from Light and Chakra based attacks. Takes 1.25x damage from Lightning Element Attacks. Empathy Sensory: Your Total Mental HP = Total HP + ½ of Total HP | Receive ( Attack Damage x.05 ) of the damage dealt to anyone within the immediate area, other than self. Damage is dealt to Mentality not normal Health. Devouring Soul Fragments: Every kill grants a +5 Mentality shield, for protecting against Empathy Sensory's effects as well as a +1 to Reaction for defending with the Omnipotent Cape. Omnipotent Cape: +50 Defense when worn as a cap, or formed into a defensive item. | +50 Damage when formed into a Weapon Stat Improvements: Strength +50, Speed +50
:: The Adamantium ::
A group of scientest first start making a metal that could not be destroyed. When they found the way of making it they made Adamanitum. Adamantium is virtually indestructible; however, it can be manipulated/destroyed under certain conditions. The same technologies responsible for molding adamantium are capable of disintegrating it, such as a molecular rearranger needed to shape adamantium into practically useful forms. Antarctic vibranium produces waves that melt all metals, including adamantium. The metal is also affected by magnetism; as the mixture is kept at a temperature of 1,500 degrees Fahrenheit. Adamantium's extremely stable molecular structure will prevent it from being molded further after this eight minute time period, even if the temperature is high enough to keep it in its liquefied form. Once adamantium has hardened, only precise molecular rearrangement can alter its shape. Alignment: Neutral
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So What Can I use Adamantium for?
Claws Talongs Spinal Cord Weapons Bones Skeleton
What Will this do for me?
Indestructible Heavily Magnetized Defense +100 Damage +50; for Attacks involved with the armor
:: The Witchblade ::
The Witchblade is an intelligent, ancient, and conscious weapon with extra-terrestrial origins and one of thirteen other weapons. When not in use, it can look like an ornate, jewel encrusted, right handed gauntlet. When wielded by an unworthy user, that person will lose their arm. This weapon was made by five highly intelligent female ninjas. They made this weapon to protect themselves. In the end this armor will only bond to Females. It forms a symbiotic relationship with the host, who can hear the Witchblade. When used, it expands across the body of the wielder, shredding clothes and covering the body like an Armour. The Armour seems subjective depending on the level of threat. Faced against a weaker nin, it will usually generate less armour than when faced against someone stronger than themself. This armour can form swords, other stabbing weapons, shields, and wings, enabling the wielder to fly. It may also become temperamental if it chooses not to be used. When wielded, it can shoot energy blasts from the hand or sword, fire projectile darts, and whip-like grapples to attack or to climb. The Witchblade is also an excellent lock pick, and can heal wounds, even mortal ones. Alignment: Lawful Good
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To determine if Worthy. The Person on their first try has to roll an even number. IF they don't roll an even number than the Witch Blade will cut your arm off.
(Female Only Characters)
:: The Darkness ::
Five Scientist discovered this particular armor while trying to create their own version of the Witchblade. The Darkness is a sentient construction or Darkness and Shadows, consisting of the ability to manipulate the construction of anything between sentient beings to armor and weaponry as long as the possessor's mind is capable of conceiving it. The Darkness normally appears as a black trench coat although it had been known to adopt other appearances due to the wishes of the possessor. With increased defense and offensive capabilities The Darkness is a considerable threat in certain hands. Although it still possesses a severe weakness to Light and Light based Jutsu. The sentient consciousness of The Darkness possesses a nagging need to devour and destroy other life forms, particularly those of Good alignment and those that manipulate Light Jutsu in general in order to remove its own weaknesses from the world. Alignment: Evil
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Creation: Spend chakra to create anything from the Darkness. - ( Chakra Spent x.01 ) per stat when creating Sentient Beings. | HP of Sentient Creations = 20HP per every 1k spent to create it. | Sentient Creations get 1 action of their own. - Damage or Defense = ( Chakra Spent x.01 ) + ½ Spirit + ½ Intelligence | And gain +5 additional Damage or Defense For every 500 chakra spent on creation. Weakness: Light based jutsu | Light Based Jutsu deal x2 damage to Sentient Creations and Immedialty destroy non sentient. | Deals 1.5x Damage to Owner. Stat Improvement: - Defense + 50 ( +75 in darkness | +25 in Well lit ) - Spirit +25 ( +50 in darkness ) - Intelligence +25 ( +50 in darkness )
:: The Berserker ::
The Berserker Armor comes from a long line of scientists. The armor was created so that the user could become the ultimate fighting machine. The first good point of the armor is that the user feels no pain at all. Not that the means the user is not being dealt damage the user just can't feel it while wearing the armor. By removing such blocks, a body can move faster and stronger then ever before at the cost of personal injury. It can be assumed this is akin to an athlete ripping a muscle connection by over use. The second change in It is entirely mental. As the armor is used, the users mind become a torrent of negative emotion. The mind becomes lost in a sea of violent thought, making it and the user into a killing machine. The armor draws out the very spirit of violence in a person and lets it loose. This will endanger the user's allies and enemies alike since none are safe when the armor is on and the user starts to fight. The last power is the Berserker's Armor's metal teeth. Fighting at the level the armor allows makes it easy to sustain injury, especially broken bones. When a bone breaks, it is re-inforced by the armor itself by jamming the broken bits of bone back together with many small metal teeth. The armor will reset bone and even dislocation, but if the bone is broken, it will automatically stab it together. Still this is just a way to keep fighting, and not even a temporary fix. It compounds any injury by adding additional cuts to the flesh and perforations to the bone.The user can be completely engulfed by the metal teeth and only kept on fighting until all his bones were broken and then bled to death from suffered injuries.
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Stat Improvements -50 Defense, +75 Strength, +75 Speed Cannot Heal Hp regen in battle is impossible with armor equipped: Add Mental HP to normal HP Violent Rage Every 50 HP lost: +10 Strength, +10 Speed Mindless Surge If effected by Genjutsu: Continue fighting regardless, as the armor controls your actions and attacks while your mind is lost to the genjutsu, but take normal HP damage equal to the Genjutsu damage per turn.
Alignment: Lawful Evil
:: The Guyver ::
This armor was created by Japanese craftsman that had harnished the eye of a truly evil Demon. The Demon was said to have such a piercing gaze that one gaze of it's eye could rip the souls from bodies and send that soul straight to hell. After crafting this Demonic eye into a battle accessory, it has given it's weilders a defense that is quite unparelled. It engulfs it's user into a hard steel plated armor that is resistant to all poisons and any airborne viruses that aim to detoriate the user.
The armor giving that effect also imbues the user with immense physical strength and speed. Speed that rivals even the Symboit Armor. This armor also gives the user Blades that shoot out of the elbows. Creating a offense and defense that makes this Armor very unique. Also if the User is willing to sacrifice over 90% of their remaining chakra. They have the ability to pull open their chest plate and unleash their chakra in a wide area, wide range attack. This last attack is called the Mega Smasher.
The weakness that has killed off all it's former uses is the Guyver eye. The Guyver eye rests at the forehead of every user and a strong impact will cause severe pain to shoot through the body. If for some reason the guyver Eye is removed from the armor or is destroyed, the user automatically dies.
The Guyver Eye is ever regenerative so if it was to be destroyed. it will regenerate back into it's original Guyver eye form and will await it's new master. Alignment: Good
:: The Predator ::
Descending from the stars themselves, This armor's origins comes from an Alien species that was infamous for their ability to hunt and their love for it. The Alien species have sqauwered the universe for worthy prey. This armor comes from one of these master Hunters.
The armor ,though not as strong or sturdy as most of the other armors, excels in weaponry and tactics. The advanced alien technology gives the user traits of the Alien race. The helmet piece gives the user various sights to give them battle efficiency that rivals the Focusing sights of the Byakugan. (sights like night vision and thermal) It has two blades that extend from the control band. Also the armor gives the user the ability to Cloak and disappear from sight for as long as the the user's arm control band is intact and usable. The piece-de la-resistance of the armor is a powerful shoulder mounted cannon. The power of the cannon is linked to the external power supply that lies within the arm control band.
The weakness of the armor is that it provide no added defense to the user. It simply imbues within the user added reaction time and the ability to cloak.
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Stat Improvements +30 Perception, +70 Intelligence Invisibility Cloak Intelligence +20 vs Opponent's Perception: become invisible to all sight based perception. After attacking with non-predator armor attacks: Invisibility ends. 5 post cooldown Plasma Canon Intelligence + 30 Damage, Speed +10 Arm blade Strength + Intelligence damage, Opponent's Reaction -10 on first attack with weapon. Severing Bolas Speed +20, Intelligence +20 Damage, Intelligence vs Opponent's Reaction: Binds target and deals continued damage per post for 5 posts or until removed. Removed when Opponent's Strength Is higher than user's Intelligence.
Alignment: Neutral
:: The Casshern ::
This is an introduction to this armor. Brought forth from the world of a war town village, this armor was worn by the hero that ended that conflict. It was named after a fictional guardian of the wind that was said to have watched over the people and acted when the times were chaotic. A Shinobi scientist by the name of Kazuki had spent his entire life creating this suit of armor. He unfortunately could not see the fruits of his labor come to fruition sue to the fact that the chaos that had surrounded the village had enveloped him as well. The Hero dawned this armor as he stepped forth to battle the darkness out of village and sacrificed his life to end it. Alignment: Neutral
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Stat Improvements: +75 Strength, +75 Speed, +100 Defense Armor Strain Deals 20 Mental HP to self per post with armor active. If unable to take this Damage, Armor ability and effects end. Armor Weakness 1.5x Damage from Pure Chakra attacks. Indomitabl 5000 Chakra cost | +100 Defense towards one incoming attack. Jetsword: 3500 Chakra per post - Speed +25, Strength +20, Intelligence-10, Resolve-10 | Add ½ Speed to Damage with these swords.
:: The Angelus ::
Like the Darkness, the Angelus creates a symbiotic relationship with a female host in order to carry out her life's mission on Earth. Her main goal is to rid the world of evil and darkness regardless of mortal rule or law. The Angelus is able to grant its host much power, including the ability to create objects and sentient beings of Light. The host is also granted enhanced strength, speed, self-propelled flight, and most importantly, the memories of all the previous Angelus hosts. However, the Angelus does have limits to her power, as she can only function in the dark for short periods of time, because it drains her power. The Angelus is the Rival of The Darkness.
His appearance is that of a large, armored warrior. His black suit is covered in a silver armor and he bears a mask with a cross like the Redeemer, but with a flaming XII over his right eye. He appears to have suffered a large amount of battle damage, as his ravaged armor and mask have numerous gouges and holes and from them spills Celestial Fire.This fire is controlled and flows with his will, unlike when the second Redeemer's hand was lopped off and the fire poured uncontrollably from the wound blasting everything in its path. The fire also appears to take the form of wings on his back. Celestial Fire is on par with Hell Fire. As it can burn through chakra. Alignment: Chaotic Good
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Stat Improvements | Defense+50, Spirit +50
Celestial Fire - ( 3000 Chakra cost) | Add Spirit +25 to all Fire techniques. | Fire Jutsu cannot be put out, even by water )
Ever-burning flames - ( 2000 Chakra added to Fire Jutsu | Adds or increases [ Burn ] effects by 20 HP per post, and does not end. )
Light and Fire - ( Passive: Light Jutsu count as Fire Jutsu | Fire Jutsu count as Light Jutsu )
Celestial Manipulation - ( Can create wings of celestial flames adding +15 Speed and Flight. | Can replace lost limbs with celestial flames. Functioning as a solid Limb, but able to grant [ Burn ] at will. )
:: Garment Grid ::
Garment Grid - A metallic plate resembling an Egyptian themed necklace that holds a multitudes of colorful spheres upon it. Each of these spheres can change the user's appearance as well as abilities into different types and forms. Although the Garment Grid has multiple forms, it does not appear to inherently possess any real defensive qualities. The user can swap between forms without using an action, but can only swap forms once per post.
Forms
Gunner: The wearer will now be a sharp shooting gunner with two pistols to take down any opponent. They cannot be blinded by anything. - Speed +75, Perception +25 - Twin-Pistols | ( Basic Attacks function as 2 actions for 1: Speed +10 / Speed +5 | Spirit + ½ Intelligence Damage ) - Anti-Blind | ( Passive: When Perception is Debuffed: + ½ the debuff is added back ) Warrior: The wearer will change into a swordswoman who's blade is imbued with different elements so long as they concentrate on it. - Strength +25, Spirit +50, Speed +25 - Elemental Blade | ( 2000 Chakra Cost per post | Add Spirit +20 of a chosen Element to a wielded weapon. Can swap elements once per post without an action. ) - Elemental Resistance | ( Passive: Subtract Spirit from incoming Damage that is the same as the Element of Elemental Blade ) Thief: The wearer will change into a thief that can move at high speeds with two daggers. They are able to strike from the shadows without being seen when at night. - Speed +100 - Sneak Attack | ( 1000 Chakra Cost added to an Attack | On Hit: If Speed vs Opponent's Perception: Deal ½ additional Damage to the Opponent | Can only be done once per post. Opponent gains a +20 bonus to perception if done twice in a row, or blatantly in front of them ) - Shadow Sneak | ( Passive: When in Shadow or Darkness: Can travel through Shadows ) Musician: The wearer turns into a non-fighting singer that empowers allies or hinders opponents by dancing, singing or playing music. They can blind, silence, slow down the opponent but only one type of debuff at a time. - Spirit +50, Defense +50 - Blind Opponent | ( 3000 Chakra Cost | Opponent receives Spirit + ½ Intelligence debuffing their Perception ) - Silence Opponent | ( 3000 Chakra Cost | Opponent loses the ability to speak out loud, and their Jutsu becomes harder to use: Opponent's Speed - User's Spirit, Opponent's Spirit - User's Spirit ) - Haste | ( 2000 Chakra Cost | User's Spirit added to an Ally's Speed ) - NonCombatant | ( Passive: Damage -200 | Can only use one ability at a time. Costs are paid per post active. ) White Mage: The wearer will change into a non-fighting magic caster able to cure a target through prayer. - Spirit +50, Resolve +25, Defense +25 - Healing Wave | ( 4000 Chakra Cost | Spirit +40 to heal target's Physical or Mental Health ) - Temporary Resurrection | ( All Actions, All but 1 HP, 3/4 remaining Chakra: Target revives from death with ½ sacrificed Health returned. | Can only be used once per battle ) - NonCombatant | ( Passive: Damage -100 | Healing a Target heals the user by ½ the healed amount. ) Black Mage: The wearer will change into a powerful magic caster that can envelope the opponent in powerful magics. - Spirit +100 - Augment Jutsu | ( Add Spirit+½ total stats additional Damage to all Ninjutsu by tripling the cost ) - Black Magic | ( Passive: Double Elemental Damage | Receive 1.5x additional physical damage ) Gun Mage: The wearer will change into a magic casting sharp shooter that can encase magic within their bullets. - Speed +25, Spirit +25, Intelligence +50 - Jutsu Ammunition | ( Cast 1 Ninjutsu per turn as a bullet: Speed + ½ Intelligence. Magic Bullets deal: Intelligence + ½ Spirit additional damage on top of the Ninjutsu damage ) - Chakra Ammunition | ( Fire a bullet with Intelligence + [ Chakra Spent / 200 ] Chakra Damage ) - Gunslinger Spirit | ( Passive: Ninjutsu cast as a bullet do not cost chakra ) Alchemist: The wearer will change into a manipulator of chakra and chemicals, using their own chakra to create chemical effects to either help or hinder those around them. - Intelligence +100 - Brew Potion | ( [ Chakra Spent / 200 ] creates either a potion or a poison that either heals or deals damage at the chosen amount. ) - Splash Potion | ( Speed +25, Applies the content of the potion onto the target if struck. ) - Chakra Bomb | ( [ Chakra Spent / 100 ] creates a special bomb made of liquified chakra. Use Splash Potion to throw. The bomb explodes for 60 meters around the target area. 5 post cooldown. ) - Mad Scientist | ( Passive: Drinking a Potion or Poison returns ½ the cost back to the user | Potions vanish when form is changed ) Berzerker: The wearer will change into a claw wielding savage who's only goal is to tear the opponent into shreds no matter the cost. - Strength +100 - Blind Rage | ( 2000 Chakra Cost per post | Speed +50, Defense -50 | Attacking an opponent causes Bleed at -20 HP per post | If an opponent is Bleeding: Gain 1 Additional Action ) - Blood Scent | ( Passive: Gain +5 Strength for every 25 missing HP ) Dark Knight: The wearer will change into a heavy blade wielding warrior. They are unaffected my all types of status alignments including diseases and poisons. - Strength +75, Defense +25 - Devastator | ( 2000 Chakra Cost | Speed + ½ Strength for speed, Strength +½ Spirit Damage | Cleave into an opponent with deadly effect ) - Armor of the Damned | ( Passive: If afflicted with Bleed, Poison, Disease or Chakra Drain: Negate the effect and add +5 to Speed, Strength and Reaction per instance )
:: Vibranium: Wakandan ::
The Wakandan isotope possesses the ability to absorb all vibrations in the vicinity as well as kinetic energy directed at it. The energy absorbed is stored within the bonds between the molecules that make the substance up. As a result the more energy Vibranium absorbs the tougher it becomes. There are limits to the capacity of the energy that can be stored, however, and although the exact limitations are unknown as of now. Another ability exhibited by this variety of Vibranium has been the ability to mutate the user making him or her be seen as a demon.
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Example uses ( Choose one or state your choice upon gaining the armor ) - Claws - Talons - Spinal Cord - Weapons - Bones - Skeleton For Defensive Selection: ( Shields, Armor, Bones, etc ) Kinetic Absoprtion ( Defense + 50 | Absorbs Sound Jutsu, Taijutsu and Kenjutsu | Defense +20 per Damage received from Absorbable Jutsu | Resets at Battles End. )
For Offensive Selection: ( Weapons, Claws, Talons, etc ) Kinetic Strengthening: ( Defense + 25 | Absorbs Sound Jutsu, Taijutsu and Kenjutsu | Defense +5, Damage dealt +10 with chosen Selection, per instance of damage received by absorbable jutsu | Resets at Battles End ) Heavily Magnetized
Alignment: Neutral
:: Vibranium - Antartic ::
Better known as Anti-Metal. Unlike the Vibranium of Wakanda that absorbs vibrations, it produces vibrations. When this form of vibranium is found in sufficient quantities, these vibrations produce a specific wavelength that breaks down the molecular bonds in other metals resulting in their liquification. This effect extends to the otherwise indestructible metal known as Adamantium. If huge quantities of Anti-Metal were gathered together and accumulated, the vibrations given off by the entire mass would increase logarithmically as more was added.
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Example uses ( Choose one or state your choice upon gaining the armor ) - Claws - Talons - Spinal Cord - Weapons - Bones - Skeleton For Defensive Selection: ( Shields, Armor, Bones, etc ) Kinetic Retaliation ( Defense + 50 | 5000 Chakra Cost per post | Produce Vibrations in a 20 meter radius: Lowering the effects of Firearms, Katana, Armors and other metal based items by 10 per post. | If the total stat value of something reaches 0: it is considered broken and unusable until the battle ends | Only when a weapon, armor, item is being used, is it effected. )
For Offensive Selection: ( Weapons, Claws, Talons, etc ) Vibro Strengthening: ( Defense + 25 | 5000 Chakra Cost per post | Strength +5 per successful hit against opponent. | Effects reset at Battles End ) Heavily Magnetized
Alignment: Neutral
:: The Spirit ::
The Spirit an Armor that looks like an average suit. While one dons the suit they are pretty much impossible to kill. When the user is dealt a death blow..they will simply get up about an hour later fully recharged and all. The Only way to kill the person for sure is to take their head off. The Spirit also does come with a few 'extras'. The gloves that the user wears gives the user an advantage in strength. Causing them to be at the maximum human level of strength. The mask allows the user to see through genjutsus that are cast by anybody weaker than the user. The user while using this suit seems to be able to take more damage and walk away from it. The user has a higher agility then what most nins would have. But If the Wearer of this Armor does lose the Bright Red Tie... or the tie is damage the suit loses it's powers. Once the tie is donned by anybody else... the Armor becomes their's.
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Cannot Enter the Afterlife Revives 24 Hours ( IRL ) after death, unless damage taken is 2x maximum HP, their head is specifically and completely removed, or the Red Tie is destroyed. Red Tie The Tie's Defense is Defense + ½ Defense. It has ½ Total HP, does not normally take damage unless specifically targeted. Every 10 HP lost, removed 2 HP from the tie. The tie cannot be healed, but repairs itself after 5 posts outside of battle. Suit Gloves Strength +30, while worn. Incognito Mask Resolve +20, Mental Defense +20 while worn. Stat Improvements Speed +30
Alignment: Lawful Neutral
:: Darkhawk/Evilhawk ::
This streamlined armor, though frail-looking, is surprisingly powerful. It can shrug off light blows without damage, it grants the wielder the ability to fly, as well as a set of retractable claws on one wrist. The visor also blocks all genjutsu from taking effect on the user, from others who have lower CPs. But those are not the most valued of the Darkhawk's abilities. The first is that, when donned, it is not worn at all. Instead, the wielder's body is transferred to a pocket dimension, and their mind controls the armor. As well, if the armor is damaged, even to the point of near-total destruction, it is unusable for one week. But after that point, it is fully repaired and usable once more. It's biggest drawback is the crystal embedded in it's chest. This crystal, if forcibly removed, gives the wielder an instant of intense pain, and then the armor is stripped from them. The crystal may only be removed by a bare hand, nothing else can dislodge it. As well, it takes great strength to do so. *It has been noticed that this armor has two appearances. The first was only seen on wielders with a Good or Neutral alignment. The second was only from users with an Evil alignment. Their abilities remained the same, otherwise.
:: Holocaust Armor ::
This imposing armor is made of an incredibly tough, nearly unbreakable crystalline material. It is impervious to all but the strongest of attacks, and can even slowly heal any cracks that would possibly form, given time to rest. The armor also has a weapon. In place of it's right hand, is an enormous organic cannon, a spout from which the wielder can project their own pure chakra as a highly destructive force. The wielder can also phase while wearing the armor, and can drain a small portion of life force from enemies who get too close. However once the armor has been exposed to a large enough crack it can and will explode.
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Stat Improvements Defense +200, Speed -50, Resolve-25, Intelligence -25 Indestructible Suit Gain +50 Defense per incoming Jutsu / Attack as long as Def +20 is higher than Opponent's Speed Soulforce Canon Spirit + [ 'Chakra in increments of 1000' divided by 100 ] Damage | One hand becomes unusable for anything other than the Canon. Jutsu Attack Speed -50 Radioactive Empowerment Drains Chakra from anyone around at [ Spirit + ½ Def x25 Chakra per post | Chakra drained is added to Soulforce Canon's next attack after being divided by 500. ) Combustion If dealt damage equal to ¾ of Max HP: User explodes dealing remaining Chakra divided by 500 damage + All stored chakra in the Soulforce Canon, to everything within thread. User dies, and the armor is lost.
Alignment: Chaotic Evil
:: The Living Water ::
Similar to Witchblade. This armor has completly engulfs the user in a water like substance. But once engaged the Water turns into a blade thats strength is riviled by the like of the Tokijen. The Water is also shapeless. So it can shape and bend anyway of the user thinking or liking. The Water is also as a heavy armor and can fire projectiles.