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A literate and semi-literate Naruto-based role playing guild. Active in 2024! 

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Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Fri Jan 22, 2021 5:14 pm
Not So Secret Kugutsu Stoofs

What's Yours is Mine | Rank X (Learned as S+ Rank)
The user of this technique sends out their puppet strings, enhancing them with chakra and connecting them to a projectile ninjutsu or chakra construct, and take control of that ninjutsu or chakra construct as if it were their own. While this is in use, the original owner is unable to dismiss, return, or anything similar the construct or ninjutsu of their own will until the duration of this technique has ended. Lasts 5 Posts, and the jutsu this technique has taken over remains active for the duration or until it collides with something based on what is being controlled.

Example: A chakra spear from Doki Yari being controlled by this would not disappear if it collides with something normal, however if it collides with a jutsu that would destroy it then the spear would be destroyed and this technique would end. If a fireball is being controlled by this technique then collision with anything will destroy the fireball and this technique will end.


Hookshot | Rank C-B
A slightly more advanced and efficient version of the Grappling Hook technique, more for specific use. The user will reverse the nature of their chakra strings, send them out to connect to an inanimate object. Once this happens the strings pull the user of this technique immediately towards the target location as quickly as possible in a straight line leaving no room for swinging of any kind. When used at B-Rank these strings may attach to a living being such as another rpc, npc, yokai, or monster. These strings are harmless still and simply pull the user towards their target quickly. This strings. Also unlike with the Grappling Hook technique, this technique could be used on things that might not be sturdy to travel towards them quickly...whatever happens after that is a different case.


Longshot | Rank S+
A more advanced version of the Hookshot technique, the user of this technique will do exactly as the Hookshot and Grappling Hook technique dictates. However the user of this technique may send these strings to any location within the subforum they are currently in. Latching onto any inanimate object and pulling them to that location as quickly as possible. When used to travel extremely long distances the user can often be seen flying across the sky from below.


Clawshot | Rank X (Learned as S+ Rank)
A more advanced version of the B-Ranked effects of the Hookshot technique. The user repurposes their chakra strings and sends them to attach to living being, often times an opponent. The chakra strings latch on tightly if they successfully reach their target and then pull that target back towards the user of this technique as quickly as possible and in a straight line. This can be used as a method to displace opponents much larger than the user as well. This technique must be used at the body rank of the target or higher.


Grounded | Rank S
The user of this technique sends their chakra strings through the ground. They will resurface near an opponent, often one that has been knocked down, and surround them and begin to effectively sew the opponent to the ground. When this technique has been successfully executed the opponent must expend 2 activations in order to free themselves of the binding.


Blah Blah Blah Technique | Rank X (Learned as X Rank)
Description


Blah Blah Blah Technique | Rank X (Learned as X Rank)
Description


Blah Blah Blah Technique | Rank X (Learned as X Rank)
Description
 
PostPosted: Fri Jan 22, 2021 6:46 pm
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                        ▰ Experience Rewards:
                        For 5+ Performance missions, the character gains the title of "Performance Artist", to be listed on the profile.

                        For 10+ Performance missions, the character gains the title of "Superstar", to be listed on the profile.
                        • May freely gain [1] additional branch of performer, allowing the performer a maximum of 3 branches.

                        For 15+ Performance missions, the character gains the title of "Maestro", to be listed on the profile.

                        For 20+ Performance missions, the character gains the title of "Virtuoso", to be listed on the profile.

                        For every 20 missions completed after 20, receive one career-related PA, up to three.


                        ▰ Performer Branches:

                          ▰ Instrumentalist
                        Instrumentalists are those who have trained in the art of producing music through the use of various types of instruments ranging from violins even to drums. These types of performers often produce beautiful sounds to be heard by all those in their presence in order to fill rooms with enjoyment, and laughter. That is however only one side of the story as there are many types of music each seeking to evoke emotion through the wordless sounds they create.
                        • Instrumentalists may choose 1 type of jutsu (Ninjutsu, Genjutsu, Kugutsu, etc.) which becomes their 'Instrumental Style.' Taijutsu, Bukijutsu, and Jutsu the user does not have access to are not applicable to being an Instrumental Style. If choosing Ninjutsu the user must choose a specific element.
                        • Instrumentalists may use their Instrumental Style jutsu through playing their instrument. Time for jutsu to form is equivalent to time to make hand seals.
                        • Upon reaching the Maestro Title, Instrumentalists may choose another Instrumental Style.
                        • Upon reaching the Virtuoso Title, Instrumentalists may korabo techniques from their instrumental styles for one activation twice per battle so long as it is part of their performance.

                          ▰ Bard
                        Bards are known as masters of their voices. While singers are considered bards they are far from the only type of bard. Bards use their voices in various ways, storytelling, poetry, beatboxing, even just speaking in some cases. Their words or the sounds they make with their voice carry weight with them. Bards and Instrumentalists are extremely similar in that they both use sound.
                        • Bards may choose 1 type of jutsu (Ninjutsu, Genjutsu, Kugutsu, etc.) which becomes their 'Spoken Word' Taijutsu, Bukijutsu, and Jutsu the user does not have access to are not applicable to being a "Spoken Word" If choosing Ninjutsu the user must choose a specific element.
                        • Bards may use their Spoken Word through voice based performances. Time for jutsu to form is equivalent to time to make hand seals.
                        • Upon reaching the Maestro Title, Bards may choose another Spoken Word.
                        • Upon reaching the Virtuoso Title, Bards become capable of shortening their performances into very simple and almost non-performance. Allowing them to speak simply and plainly should they wish or simply make noises akin to what they want to do to use jutsu from their spoken word. The time for jutsu to form is still the same amount of time for doing hand seals.

                          ▰ Dancer
                        Dancers are masters of their own body and moving in beautiful, extravagant, or even scary ways. They are known for being able to portray a story through their body's movements alone in most cases and in other cases they are just known as people who can weave their moves together almost seamlessly.
                        • Dancers gain +1 Agility per title rank.
                        • After reaching the Maestro title, Dancers may choose to treat all of their default activations during a post as offensive activations three times a battle.
                        • After reaching the Virtuoso title, Dancer Agility may bypass their class cap by 2.

                          ▰ Actor
                        Actors are experts at pretending. Pretending to be a person whom they are often asked to be. They are masters of deception in a way that many appreciate as opposed to look down upon. Using their power in a good way by entrancing audiences with their acting. Actors however can be ruthless and get much more into character than one might wish them to.
                        • Actors may switch personalities so well that even in the heat of the moment others may think that they're a different person. Paired with disguises it is very hard to tell when they are.
                        • After reaching the Maestro title, Actors are capable of applying tier one jamming to themselves while they are acting.
                        • After reaching the Virtuoso title, Actors may use the transformation without using an activation three times a battle.

                          ▰ Mime
                        Mimes are a very unique type of performer. Unlike most types of performances which use sound, music, and large amounts of movements the Mimes are very quiet and intentional with their movements. Creating fake objects which they interact with almost as if they were real. Mimes are also known for their mimicry, and have trained to pick up on motion enough to literally mimic the movement of a person they are around.
                        • Mimes may not speak, if you have spoken at any point after you have become a mime you lose your mime branch and can not take it again. In addition you must be a devoted Mime in order to access the Virtuoso ability. Where a normal mime doesn't speak a devoted mime doesn't make noise at all. They do not shout, yell, grunt, or anything of the sort. They often make noiseless motions of these but will not make the noise itself.
                        • Mimes may use Ninjutsu by molding what are initially invisible versions of the jutsu. Taking as long as it would to make hand seals to do this. Molded Ninjutsu are invisible as the mime creates them but becomes visible once fully molded.
                        • After reaching the Maestro Title, Mimes become able to mimic the movements of people they can see. Copying anywhere from handseals to Taijutsu and Bukijutsu movements. When copying handseals a Mime will only use a jutsu if they would be capable of using it normally, however they will do it at the exact same time as it was used otherwise. Taijutsu and Bukijutsu are copied almost exactly so long as they have the weapon required for the Bukijutsu.
                        • After reaching the Virtuoso Title, Mimes become able to bring their false items which only they can interact with into reality. These objects are mostly invisible with a bit of a glowing outline. This allows Mimes to mimic Bukijutsu without having the given weapon on hand as they force their false one into reality. Mimed objects made are pretty normal, frail, and easy to break if necessary, with only mimed weaponry used to mime a bukijutsu being durable enough to withstand hits.

                          ▰ Magician
                        Magicians are much like actors in that they are masters of deception. However they are much more about misdirection, taking one's eyes away from where they should be.
                        • Magicians gain a unique genjutsu sense they call Misdirection. Misdirection is done through intentionally directing opponent's attention away from where the genjutsu is being cast. It is similar to the sight sense but different at the same time.
                        • After reaching Maestro title, Magicians may pay 10 less chakra for genjutsu they successfully activate using misdirection.
                        • After reaching Virtuoso Title, Magicians may apply 2 genjutsu with 1 activation so long as both genjutsu are used with misdirection.

                          ▰ Puppet Theatre
                        Those of the Puppet Theatre branch have learned the art of using puppets to portray stories. Often times they are accompanied by story readings, acting, and other things of similar nature.
                        • Puppet Theatre members gain 3 Puppet Points and 2 Mechanisms. If they are not of the Puppeteer Class they gain access to E-Rank Kugutsu. Kugutsu take up Ninjutsu slots in this case.
                        • Upon reaching Maestro, Puppet Theatre members become capable of projecting their voice through their puppets. If they have multiple they can project it through all of them in use at once or a select few of them.
                        • Upon reaching Virtuoso, Puppet Theatre members gain another 4 Puppet Points.

                          ▰ Jester
                        Jesters are probably among the most unique types of performers. They don't really specialize in some sort of art like dancing, singing, or anything like that no...they specialize in making fools of themselves. Known through time as the performer people call on for a laugh, others also know the jester by the name 'clowns.' However over time they have evolved to knowing even how to make fools of others!
                        • If you take a defensive action in which you manage to avoid or block an incoming attack by making a fool of yourself the defensive action costs 1 rank less resources.
                        • After reaching the Maestro Title, your offensive actions make fools of your enemies, you may determine whether or not your offensive actions will "barely not hit" or "fizzle out" depending on the technique. This choice must be made when you take the action and can not be changed, however the enemy will be unaware the attack will do this often making them use activations in response.
                        • After reaching the Virtuoso Title, you have learned to make your jutsu more funny or inconvenient than harmful and deadly. You may use jutsu with the intention of simply being inconvenient or amusing to those around you or the person you're using jutsu on. This causes the jutsu to become nearly harmless, at most being annoying.
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Tue Jan 26, 2021 11:58 am

                                ▰ Minn
                                Rank D | Chakra: 250 | Stamina: 250
                                Str: 0 | Spd: 0 | Agi: 0 | End: 6
                                Minn is a box turtle about the size of a large dog with a crimson red shell, each plate of which is marked by tiny red histograms. Of all the turtles, Minn is the most enthusiastic about combat, and easily the most mobile on land thanks to his size. Young, he lacks his brethren's calm nature, preferring to rush into battle alongside a high energy fighter than sit back on his laurels. As such his selection of jutsu skews decidedly towards the offensive, favoring physical attacks over the mostly elemental offerings of his fellow turtles.

                                Ability: Turtle Armor Transformation
                                Minn's special ability allows him to transform into set of medium turtle-shell armor that provides its defense at no stamina cost to the wearer. Since this ability is based around a transformation, Minn becomes unable to act while in his turtle armor form. Likewise, though it can absorb hits before Minn's transformation breaks, the ability also ceases to be active when interfered with as any other transformation would.

                                Turtle Tornado | Rank D | Cost: Stamina
                                Minn begins spinning at a rapid rate, such that he seems to begin floating. He then starts moving about the battlefield, bouncing off anything he comes in contact with. Enemies hit by Minn take no damage but instead are knocked 40 feet into the air causing potential damage on the way down. Minn can maintain this state for 3 posts before being overcome by dizziness and stopping.

                                Turtle Canon | Rank D | Cost: Complex
                                Minn tucks its head back in its shell, gathering chakra to create a ball of rock. This ball of rock forms where its head used to be, and is about the size of a soccer ball, however it is loosely packed. The turtle then rapidly pushes its head back out, launching its attack at a target within about 50ft of it. On impact, the rocky ball of material will come apart, transferring enough energy to cause bruising and knock opponents off their feet. Unfortunately, due to method used to create the ball and its loose packed form, it is unlikely to break bones or cause other serious injury unless its target get rather unlucky.

                                Shell Cestus | Rank C | Cost: Chakra
                                Minn transforms into a pair of turtle shell cestus, drawing on his shape changing abilities to buff the strength of his summoner's strikes. This technique grants a [1] point buff to the user's strength when throwing punches, or otherwise striking with their fist. Kicks and strikes using weapons as the primary focus of an attack will gain no buff from this technique. This technique persists for 4 posts, before Minn must pay the cost again.


                                ▰ Minogame
                                Rank C | Chakra: 500 | Stamina: 250
                                Str: 0 | Spd: 0 | Agi: 0 | End: 8
                                A greenish-blue sea-turtle that is about the size of a dog, Minogame is the most at home of the Turtle summons in the water. She's the most friendly of the turtles, preferring inquisitive truth-seeking over combat, but not lacking in capability when asked to assist. A relatively young summon, Minogame lacks the legendary tales associated with her, though if it does anything but motivate her more she never shows it. Her specialty lies in manipulation of the currents, as evidence by the whirlpool patterns on her shell, and sports a set of jutsu to match.

                                Ability: Turtle Propulsion
                                When in the water, Minogame's primary ability is that of controlling the tides, and water propulsion. She is capable of pushing water around her in such a way that she moves through the water as if she had 4 Speed. However in conjunction with her summoner, she may pull her hind legs and tail into her shell and expel water from them free of cost, and latch to the summoner's back. This allows the summoner to user her almost as if she were a jet-pack of sorts. Affording them an additional 4 Speed, and a really cool way to fly around, or just move quickly through water preferably in Minogame's opinion.

                                Wild Whirlpool | Rank C | Cost: Chakra
                                Minogame channels chakra into into a body of water in which she currently resides. This creates a whirlpool nearby, which can extend up to 100ft in diameter. The whirlpool will suck in anyone who touches it, dragging them down to its depths and battering them on the way down. Capable of breaking bones if someone lands in it awkwardly, the whirlpool would easily leave someone bruised and even bloody - provided they don't just drown instead.

                                Flying Water Spear | Rank C | Cost: Complex
                                Minogame spins rapidly, gathering water around her into a spear shape. She then uses her movement abilities to fling herself at an opponent. The spinning motion of the water creates a ripping effect, and the turtle inside of it follows through with a heavy headbutt afterwards. This technique is treated as a complex taijutsu for the purposes of jutsu clashes, and costs 10 less chakra if Minogame starts it in a water source of some kind.

                                Habitat Creation | Rank B | Cost: Chakra
                                Minogame creates a massive bubble of water up to 150ft in diameter that follows her around the battlefield, keeping the giant sea-turtle at its center and allowing her to take advantage of her movement buffs away from a major body of water. Enemies captured inside it will find themselves trapped by its strong currents (B rank in strength), while summoners will find it a useful source of water for Suiton techniques. The bubble will last as long as the summoner wishes, but drains an additional 20 chakra in upkeep per post after initial creation.


                                ▰ Morla
                                Rank B | Chakra: 750 | Stamina: 300
                                Str: 6 | Spd: 2 | Agi: 0 | End: 8
                                An older snapping turtle the size of a small building, Morla's a seemingly lazy addition to the Turtle summoning contract. Don't let that fool you into thinking she can't carry her own weight, however, as few animals in the ninja world can chomp down harder than her pointed beak. Her lackadaisical mannerisms disguise an exceptional amount of persistence that makes her a favorite of summoners that wish to grind down their enemies and control the flow of fights. She's defined by a large, greenish black shell with large spiky protrusions anointed by a brighter shade of green.

                                Ability: Defense Breaker
                                While in the field, Morla allows her summoner to channel the spirit of the snapping turtle. They gain the ability to degrade armor by two ranks through any physical attack as opposed to just one.

                                Earth Wedge | Rank B | Cost: Chakra
                                Morla slams down both of her front feet, sending chakra into the ground in front of her. The shockwave of chakra travels out from where her feet hit the ground, up to 100ft in any direction, and creates a wedge of doton that drives up, destroying same rank barriers and defenses made of anything but Raiton. The barrier also penetrates defenses of a higher rank, but requires double the normal 1 post duration of this technique to complete the process at a cost of 40 chakra a post. Note that, while this technique is exceptional at cracking through a defense, it does so through consistent force, and not speed, meaning most capable shinobi will find it easy to avoid getting hit, and take little damage (any non-defenses take half damage) while they are in contact with it so long as they're not pinned between the wedge and another surface.

                                Carapace Counter | Rank B | Cost: Stamina
                                Morla counters a physical attack that hits her shell with a slam of her own. This process reflects the force of the attack A rank or below, countered back at its user, disrupting any defensive techniques present and damaging armor if it lands successfully. Aside from these effects, however, the attack cannot cause harm. Its ability to strip away defenses and ensure future damage makes it valuable despite its lack of offensive force.

                                Barrier Disruption | Rank A | Cost: Chakra
                                Morla stomps a foot and projects a 75ft diameter bubble. Any parts of defenses inside the barrier of Rank A or lower crumble immediately. This bubble also prevents new defensive techniques from being used within it, including armoring techniques and the summoner's own jutsu. This bubble is fixed once created and cannot be interacted with in any way, besides it's destruction. The bubble will pop on it's own after 3 posts.


                                ▰ Om
                                Rank A | Chakra: 1000 | Stamina: 400
                                Str: 8 | Spd: 4 | Agi: 2 | End: 8
                                Om is a giant Carbonemys turtle, measuring half as large as Genbu, and sporting a large, shielded shell. Comparative to the other turtles, he's relatively high-spirited, grumping and grumbling actively about the tasks assigned to him by both summoners and his superiors. While seeming to actively resist cooperation, Om rarely if ever disobeys orders. Fiery, grouchy attitude aside, the ornery turtle has earned a reputation for being one of the most steadfast of The Lake of Loka's inhabitants. Om's burnt orange / light brown shell is ringed around its edge with crimson, and emblazoned with the kanji for resilience (弾力性).

                                Ability: Determined Defense
                                While in the field, Om bolsters the summoner's defensive jutsu, channeling nature chakra into defensive techniques used by its summoner. This surge of energy prevents the summoner's defensive techniques from being subject to negative effects being applied, such as being treated a rank lower by an opposing technique.

                                Convene | Rank A - Training | Cost: Varies
                                Om trains with his summoner to korobo a defensive jutsu of some kind. This training requires Om to be both taught the jutsu and then trained in koroboing it alongside the summoner. Standard korobo rules apply, and this training may only be done with one technique from the summoner's arsenal, as Om is too stubborn to put up with being taught by his contract signers for any longer than this process requires. Essentially this ability takes the place of a defensive jutsu on the user's list after korabo training and allows the turtle to cast a copy and korabo that copy with it's summoner.

                                Shell Projection | Rank A | Cost: Chakra
                                Om projects an up to 150ft diameter chakra version of its shell that works a little different than most barriers in the ninja world. This defensive jutsu draws on nature chakra, creating a dome of chakra that is nearly impervious to any single ninjutsu, capable of stopping all but S+ Rank jutsu and requiring strikes from multiple jutsu. This is thanks in part to its ability to regenerate, fixing itself if not sufficiently damaged. S+ rank ninjutsu will completely overwhelm the barrier, ignoring it entirely. S rank ninjutsu will break the barrier completely, but be stopped in the process. A rank jutsu require 2 hits to disable the barrier, and the amount of jutsu required to destroy the barrier subsequently doubles every rank lower. If the barrier is damaged, but not destroyed, any full cycle of the post order that sees it go un-attacked by enemies will cause this process to reset. The trade off to this ninjutsu stopping prowess is a short lifespan of only 4 posts and a complete inability to stop bukijutsu and taijutsu, as the barrier can simply be walked through by enemies.

                                Shell Game | Rank S | Cost: Chakra
                                Om creates up to 8 doton replications of his shell on the battlefield. His summoner and any nearby allied shinobi may enter these shells at will, transporting themselves to any other unoccupied shell once they are inside. This is facilitated by something similar to Hidden Earth: Instantaneous Body Skill with those inside and outside of the shells unable physically notice the movement. This technique persists for up to 8 posts, but each shell may be destroyed with just a B rank amount of chakra, and each removed shell naturally decreases the amount of shells the users of this technique can move to. If all shells are occupied, shinobi can swap places only if they choose each other's shell as their desired destination.


                                ▰ Genbu
                                Rank S | Chakra: 1300 | Stamina: 500
                                Str: 8 | Spd: 2 | Agi: 0 | End: 10
                                The mighty Black Turtle, Genbu is easily the largest of all the Boss summons currently prevalent in the ninja world, with a size that is about one and a half bijuu, comparable to a small mountain. Unlike his boisterous distant cousin, Genbu rarely speaks unless specifically summoned to discuss something. Few can even attempt to move the massive reptile, so no one knows whether or not this stoic attitude is the result of stubbornness or simply a facet of his excessive size. A master of unique Doton jutsu, Genbu excels at changing the terrain of a battlefield. Legend has it that Genbu himself raised the many islands of the sea so that he could rest during his trips in their waters. His shiny obsidian shell is marked by flat, coal grey paint that accents its points.

                                Ability: Island of the Turtle Hermit
                                Genbu is an extremely large being, he doesn't move particularly fast or much as all in fact. This is especially true while outside of the water, though in water as he is a turtle he does have a bit of speed to him. Genbu takes full advantage of his size when fighting alongside his summoner, using his unique doton in order to effectively turn himself into a small island in the water or a small mountain on land. His head is pulled into it's shell and his legs plant themselves into the ground allowing the large best to be directly connected to to earth. If in the water earth from below will be pulled up to meet his legs. While in this form, Genbu is completely stationary, and thus unable to use any jutsu or action that requires him to move. However Genbu gathers Nature Chakra while in this form, and transfers the nature chakra to directly to his summoner if they are fighting atop him. This can only be done once a post, using Genbu's activation, and gathers 225 Nature Chakra for his summoner. Genbu can keep such a feat up for extremely long periods of time, often finding that most battles end before he needs to pulls himself out of the ground or water. Genbu is not invulnerable in this state, however he does seem to experience very little pain and suffering from the battle occurring atop him.

                                Quaking Stomp | Rank S | Cost: Chakra
                                Genbu rears up on his hind legs, gathering chakra in his front feet and slamming them down on the ground. This stomp immediately causes three massive fissures to extend from in front of him, and shakes the ground violently in the process. Each fissure is large enough to swallow an entire shinobi team, roughly 30ft from side to side and 60ft deep. The shaking from this technique is enough to knockdown anyone with feet on the ground, requiring an activation be spent before standing again. The duration of Genbu stomps for 1 post and can reach up to 250ft away. This includes the summoner and other summons of any contract. While indiscriminate, the technique possesses the force necessary to completely stop whole battles, and proper use has seen defenses crumble in its wake.

                                Turtle Hermit's Revenge | Rank S+ | Cost: Chakra
                                A Korabo jutsu between summon and summoner, the pair each pays half of this technique's cost. The summoner begins this technique by positioning themselves on Genbu's back, performing the necessary handsigns, and then slamming their open palms down onto the turtle's shell. Their skin begins to shift to a tortoise shell pattern matching Genbu's obsidian/onyx and both Genbu and the summoner begin growing small barbs across their whole body. The barbs are short and jagged, but provide little protection as they do not cause any physical damage outside of minor cuts. They do, however, have a habit of leaving little bits of themselves in anyone who contacts them. The pieces left behind by this technique are infused with the turtles' nature chakra and will immediately begin the [Nature Perification] status found in the sage system. Additional contact with this jutsu do NOT increase the rate of petrification. This process can be stopped by either the summoner repeating the handsigns they performed to initiate this jutsu, or by the medical technique used to treat natural perification.
 
PostPosted: Sat Feb 06, 2021 9:30 pm
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                        ▰ Description:
                        Light Touch is a style of taijutsu developed by fighters who were of lighter frames and less strength than most other taijutsu shinobi. The style's basis is the use physical contact combat that is focused less on raw physical power and more on chakra augmented strikes that do not hit hard initially but is followed by a powerful energy-like strike. Practitioners of this style are highly specialized in close ranged combat and positioning. Most techniques of this style are easily able to be executed from just about any position and do not require large amounts of movement or windups.

                        ▰ Notes:
                        • Hyuuga that take this style may apply Gentle Fist to the techniques in the style.
                        • Kenzen'na Kokei that take this style may apply Tiered Vertigo to the techniques in this style.


                        ▰ Style Creation Credits:
                        • Ichengo Angelus


Stage One

                        Soft Touch: Strike | Rank X | Complex
                        The user will lightly tap an opponent, typically with their hand or finger. After they lightly tap their opponent a wave of chakra explodes forwards from the contacted area that feels as if they were just punched and pushing the target up to 10 feet away per rank of the technique.

                        Soft Touch: Swipe | Rank X | Complex
                        The user will lightly run their finger or hand along a targeted area of an opponent's body. Afterwards the area has a chakra colored glow for a moment before the chakra sort of ruptures, and causes the afflicted area to feel as if it was scratched and even experience physical cuts as if it was scratched.


Stage Two

                        Soft Touch: Deflect | Rank X | Complex
                        The user will use this on a physical attack coming towards them. Often times used on small projectiles. The user will flick the incoming attack, and as they make contact with it the weapon rebounds back towards them as the weapon is pushed back by a wave of chakra.

                        Wave Touch: Force | Rank X | Spiritual
                        The user will hold their palm out towards their opponent. Then they will exert a wave of chakra that extends from their hand for 5 feet, and is 10 feet in radius. The rank of this technique does not change the size.


Stage Three

                        Wave Touch: Augment | Rank X | Spiritual
                        This can be used to augment any simple taijutsu technique from other styles. The user applies chakra immediately after impact with a simple taijutsu technique, the technique then releases a wave of chakra that functions as a second attack of similar nature to the initial attack. This does not cost an activation.
                        -Does not benefit from Hyuuga or Kenzen'na Kokei clauses of this style.
                        -Can not be used with Combo/Multi-Hit techniques.

                        Rupture Touch: Contraction | Rank X | Complex
                        This technique requires direct contact with a person's skin or contact with a person through a thin layer of clothing. The user will lightly tap an opponent, and upon connecting them releases a wave of chakra into the contacted area, the wave of chakra cause the muscles in the contacted area to painfully contract. This technique ignores an enemy's endurance stat when successfully executed. (Unblocked, Not Dodged)


Stage Four

                        Delaying Touch | Rank B | Training
                        The user of this style may choose to delay the effects of techniques of this style that have been successfully executed. Doing this leaves visible chakra marks on an opponent where they will be affected when the techniques do affect them. Does no cost an activation to make the effects of jutsu activate.

                        Rupture Touch: Penetrator | Rank X | Complex
                        For use specifically on chakra construct based techniques. The user will tap the technique that is in use lightly and release a wave of chakra that effortlessly rips through the technique. This treats defensive techniques as if they were 1 rank lower for collision.



Stage Five

                        Wave Touch: Updraft | Rank X | Spiritual
                        The user of this technique will channel their chakra and project it to a certain area within 50 feet of them by pointing two fingers at the location. They will then flick their fingers upwards causing a wave of chakra with a 10 foot radius to project from the ground upwards. This can knock an enemy caught by this up into the air by 10 feet per rank of the technique used.

                        Rupture Touch: Cripple | Rank X | Complex
                        This technique requires direct contact with a person's skin or contact with a person through a thin layer of clothing. The user will lightly tap an opponent, and upon connecting them releases a wave of chakra into the contacted area, the chakra directly targets the bones of the enemy, causing an effect similar to tiered paralysis if used on the arms, legs, or spine. The paralysis effect can be eliminated by healing the bones affected by his technique.
                        Tier 1 Paralysis: E-D, Tier 2 Paralysis: C, Tier 3 Paralysis: B-A, Tier 4 Paralysis: S-S+

                        Efficient Touch | Rank S | Training
                        You have learned to make the most efficient movements possible when utilizing the techniques of this style. You may use 2 techniques of this style with a single activation by paying the cost of the second technique immediately after using the first. This can be done once every 3 posts.


Stage Six

                        Rupturing Soft Wave Touch: | Rank S-S+ | Complex
                        The user of this technique will tap the enemy, usually with their fingers or hand in some way, and send a wave of chakra coursing through he enemy's entire body that causes all of their muscles to painfully contract. This technique ignores endurance when unblocked or dodged.

                        Rupturing Soft Wave Touch: Spirit Bullets | Rank S-S+ | Complex
                        The user of this technique will place their palm upon a part of the enemy's body. They take a breath, enhance their muscles through a unique way of breath control, then lightly press forwards with their palm. Chakra is expelled from their palm and directly into and through the body of the target. The only way to avoid damage from this technique is by dodging it; as this technique bypasses all defenses by never interacting with the defensive ability or armor. This technique ignores endurance.
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Tue Feb 09, 2021 10:42 am
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[size=15]▰[color=#ece6c5]▰[/color]▰[/center]History Title:[/size][size=10][align=justify]History Description [/align][/size]
[size=15]▰[color=#ece6c5]▰[/color]▰[/center] Bloodline Traits:[/size][size=10]
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[size=15]▰[color=#ece6c5]▰[/color]▰[/center] Optional Attributes:[/size]
[size=10]• [b]Attribute 1:[/b] |
• [b]Attribute 2:[/b] l
• [b]Attribute 3:[/b] | [/size]

[size=15]▰[color=#ece6c5]▰[/color]▰[/center] Bloodline Techniques:[/size]
[size=10] ▰ [b]Jutsu Name | Rank X | Complex[/b]
Jutsu Description[/size]
 
PostPosted: Tue Feb 09, 2021 1:20 pm
User Image - Blocked by "Display Image" Settings. Click to show.



                        ▰The Armored Demons:
                        The Soukou Clan is a clan that hails from the Land of Demons. They do no necessarily consider themselves shinobi, but it has been said some of them do choose to align with the shinobi villages. In ancient times, The Soukou Clan were a craftsman clan, they were armorers and weaponsmiths that created weapons for their allies. However as the land of demons became a more dangerous place the Soukou Clan had to adapt, their connection to armor brought forth a hidden power within them. They were able to mold their chakra in order to create a physical armor that surrounded their body in order to fight. Abandoning their title as a Clan of Craft, they took upon combat as a new means of being known. Developing a unique style which they use in combat while they are in their armored form.

                        ▰ Bloodline Traits:

                        •Members of the Soukou Clan gain an additional 1 Point to Endurance when they master a Taijutsu or a Bukijutsu.
                        •Members of the Soukou Clan gain stats from their Bloodline Techniques in the same way they would as if it were a Taijutsu.
                        •Members of the Soukou Clan must be in their Armored Form in order to use techniques of the clan, unless otherwise stated.
                        •Members of the Soukou Clan take damage from their armor being hit in armor form. This is due to the fact that their armor is still part of them, however the damage they take is trivial to them while in armor form.

                        ▰ Optional Attributes:
                        Armor Augment - Weaponry: | You become capable of manifesting a physical weapon/weapon combo when you enter your armor form. The weapon allows you to use techniques of this bloodline as if they were Bukijutsu Techniques specifically designed for the weapon. The weapon is functionally part of the armor, meaning it can absorb damage based on what the armor can, and degrades like the armor can. The user chooses the kind of weapon they make when they choose this attribute.
                        Armor Augment - Quickness: l Your armor takes a much lighter and less restrictive form while retaining all of it's previous durability. When you enter your Armor Form, your Speed and Agility are not altered, allowing you to keep your Speed and Agility as if you were not in your Armored Form.
                        Armor Augment - Partial Manifest: | You may manifest parts of your armor instead of your full armor as you wish it, allowing you to use your techniques from this clan even when you are not in Armored Form.


                        ▰ : Special Ability
                        Armored Form
                        The Soukou Clan's signature ability and the baseline of all of their techniques. The user of this ability will mold their chakra into an armor-like exoskeleton that will cover their entire body. This armor-like exoskeleton modifies their physical attributes, and makes them more durable and much stronger than normal. The appearance of the armor can vary from person to person, however usually a single person will have the same armor every time they use this ability. The armor made from this is capable of absorbing the damage from up A-Ranked attacks, much like Heavy Armor, and degrades as described in the Armor System. When the armor is fully degraded, it disappears and this ability can not be used again for 5 posts.
                        The armor confers statistical changes based on the user's rank.
                        D-B: Strength: [6] Speed: [-2] Agility: [-2] Endurance: [6]
                        A: Strength: [8] Speed: [-2] Agility: [-2] Endurance: [8]
                        S: Strength: [8] Speed: [0] Agility: [0] Endurance: [8]
                        S+: Strength: [10] Speed: [0] Agility: [0] Endurance: [10]
                        These stat spreads are what they armor turns someone into, they do not add or subtract from a character's current stats.
                        If the user's Strength or Endurance is naturally higher than what the armor gives them, then they do not change.
                        The user can not use this technique at he same time as, Sage Mode, Unleashed or Awoken Stage Cursed Marks, Celestial Mark Activations, or Demon Transformations.
                        The user may activate Reiken no Michi or Eight Gates Stages while this mode is active however.
                        The cost of this technique is 15 Chakra and 15 Stamina per post. The cost can not be lowered by any means.
                        The user's armor is subject to any effects that may alter normal armor, such as the Juggernaut Discipline.
                        If you have the Juggernaut Discipline and are in armor form your Speed and Agility do not change when assuming armored form.
                        The user must make 5 Training Posts learning how to manifest their armor.


                        ▰ Bloodline Techniques:
Stage One

                        Exostrike | Rank X | Simple
                        The user uses their armor covered fist to punch an enemy with as much force as they can muster. Use of this technique gives +1 Strength per rank used.

                        X Defend | Rank X | Complex
                        The user will enhance their arms with additional chakra, they will then place their arms in an X-Shape in front of them in order to defend against an attack. This technique functions as if it were spiritual for collisions.


Stage Two

                        Armor Spike Strike | Rank X | Complex
                        The user will punch the ground with their armor covered fist. They will then project spike made up of the same material their Exo-skeleton like armor is made of with a similar appearance to parts of their armor towards the enemy with the intent to impale them. The spikes travel in a straight line forwards for 10 feet per rank of the technique.

                        Shed Skin | Rank X | Spiritual
                        The user will channel chakra through their armor and practically molt their armor. The use of this technique gets rid of a single status effects that was once affecting the user. The user must use this technique at the appropriate rank based on the tier of the status effect they are molting away.
                        E: Tier 1
                        C: Tier 2
                        B: Tier 3
                        S: Tier 4


Stage Three

                        Armor Augment: Elemental | Rank C | Training
                        When the user activates their Armored Form they may now choose to give the Armored Form an element based on the elements they posses. This augments their armor, giving it weaknesses and resistances based on the element of the armor. While in their Armored Form they may chose to use Simple Taijutsu as if they were Complex, adding elemental damage.
                        If the user has the Armor Augment: Weaponry bloodline attribute this augments their weapon, allowing them to do the above mentioned with simple Taijutsu and Bukijutsu that utilize their weapon.
                        Also Complex techniques of this style gain that element's properties.

                        Predator's Leap | Rank X | Complex
                        The user will channel chakra into their armor covered legs, then kneel down and push themselves off the ground and in a desired direction, usually towards their opponent. This technique allows them to travel up to 15 feet per rank.


Stage Four

                        Armor Augment: Shedding Rebuff | Rank B | Training
                        When the user utilizes the Shed Skin the technique refreshes their Armored Form's durability by 1. Shed Skin must be used at the rank the armor's current durability is at to gain this effect. This can only be used once per battle.

                        Needle Guard | Rank X | Complex
                        The user will cause a bunch of needle-like spikes to extend from their armor as they defend against an oncoming attack.


Stage Five

                        Armor Augment: Elemental Mixing | Rank A | Training
                        The user's armor may now contain 2 elements at the same time, having both armor's weaknesses and resistances. Depending on how this is used this can be a blessing or a curse.

                        Armor Augment: Shedding Plus | Rank A | Training
                        When the user uses Shed Skin, they get rid of all statuses affecting them now, not just 1.



Stage Six

                        Armor Augment: Extra Durable | Rank S+ | Training
                        The user's armored form becomes much more durable in comparison to normal armor. While the user's armor durability is at A or S the armor requires 2 hits from an equal rank technique before it degrades.

                        Armored Demon's Strike | Rank S+ | Complex
                        The user of this technique will rush towards an opponent, or target an opponent already in melee range. They will hit their opponent with either a punch or a kick. As the punch or kick hits the enemy their entire armored form seems to focus itself into that area, creating a gauntlet or greave that is either the size or or larger than the user of this technique. The force behind this technique can send an enemy flying up to 200 feet away. The armor is immediately returned to normal after this technique's use.
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Wed Mar 10, 2021 9:06 pm
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[list][list][list][list][list][list][list][list][list][list][list][align=justify][size=15]▰[color=#9CB6C3]▰[/color]▰ Description:[/size]
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[size=15]▰[color=#9CB6C3]▰[/color]▰ Notes:[/size]
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[size=15]▰[color=#9CB6C3]▰[/color]▰ Style Creation Credits:[/size]
[size=10]• Ichengo Angelus[/size][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]

[center][size=11][u]Stage One[/u][/size][/center][align=justify][size=10][list][list][list][list][list][list][list][list][list][list][list]
▰ [b]Soft Touch: Strike | Rank X | Complex[/b]


▰ [b]Soft Touch: Swipe | Rank X | Complex[/b]
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[center][size=11][u]Stage Two[/u][/size][/center][align=justify][size=10][list][list][list][list][list][list][list][list][list][list][list]
▰ [b]Soft Touch: Deflect | Rank X | Complex[/b]


▰ [b]Wave Touch: Force | Rank X | Spiritual[/b]
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[center][size=11][u]Stage Three[/u][/size][/center][align=justify][size=10][list][list][list][list][list][list][list][list][list][list][list]
▰ [b]Wave Touch: Augment | Rank X | Spiritual [/b]


▰ [b]Rupture Touch: Contraction | Rank X | Complex[/b]

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[center][size=11][u]Stage Four[/u][/size][/center][align=justify][size=10][list][list][list][list][list][list][list][list][list][list][list]
▰ [b]Delaying Touch | Rank B | Training[/b]


▰ [b]Rupture Touch: Penetrator | Rank X | Complex[/b]


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[center][size=11][u]Stage Five[/u][/size][/center][align=justify][size=10][list][list][list][list][list][list][list][list][list][list][list]
▰ [b]Wave Touch: Updraft | Rank X | Spiritual[/b]


▰ [b]Rupture Touch: Cripple | Rank X | Complex[/b]


▰ [b]Efficient Touch | Rank S | Training[/b]

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[center][size=11][u]Stage Six[/u][/size][/center][align=justify][size=10][list][list][list][list][list][list][list][list][list][list][list]
▰ [b]Rupturing Soft Wave Touch: | Rank S-S+ | Complex[/b]


▰ [b]Rupturing Soft Wave Touch: Spirit Bullets | Rank S-S+ | Complex[/b]

[/align][/size][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]
 
PostPosted: Wed Mar 10, 2021 10:48 pm
User Image


                        ▰ Description:
                        A style developed by a group of fierce warriors who make the harsh deserts of the Land of Wind their home. Raging Crescent Art is a style that utilizes a unique weapon those of these warrior tribes call a Crescent Large Blade, a blade shaped in a crescent with no hilt like a sword, however has up to 3 handles on the non-sharp side of the blade. This allows the blade to be wielded in three different ways and effectively used at different sort of angles and positions. The practitioners of this style developed this blade and their arts in order to keep up with the monstrous beasts that roam the sands of the Land of Winds. They have learned methods and developed techniques allowing them to channel their inner rage and empower their techniques within this style. This style contains a lot of swinging, spinning, and rotation.

                        ▰ Notes:




                        ▰ Style Creation Credits:
                        • Ichengo Angelus


Stage One

                        Empowering Rage | Rank E | Simple
                        The user channels their inner rage, gripping the handle as close to the middle as possible. They drop their body lower to the ground and prepare to attack as if ready to lunge at any moment. The user's next technique used after this that has an Empowered version will be empowered.

                        Long Swing | Rank X | Simple
                        The user of this technique quickly switches their grip on the handle from the middle to the side closest to the enemy, they then swing their blade towards their enemy using the side farthest away from the enemy and it appears almost as if the user's range of their blade is extended. This technique is executed as if +1 Speed per rank.

                        Short Swing| Rank X | Simple
                        The user of this technique quickly switches their grip on the handle from the middle to the side farthest away from the enemy. When the target has gotten close enough they will pull the blade, causing it to swing outwards and hit an enemy in extremely close range. To dodge or block this technique the defender must expend an additional 10 stamina per rank of this technique.


Stage Two

                        Spinning Block | Rank X | Simple
                        The user of this technique consistently switches their grip between their hands and between the two farthest points of the handles from the middle and creates a rapid spinning motion of the blade that can deflect oncoming attacks based on the rank of this technique.

                        Empowered: When this is empowered, the technique interacts with Complex and Spiritual techniques as if this technique was Spiritual. This simply allows this technique to block anything as long as it is performed properly.

                        Rushing Strike | Rank X | Simple
                        The user of this technique holds their blade by the grip as closest to the middle as possible in a single hand. They will then rush towards their opponent in order to thrust the middle of the blade into their person. This technique is executed as if it has +1 Speed per rank.

                        The user of this technique may chose to chain this technique into Long Swing or Short Swing. If this option is chosen, Rushing Strike itself does not deal damage, the final action of Rushing Strike instead becomes the action of Long Swing or Short Swing. The executed attack gains the +1 Speed per rank from Rushing Strike in addition to it's normal bonus, and costs no activation. They do still have to pay resource for both Rushing Strike and the move it chains into however.


Stage Three

                        Cull the Meek | Rank X | Simple/Complex
                        The user of this technique will do a series of spins and flips in place while holding their blade at different positions on the handles. This attack can be used defensively to slice through incoming attacks, however it's primary function is to attack.

                        Empowered: This technique becomes Complex for collisions.

                        Predator's Cage | Rank X | Spiritual
                        The user of this technique enhances their body with chakra, giving them a +2 speed increase. If the user gets close enough to touch an opponent, if this technique is executed at the opponent's body rank the user of this technique will effectively bind themselves to their target, causing them to remain in close range as of their target as their chakra pulls them along with their target's movements.



Stage Four

                        Ruthless Predator | Rank X | Simple
                        The user of this technique will strike their target with their blade however they wish twice in quick succession. If the first strike hits the second strike also hits, however this does deal damage separately. The opponent that is struck suffers from tiered Paralysis.
                        E-B Tier 1
                        A-S+ Tier 2

                        Empowered: The user of this technique now strikes an additional time in quick succession, making this attack three strikes instead of two. If the first strike hits the other two hit, and each strike is now considered 1 rank lower than the rank the technique has been executed at. The opponent that is struck suffers from tiered Paralysis using a different scale.
                        E-C Tier 1
                        B-A Tier 2
                        S-S+ Tier 3

                        Slice | Rank X | Simple
                        The user of this technique will grip their blade as close to the middle as they can. They will then perform a jump towards their opponent, which leads into a corkscrew motion in the air with their blade in front of them as if to spin through their opponent with their blade. This technique is executed as if +1 Speed.



Stage Five

                        Reign of Anger | Rank A | Training
                        The practitioner of this style has trained in releasing their rage almost immediately on their will with little to no drawback when they have been hit. The practitioners of this style may activate Empowering Rage for no activation after being hit by an attack. (Unblocked, Undodged)

                        Dice | Rank X | Simple
                        The user of this technique performs a backflip, often towards an opponent behind them. Then leads into a corkscrew motion through the air with their blade held as close to the middle and towards their opponent. This technique is executed at +1 Speed. If this technique is used immediately after using Slice it costs no activation.

                        Empowered: When this technique successfully hits, the opponent's endurance is reduced by 1 per rank of this technique used for 3 posts.


Stage Six

                        Ascended Empowerment | Rank S | Training
                        The practitioner of this style has now learned to further refine their rage into combat. Their empowered attacks obtain an additional effect or enhanced effect when empowered.
                        Spinning Block: May deflect Ninjutsu and Projectiles for an additional 10 Chakra per rank of the deflected attack.
                        Cull the Meek: When you successfully hit an opponent using this technique cleanse yourself of trauma by paying 160 Chakra. (Subject to Reductions)
                        Ruthless Predator: This technique immediately destroys Barriers and Chakra Armors of it's rank and lower.
                        Dice: Reduce the target's endurance by an additional 1 per rank, and the reduction lasts for an additional 2 posts.


                        Dominus | Rank S+ | Spiritual
                        The user of this technique channels their chakra, inner rage, and seemingly the powers of those who created this style. Their body grows in size up to 10 feet, their muscles become more defined in most cases and obviously become overall stronger. This technique lasts 5 Posts and can only be used once per battle. For the duration of this technique the user's Strength and Endurance is increased by 5 and the user may choose to use the Empowered version of their techniques without using Empowering Rage once every other post.
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Mon Mar 22, 2021 10:48 pm
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                        ▰Ascent to the Heavens:
                        Kumoton or Cloud Release is the elemental combination of Wind and Lightning Releases. It allows the user of this elemental release to create and weaponize clouds. The variety of properties these clouds can have extend to just about anything making this one of the most versatile elemental combinations known. The originators of this elemental release seemed to use it to hide themselves in the skies even evading detection from the floating village of Arashigakure and it's Airships.

                        ▰ Bloodline Traits:

                        • All Cloud Release users must have the Lightning and Wind Elements
                        • Clouds may have Tier 1 Jamming applied to them at Ranks E-C and Tier 2 Jamming applied to them at Ranks B-S+ If the user is a Scholar of the Infinite Perception Discipline then they may apply Tier 1 Jamming at E-D Tier 2 Jamming at C Tier 3 Jamming at B-A and Tier 4 Jamming at S-S+.
                        • Cloud has a weakness to Wind and a Resistance to Lightning.
                        • Cloud Release users may interact with their own and others cloud techniques physically regardless of the description of the technique if they choose.

                        ▰ Optional Attributes:
                        Cloud Strafe: | The user gains +2 Agility passively, while the user is inside a cloud, mist, or other similar formation this increases to +4.
                        Cloud Killer: l The user's Lightning and Wind Release techniques may apply Jamming following the rules for Clouds applying Jamming from their Traits. The user may also expel cloud techniques from their mouth instead of using handseals. Follows somatic motion casting rules.
                        Storm Clouds: | Cloud Techniques gain a resistance to Suiton. If the user has Suiton as an element then the user's Clouds may become Rain Clouds and may apply Tier 1 Drench from ranks E-A and Tier 2 Drench at ranks S-S+.


                        ▰ Bloodline Ability:
                        Flying Nimbus | Rank X
                        All those that utilize Kumoton are capable of creating Clouds as one would expect. However another ability that they have is to impart sentience upon some of the clouds they interact with. They may only do this once, and when they do that cloud they have given sentience becomes their partner for life. When they give life to their given cloud the user may give the cloud a name of it's own however it is referred to as their "Flying Nimbus." Their Flying Nimbus becomes any color the user wishes, and it has it's own sort of personality although it is incapable of speech. Flying Nimbus is capable of carrying up to 3 average sized people. The user may call the Flying Nimbus from anywhere in the world to them, although how quickly it makes it to them depends on where it is. While within 200 Feet of their Flying Nimbus users may have their Cloud Release techniques originate from their Flying Nimbus instead of themselves. The flying nimbus has no endurance or strength but has 1 Speed and Agility per body rank of the user.
                        -Clan Members that obtain Tamer Attribute Points to allot them to their Flying Nimbus.
                        When they allot Tamer Attribute Points to their Flying Nimbus the Flying Nimbus follows the Tamer System in addition to this ability's rules.
                        Once a Flying Nimbus replicates the Tamer's Stats they no longer have Speed and Agility per body rank of the user.
                        A flying nimbus with Tamer Attribute Points may speak if the user wishes.


                        ▰ Bloodline Techniques:
                        Cloud Bomb | Rank X
                        The user creates a small cloud in the shape of a ball, the user may have this cloud ball float slowly, or be thrown towards a destination within 10 feet per rank of the technique used. After it reaches it's destination the cloud ball explodes creating enough force to cause physical harm, with an AOE based on the rank of the technique.
 
PostPosted: Tue Mar 23, 2021 7:06 am
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                        ▰ Description:


                        ▰ Notes:




                        ▰ Style Creation Credits:
                        • Ichengo Angelus


Stage One

                        Total Concentration: Beast Touch | Rank E | Training
                        The user has learned to control their breathing perfectly and in their own unique way via their vast amount of training in the wilderness and much less that perfect conditions. The user's sense of touch is bolstered, allowing them to sense changes in the air around them in order to sense danger easier making it cost 10 resource less to dodge incoming attacks, to a minimum of 5.

                        First Fang: Pierce | Rank X | Simple
                        The user thrusts their two blades towards their opponent, often times this is aimed at a person's vitals. +1 Strength per rank.


Stage Two

                        Second Fang: Slice | Rank X | Complex
                        The user swings both of their blades in an X-Shaped attacking motion towards their target. As they do this, when their strike reaches their mark or otherwise finishes the swinging motion chakra rushes forth in V shape wave for 5 feet.

                        Third Fang: Devour | Rank X | Simple
                        The user swings their blades horizontally in opposite directions, typically beginning at an opponent and them moving away from an opponent. Intention of this attack is often to open large gashes in an opponent's flesh. +1 Speed per rank.

                        Forth Fang: Slice n Dice | Rank X | Complex
                        The user will channel chakra through their blades, then swing their blades in a diagonal motion. The chakra enhanced blades slice multiple times within the single motion in different areas giving the slash an appearance similar to that of the claws of an animal.


Stage Three

                        Fifth Fang: Crazy Cutting | Rank X | Complex
                        Typically used when surrounded, the user will force themselves into a spinning motion, brandishing their blades multiple times towards their many opponents releasing crescent waves of chakra for 5 feet that dissipate afterwards all around them.

                        Sixth Fang: Palisade Bite | Rank X | Simple
                        The user swings their swords from outwards inwards towards their opponent horizontally in a pincer like motion. +1 Strength per rank



Stage Four

                        Seventh Fang: Spatial Awareness | Rank B | Spiritual
                        The user enhanced their body even further while they are using Total Concentration: Beast Sense. Their sense of touch is enhanced to allow them to map out the topic in their mind via the way the wind moves and slight changes in air currents.

                        Eight Fang: Explosive Rush | Rank B | Spiritual
                        The user enhances their body with chakra, then rushes forwards at shunshin speeds towards their opponent in order to attack them. The next attack used after this does not use an activation. Can only be used if the user can use shunshin, and when used takes up 1 of the usable shunshins for the user for that battle.



Stage Five

                        Total Concentration: Primal Will | Rank B | Training
                        The user has advanced their breathing techniques much further than previously. During the course of their breathing they slightly change how they're breathing to an extent. They now delay pain they may experience by 1 post, allowing them to shirk off instinctual movements typically caused by pain.

                        Ninth Fang: Extending Bendy Smash | Rank X | Simple
                        While the user is delaying their pain via the Primal Will training the user will intentionally dislocate the joints in their arms as they swing their blades in order to extend the reach they have for a single attack. This must be used in addition to another technique from this style and does not cost an activation.



Stage Six

                        Tenth Fang: Whirling Fangs | Rank X | Spiritual
                        The user of this technique will enhance their blades and body with chakra, then proceed to spin their blades rapidly in order to an incoming attack equal to or lower than the rank of this technique.

                        Eleventh Fang: Sudden Throwing Strike | Rank S+ | Simple
                        The user of this technique throws both of their blades at an enemy with enough force that while they are spinning through the air they almost look like circular saw blades flying through the air. This attack treats defensive jutsu as if they were 1 rank lower.

                        Twelfth Fang: Primal Scar | Rank S+ | Spiritual
                        The user of this technique will channel chakra through their blades, and through their arms. They will then swing their blades downwards into the ground, once their blades touch the ground or any other surface from whatever that surface 6 claw-like waves of chakra erupt from the ground moving forwards and reaching higher into the sky the further it travels, beginning at 5 feet in height closest to the user and ending at 50 feet into the air at it's furthest point of 200 feet away from the user.
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Wed May 26, 2021 10:30 am
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                        ▰The Hearts of Beasts:
                        Kemono Shinzō is much more of an entirely unique species than it is a singular clan, and even that isn't truly enough to describe them. The first ever Kemono Shinzō to exist were animals that had intelligence akin to humans. They wished to integrate better into human society so they gained the power to transform their bodies into more acceptable forms for human civilizations. It is unknown truly how these animals had gained this power. Most claim that it was through sheer willpower.

                        What we refer to now as Kemono Shinzō are varied. In many cases, they are the descendants of older Kemono Shinzō who were born with the innate ability to take on both human and animal forms. However there are still some animals that manage to become Kemono Shinzō on their own. Clans within the Kemono Shinzō are extremely varied. In most cases when it comes to their clans they are families as a normal clan would be. However in other cases the clans begin as or are a gathering of like-minded and sometimes similar sometimes not Kemono Shinzō. Often times even accepting humans that share their ideals into their clans.

                        Much like in the animal kingdom, there are some groups of Kemono Shinzō that have rivalries with other groups. Examples of such being Ant or Termite Kemono Shinzō and Anteater Kemono Shinzō. This is part of their natural instinct, however does not always have to be the case and can be taken on a case by case basis. Kemono Shinzō commonly have defining features that allow most to immediately know they are what they are. It is rare for them to not have animal like features in their human form. They can range from having barely noticeable or even outright no animal-like features to looking like an animal who has retained all or most of their beast-like traits but having a human-like form. It is also worth it to note, due to their human like forms cross-breeding has become easier and possible for most animals that it was not originally possible form, allowing many Kemono Shinzō be mixes of animals you'd have never thought possible such as a Kemono Shinzō who is part Spider, Eagle, Cat, and Shark. These sorts of combos can make even more unique clans within the Kemono Shinzō that some might not even consider human or animal at all.

                        ▰ Bloodline Traits:

                        • All Members of The Kemono Shinzō may speak with their own species in its native tongue
                        • Kemono Shinzō may summon as if they were one body rank higher than they are.
                        • Kemono Shinzō can have a physical appearance ranging anywhere from a Kemonomimi (Human with Animal Ears and Tail typically.) to an Anthromorph (Animal with Human-Like Body.)
                        • Kemono Shinzō bloodline techniques naturally do not require hand seals as they are meant to be capable of being used regardless of the form the clan member is in.
                        • Kemono Shinzō gain 5 free custom techniques which they can only use to make techniques based on their animal species abilities. Examples of this are a spider having web based customs, snakes with poison based customs, etc etc. These customs are considered bloodline techniques. If an animal doesn't have a particularly unique ability, these customs are simply considered 5 custom bloodline techniques.
                        • Switching between forms requires one activation in combat unless otherwise stated.
                        • When a Kemono Shinzō switches forms it is capable of functioning as a form of Kai so long as the user pays the proper cost of kai.

                        ▰ Optional Attributes:
                        We're all Different: | The clan member obtains the ability to create a single Personal Attribute that may be on the level of a Bloodline Attribute. This Personal Attribute effectively replaces this Bloodline Attribute, and must be based on the animal species the clan member is part of.
                        Unleash the Beast: | While in Human Form the clan member is capable of using jutsu via animalistic vocalizations such as roaring or hissing. While in Animal Form the clan member is capable of wielding weapons in order to utilize bukijutsu, or using their natural weaponry such as claws, horns, tails to utilize bukijutsu within reason.
                        Master Shifter: l The clan member is capable of changing forms once every 3 posts without using an activation. Their Half-Animal Form and Ancestral Form's cost per post is reduced by one rank.


                        ▰ Kemono Shinzō Forms:
                        Human Form
                        All Kemono Shinzō begin with this form as it is fundamental to the clan itself. This is the form that those belonging to the Kemono Shinzō use to blend in with human society. There's not much special about this form in comparison to a normal human aside from the form commonly has animal-like features or is generally more animal-looking over all. While in this form the user is capable of using all techniques in the same way a normal human would use them.


                        Animal Form
                        All Kemono Shinzō begin with this form as it is fundamental to the clan itself.
                        This is the form that is often considered the true form of a Kemono Shinzō, and is typically as simple as that of the animal species they belong to. Much like shinobi animals, their animal form is capable of being larger than that of a normal animal of the species. While in this form they use jutsu through somatic motion or animalistic vocalizations such as roaring and hissing. This follows the rules for alternate jutsu casting methods. They become incapable of using Bukijutsu due to their inability to properly hold a weapon, however their Taijutsu inflicts 1 tier higher trauma than normal. While in this form they are immune to muteness.


                        Half-Animal Form
                        This form must be learned by the Kemono Shinzō. This is a form that has been forged by the creative efforts of older members of the clan who wished to adopt stronger abilities into their human-like form. The member of the clan using this ability will channel primal energy into their person, any animal like appendage they may have in their human form will grow larger, they themselves typically increase in size, they will grow other things such as longer claws, larger fangs, scales where there were not once scales, and anything fitting of their animal species while in their human form, while retaining most of their human-like features. They become capable of using jutsu through somatic motion or animal like vocalizations such as roaring and hissing. Their Taijutsu and Bukijutsu inflict 1 tier higher trauma than normal. And their stat caps advance by 1 stage, to a maximum of 10. Cap of 4 becomes 6, cap of 6 becomes 8, cap of 8 becomes 10. While in this form they are immune to muteness. To remain in this state requires an A Rank amount of Stamina per post. This cost can not be reduced except via Master Shifter
                        -Requires B Rank to learn
                        -Requires 5 Posts to learn


                        Ancestral Form
                        This form must be learned by the Kemono Shinzō. The user of this technique shifts their form to a legendary, sometimes primordial form based on the animal species they are part of. These forms are similar to some Yokai and Many Monsters in nature, so much so that they can commonly be mistaken for a Yokai or a Monster themselves. These forms are much larger than normal animals, they can become up to the size of some Boss Summons/Bijuu. While in this form, jutsu that would require hand seals normally may be used through somatic motion or vocalizations such as roaring, hissing, etc. Jutsu still form at the same rate hand seals would be used. They lose to ability to use Bukijutsu, however their Taijutsu inflicts 1 tier higher trauma than normal in this form. Their jutsu also grow in size to fit with their new size, however this does not increase the power of a jutsu. Their stat caps increase by one stage, and their stats are increased to that new maximum automatically. Also, upon learning this jutsu the clan member is granted access to an Legendary Attribute, this is like a personal attribute however it may be made on the same level as that of a Boss Summon's Ability. This Legendary Attribute, will only take effect while the user is in Ancestral Form. To remain in this state requires an S-Rank amount of Stamina per post. This cost can not be reduced except via Master Shifter
                        -Requires S+ Rank to learn
                        -Requires 5 Posts to learn


                        ▰ Bloodline Techniques:
                        Lie in Wait | Rank X | Spiritual
                        The user masks their scent, the noise they make becomes minimal if any is made at all, their tracks are hidden and their presence generally becomes miniscule. Sensory Techniques up to the rank this technique was used can not detect the user. This technique lasts 3 posts per rank the technique was used at.


                        Animal Sense | Rank X | Simple
                        The user of this technique enhances their senses into a more focused state. This allows them to detect anything or anyone within a 5 foot per rank radius. This includes in the air and underground. This also allows the user to react to danger much easier than normal, Dodging requires 10 less chakra or stamina to perform while this technique is active to a minimum of 5. Lasts 2 posts per rank used. Sensory Jamming, and other effect similar to Jamming do not affect this technique.


                        Devouring | Rank X | Complex
                        The user of this technique enhances their body with chakra, specifically also lining their stomach, throat, and mouth with chakra and may eat a jutsu of equal or lower rank to the rank this jutsu is used at. This functions as spiritual in collisions.


                        Primal Roar | Rank X | Spiritual
                        The user of this technique channels chakra into their throat and releases a loud chakra enhanced roar, hiss, or other animalistic sound. The noise is projected forwards into a damaging concussive wave of force that is capable of pushing any enemy hit by it 10 feet away per rank used.


                        Call of the Wild | Rank S+ | Spiritual
                        The user of this technique releases a loud chakra enhanced roar, hiss, or other animalistic sound. This technique inflicts the second tier of insanity on every enemy in the topic. This also removes one offensive activation from all targets their next turn and prevents ninja pets or summoned animals from using any activations in their following turn.


                        Primal Reversion | Rank S+ | Spiritual
                        The user of this technique allows their mind to slip into a trance-like state in which they run primarily on instinct as opposed to reason. While in this state the user is capable of ignoring pain, poisons and other status effects will have no affect on the user until they are no longer affected by this technique. The user's taijutsu strikes while this technique is active treat all defenses as if they were 1 rank lower and treat simple taijutsu they use as if they were complex in collisions. The user may only remain in this state for 5 posts before they are forced out of it in which case all pain and status effect they would have experienced begin to affect them all at once. They can not return to this state for another 3 posts.


                        What's Been Done to the Clan?

                        1. The history has been changed to better fit how the clan works now, and no longer references the specific sects of the Kemono Shinzo that were part of the clan before it's rework.

                        2. Various traits have been removed, changed, or placed within other parts of the clan. These will be pointed out as we come to these parts.

                        3. Changed, • Kemono Shinzō are treated as a body rank higher when forming pacts. to • Kemono Shinzō may summon as if they were one body rank higher than they are.

                        4. Added trait so bloodline techniques of this clan do not require handseals.

                        5. Added trait to give customization to the users of this clan due to the nature of this clan. Many different types of animals exist, and they typically have a quirk to them this is one part of making the clan feel more true to that idea.

                        6. Similar to point 5, a new Bloodline Attribute has been made. in order to better emulate the differences between animals. This attribute allows clan members to make their own Bloodline Attribute in order to better fit with the animal species their character is. This is similar to the tamer system's Tamer Attributes in that it is giving them a Personal Attribute that is stronger than a normal Personal Attribute.

                        7. Can't be Tamed and Unleash the Beast have been combined into the new Unleash the Beast. This combination is a bit more system friendly than the previous Unleash the Beast. The last portion of Unleash the Beast has been moved to Traits and the last portion of Can't be Tamed has been removed altogether.

                        8. The "Pack Animals" bloodline attribute has been removed and replaced with Master Shifter. This was done as not all animals are pack animals, some animals are loners. To steer away from all members of the clan being treated as if they were pack animals. Master Shifter instead accentuates a clan member's transformation abilities making them shine.

                        7. The ability, "Beast Mode" has been changed to Animal Form, their Human Form is specified (though it doesn't really need to be.) And the Techniques "Half Beast Mode" and "Ancestral Mode" have been moved to the abilities list and are now treated as their own separate forms much like Animal Form.

                        8. Switching forms can no longer be done freely in combat, it now requires an activation. Animal Form has been altered into a much friendlier version, it no longer locks the user out of the use of Ninjutsu and Genjutsu. It still locks the user from using Bukijutsu without the appropriate attribute. Taijutsu in this form is no longer overwhelming, instead it applies 1 tier higher trauma, this was moved from the original Unleash the Beast attribute to the form itself to replace the form giving Taijutsu Overwhelming. Removed the insanity effect that changing into this form could apply as it had little reason to apply insanity in this way. This form no longer gets the benefit of having increased stat caps via clan traits.

                        9. Half-Beast Mode the technique has been converted to Half-Animal Form. It now requires a Body Rank of B. It costs an A-Rank amount of chakra unless appropriate attribute is acquired. The stat cap increase previously given to Beast Mode via the clan's traits is now applied to this form. The muteness immunity previously given to Beast Mode via clan's traits is now applied to this form without it's original stipulation. This form also applies 1 tier higher trauma to taijutsu much like the Animal Form and has many of the animal form's wordings to further accenuate the idea that this form is a combination of Human Form and Animal Form.

                        10. Ancestral Mode the technique has been converted to Ancestral Form. The technique no longer forces the choice of replacing the clan member's normal animal form with an ancestral form. Ancestral Form is incapable of using Bukijutsu, however retains the other forms additional 1 trauma tier to taijutsu. Ranges and sizes of jutsu increase to fit the size of the user's ancestral form. Ancestral Form has retained the previous Ancestral Mode technique's rules of costing an S-Rank amount of chakra per post and maxing the user's stats to their cap. Ancestral Form also now can only have it's cost reduced by the appropriate attribute.

                        11. Beast Musk has been changed to Lie in Wait, it has the same effects as previously except altered to be more system friendly. No longer is based on body rank but with an E-Rank cost.

                        12. Half-Beast Instinct has been changed to Animal Sense. Has the same effects, however is now variable rank, with expanding range based on it's rank. Also added a bit of a unique spin to it preventing it from being affected by jamming and other anti-sensory measures.

                        13. Call of the Wild has been changed to S+ Rank however retains all of it's previous effects. Reason being it was a B Rank technique that inflicted a status to all enemies in a topic, removed an activation from all enemies in a topic, and prevented all pets and summons from using their activations for one turn.

                        14. Animal Stomach has been changed to Devour. Removed the secondary effect application,

                        15. Feral Beast has been changed to Primal Reversion and is now S+ Rank. Inflicting tier three trauma on hit regardless of technique rank was removed. Altered ignoring pain and poison tolerance into ignoring pain and status immunity for the duration, pain and status effect are applied after the technique ends. Removed reducing the clan member to one offensive activation, replaced shattering all defenses with treating defenses as if they were one rank lower and treating simple taijutsu as if it were complex in collisions. Increased the time the user may remain in this state, increased cooldown time before it can be used again.

                        16. Removed, Unstable Evolution due to it making little sense and kind of taking away from the idea of being specific species. It was also extremely vague for systematic purpose.

                        17. Removed, Feral Half Beast due to it being mostly un-necessary. It's concept was the same as Feral Beast/Primal Reversion but had different effects.

                        18. Removed, Werewolf Curse due to it not fitting thematically with the purpose of the clan. The clan was not....at least in my eyes...meant to be
                        a werewolf clan. Giving them such a technique made no sense.

                        19. Added, Primal Roar.

                        Other Notes: I'm pretty much stopping here as I don't know what else I would personally add into the clan.
 
PostPosted: Sat Jul 24, 2021 10:02 pm
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                        ▰ Description:
                        Lattice Embrace is a bukijutsu style developed by those who wished to display a unique type of control over the battlefield and those who admired the ways puppeteers could utilize their chakra threads. The style utilizes steel wires in a variety of ways ranging from direct attacks and grappling to forming things of the wires and setting them up among the battlefield in order to better be in control of a fight.

                        ▰ Notes:
                        • This style requires steel wires listed on the profile in order to use it's given techniques. This can not be circumvented via Personal Attributes that would allow this bukijutsu to be used with other types of weapons.
                        • Puppeteers who take this style may instead use their chakra threads as the designated steel wires that would be necessary to use these techniques. In which case when they are used for these techniques the chakra threads effectively become as durable or sharp as steel wires.
                        • Puppeteers may use this style even while controlling their puppets at the same time, and their Puppets may replicate techniques of this style regardless of the Puppeteer's Discipline. PAs can not be used to make other types of bukijutsu or taijutsu be considered this style.
                        • Puppeteers with the Melee Marionette discipline treat simple techniques of this style as complex and complex techniques of this style as spiritual without changing their resource cost.
                        • Puppeteer Specialists with the Melee Marionette discipline treat this style as overwhelming.


                        ▰ Style Creation Credits:
                        • Ichengo Angelus


Stage One

                        Wire Swipe | Rank X | Simple
                        The user will swipe their wires in such a way that is similar to how one may swipe at an opponent in order to scratch them. This technique confers a +1 per rank speed bonus to the user.

                        Spiral Grasp | Rank X | Simple
                        The user rotates around their target while splaying out their wires in order to entrap them in a spiral of wires. This technique confers a +1 per rank agility bonus to the user.


Stage Two

                        Steel Net | Rank X | Simple
                        The user will move their arms in a throwing like motion, at the same time their wires move into a net-like shape which aims to surround one or multiple targets and entrap them within the net.

                        Lattice Shield | Rank X | Complex
                        The user moves their wires in such a way they form a tightly interconnected structure that takes the form of a shield attached to their arm. This technique lasts 2 posts per rank used, grants 1 endurance per rank, and the shield is functional as a complex defensive technique.


Stage Three

                        Steel Whirlwind | Rank X | Simple
                        The user wildly lashes their wires all around them for up to a 5 foot radius per rank of this technique used. The power of this technique specifically does not diminish against multiple targets, requiring all those in the area of this technique to block or dodge as if the technique was used only against them.

                        Embedded Lattice Wall | Rank X | Complex
                        The user of this technique will send their steel wires into the ground around them controlling them to drill through the ground itself. The wires will then come up in an area and form a wall made of steel wires in a tiny lattice that makes the wall look as if it were completely solid. This wall is treated as one rank higher than it's used rank up to S+ Rank. When this technique is used with actual steel wires instead of chakra string it can become a permanent fixture allow this technique to be used to repair patches of walls.


Stage Four

                        Weapon Holder| Rank B | Training
                        The practitioner of this style has learned how to manipulate their wires in such a way that they have become capable of even wielding other weapons using the wires themselves to hold and move the weapon however necessary for the user's needs. This allows the range of the user's other bukijutsu to be increased by up to 15 feet per body rank of the user.

                        Lattice Drill | Rank X | Complex
                        The user of this style will enhance their steel wires with chakra, then send them out towards their opponent. The wires rotate around each other in a spiral motion and eventually form what looks like a spinning drill of wires travelling towards their target. This technique continues until it has collided with an opposing jutsu or until 2 posts per rank the technique has been used at has passed. This technique will bore through techniques of lower rank than it's rank used without weakening.



Stage Five

                        Never-Ending Strings of Fate | Rank A | Training
                        Practitioners of this style are known for being well prepared, and seem to have a never ending source of steel wire on their person at all times regardless of the situation they find themselves in. How? Who knows. Stop asking questions.

                        Wire World | Rank A-S+ | Complex
                        This technique is most effective in areas with a lot of different places for wires to wrap around such as forests. The user of this technique will sent their wires off in every direction with no intention of hitting an opponent. Instead the wires will bound off and wrap around various objects within the area. This alters the terrain mostly in favor of the user of this technique, creating obstacles that must be navigated through in order to reach the user and even obstacles capable of defending the user until the wires are destroyed. When a technique that would match this technique in power comes in contact with the wires the wires will fall away from where they've been set up. Only the user of this technique may physically touch the wires, others who attempt to interact with the wires physically without some sort of enhancement find themselves pushed away from the wires by 5 feet.
                        Narrative Addition: Due to the chaotic method of set up, being pushed away from the wires by attempting to interact with them can lead to being pushed into another wire which will also push them away. This can lead to interesting situations where someone is continuously bounced around in the wires.

                        Lattice Armor | Rank X | Complex
                        The user of this technique will channel chakra through their steel wire in such a way that it becomes non-harmful to them and they can control it fairly well. They then create a lattice pattern based armor that protects their body from incoming attacks. The Lattice Armor also happens to enhance one's taijutsu based combat, allowing simple techniques to be considered complex up to the rank the Lattice Armor has been used at. If the user of this technique is a Puppeteer with the Melee Marionette Discipline instead it allows their simple taijutsu techniques to be considered spiritual in collisions.



Stage Six

                        Lattice Prison| Rank S+ | Complex
                        The user of this style channels chakra through their steel wires, they will then control them and use them to create a 20 foot radius dome surrounding them and their opponent that expands outwards up to 200 foot radius dome over the course of 2 posts The dome of steel wires appears to have a lattice pattern, and anything that would impede the dome finds itself sliced through. Portions of the dome can be destroyed by techniques A Rank or Higher. The dome can only be destroyed entirely at once by techniques that can engulf the entire dome, otherwise when hit by a technique that would destroy it the dome breaks in that spot. The user of this technique may expend chakra equal to what was used to destroy the portion of the dome and an activation to repair it.

                        Wire Shot | Rank S-S+ | Simple
                        The user of this technique utilized but a single wire, sending it flying towards an opponent with the intent to pierce through them and whatever else stands in the way of the wire up to 100 feet away. The treats defensive techniques such as barriers and armors as 1 rank lower.

                        Lattice Embrace | Rank S+ | Complex
                        Some say that the name the practitioners of this style use it's name due to this technique being the most dangerous and the embodiment of this style as a whole. The user of this technique will cover their opponent's entire body in a lattice of steel wires, much like the Lattice Armor technique. They retain control over the wires, and completely hinder their opponent from even the smallest of movements. If the opponent has been hit and restrained by this technique the only way out is through brute force requiring 6 Strength, outside interference, or the ability to use jutsu without movement. This can not be used on an opponent who has some form of ninjutsu based armor effect active. Requires an upkeep equal to the Body Rank of the restrained individual every post.
                        (Uh, idk. I like the idea of this, since it still requires someone to be hit with it even though it seems op.)

 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Fri Aug 06, 2021 12:35 am
Monster Loots that need Effects

Chakra Venom:

Ravager's Honey:

Bladed Stinger:

Toxic Fangs:

Screeching Cord:

Auditory Lobe:

Sonic Pressure Emitter:

Reflective Scales:

Lusteraptor Frill:

Lusteraptor Call:

Terrifying Scales:

Jaeger Nectar:

Draconic Horn:

Wyvern's Eye: The eyes of a Tatsuo. Can not be applied to weapons or normal armor. Must be applied specifically to some sort of headgear such as a helmet that can be seen through, goggles, glasses, or anything else of the sort. When applied to these the wearer find themselves capable of using telescopic sight in order to see clearly for up to 10 Miles.

Bones of Kervantes: Some bones from the large Kervantes Monster, they seem dangerous as they exude nature chakra constantly. This can be applied to weapons. When applied to weapons successfully striking an opponent with the weapon applies 1 Stage of Nature Petrification to them. This continues to stack with successful strikes.

Spiked Armor: (Note: Will give it the Kervantes Retribution Stuff)

Thresher Heart: The heart of a Thresher...it seems to still pump despite being removed from it's body. This can be applied to armor. When applied to armor the wearer may use an activation to regenerate 80 Stamina once per post during combat. They also find themselves unable to have their activations reduced by negative effects.

Thresher Flesh: The flesh of the dreaded Thresher. This can be applied to armor. This is considered a "Hide" item, and as such can not be applied to armor with a Hide item already applied. When applied to armor the wear finds themselves immune to a single type of status effect chosen when the armor is created or when this is applied to their armor.

Xeno Essence: A substance that can only be obtained after a Xeno's body has decomposed into raw chakra. The mysterious substance is a lot like chakra however it doesn't seem to be chakra itself. However it seems to pull chakra towards it. This can be applied to a weapon or armor. When applied to anything physical contact with the object by anyone other than it's creator drains 40 chakra from the person who touched it. In addition when interacting with jutsu that utilize chakra it drains half of the chakra used for that jutsu in order to treat the jutsu as if it were one rank lower. If a technique is complex then the chakra is drained from it completely causing it to be treated as a simple technique. Chakra drained is stored in the weapon or armor in question, with a maximum pool of 640 Chakra. This pool can either be completely emptied with an action or can be used to power other abilities the armor or weapon may have. The pool can not be used to regain the user's own chakra nor used for the user's own jutsu.

(Recommended Addition) Xeno Gall: An organ from the Xeno which seems to be the source of the Xeno's destructive beams of chakra. Can be applied to weapons. When applied to a weapon the weapon becomes covered in a white aura. Techniques executed with this weapon treat barriers and armors as one rank lower in power to a minimum of E Rank.

Elemental Sac: A sac from a creature that seems to allow them to utilize elemental attacks. Can be applied to weapons. When applied to a weapon the weapon inflicts tier two of one of the elemental statuses when it hits a target. The elemental status must be selected during creation of the weapon or application of the sac to the weapon.
 
PostPosted: Sun Mar 13, 2022 8:49 pm
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                        ▰A Clan Destroyed:
                        The Halig Clan was once a clan known as the Chiru Clan. A clan that had went into hiding to keep their unique jutsu that harnessed the power of yang release heavily out of the wrong hands. Unfortunately for them, exactly that happened. Halig Chiru, one of the family's heads took it upon himself to corrupt the Chiru Clan's unique jutsu. For he and those under him, what was once the beautiful petals the clan was known for became corrupt butterflies, devouring the flowers that were once the Chiru and adapting their medical practices into dark destructive arts of decay. After the dismantling of the Chiru Clan, Halig denounced the name Chiru, though there may have been survivors of the clan, their jutsu was no longer practiced. Lord Halig, and his teachings have taken over the spot the Chiru once presided in. Under the new banner, The Halig Clan.

                        The Clan's unique jutsu is now known as Rot Release to some. Much like the previous Chiru Clan's depiction of flower petals which they would turn their body into, the Halig Clan's depiction consists of a mixture of small glowing butterflies, and a maroon colored substance. Scarlet Rot can be applied through a variety of different manners depending on the technique used.

                        ▰ Bloodline Traits:

                        • While not required, Members of the Halig Clan's chakra is common a deep maroon color.
                        • Members of the Halig Clan are all immune to the Scarlet Rot status. Nothing can bypass this immunity.
                        • Members of the Halig Clan may choose to apply Scarlet Rot instead of Disease for the purposes of their techniques which apply the Disease status condition.


                        ▰ Optional Attributes:
                        Kindred of Rot: | Even while not actively using your clan's abilities you seem to spread Scarlet Rot. At all times you are treated as if you have the Infectious tag seen within designated tiers of the Scarlet Rot status. The tier of Infectious you are considered is based on your body rank.
                        Tier 2: E - B // Tier 3 A-S+
                        Rotten Insignia: l Others being afflicted with Scarlet Rot empowers you. While anyone within the thread you are in is suffering from the Scarlet Rot status you gain +1 Strength, Speed, Agility, and Endurance. This bonus increases to +2 after reaching A Body Rank.
                        Debilitating Condition: | Scarlet Rot applied by you lasts an additional 2 posts. For the first 2 posts someone has been afflicted by your Scarlet Rot it is incapable of being cleansed by effects that cleanse status conditions. If someone has been afflicted with your Scarlet Rot for 5 posts they suffer Mental Stress of equal tier to the tier of Scarlet Rot they were afflicted with.


                        ▰ Bloodline Unique Status:
                        Scarlet Rot
                        A unique status effect only possible through the corrupt medical practices of the Halig Clan. A debilitating disease that causes pain, agony, exhaustion, and corrupts the body preventing it from healing properly in many cases. Scarlet Rot causes consistent decay of the body of those afflicted with it.

                        Once afflicted with Scarlet Rot, the status will last 5 posts. Bloodline Attributes or Techniques may alter how long this status effect lasts.
                        Tier 1
                        • Reduces Strength by 1
                        • Each action costs an additional 10 Stamina
                        • Attempts to heal the afflicted causes intense pain, and wounds do not properly heal. Example, something that usually can heal a large wound may only partially close the wound, or otherwise might only be able to heal smaller than normal wounds.
                        • The Endurance of the afflicted can not exceed 8 through any means.

                        Tier 2
                        • Reduces Strength by 2
                        • Each action costs an additional 20 Stamina
                        Infectious: Physical Contact with the afflicted causes Tier 1 Scarlet Rot
                        • Attempts to heal the afflicted causes intense pain, and wounds do not properly heal. Example, something that usually can heal a large wound may only partially close the wound, or otherwise might only be able to heal smaller than normal wounds.
                        • The Endurance of the afflicted can not exceed 6 through any means.

                        Tier 3
                        • Reduces Strength by 3
                        • Each action costs an additional 40 Stamina
                        Infectious: Physical Contact with the afflicted causes Tier 2 Scarlet Rot
                        • Attempts to heal the afflicted causes intense pain, and wounds do not properly heal. Example, something that usually can heal a large wound may only partially close the wound, or otherwise might only be able to heal smaller than normal wounds.
                        • The Endurance of the afflicted can not exceed 4 through any means.

                        Tier 4
                        • Reduces Strength by 4
                        • Each action costs an additional 80 Stamina
                        Infectious: Physical Contact with the afflicted causes Tier 3 Scarlet Rot
                        • Attempts to heal the afflicted causes intense pain, and wounds do not properly heal. Example, something that usually can heal a large wound may only partially close the wound, or otherwise might only be able to heal smaller than normal wounds.
                        • The Endurance of the afflicted can not exceed 2 through any means.


                        ▰ Bloodline Techniques:
                        Aeonian Butterfly | Rank X | Complex
                        The user of this technique channels chakra through their body. Their body begins to break apart into small chakra-like butterflies. While their body is split into this many butterfly form they can not by hurt by purely physical attacks. Coming into contact with any of the butterflies will cause 1 tier of Scarlet Rot per post they remain in contact with the butterflies. Being hit by a purely Chakra attack will cause the user to be forced back into a normal form. This lasts 3 posts per rank used. The number of butterflies the user turns into at all ranks is simply "Innumerable." While this technique is considered Complex it is not considered a Taijutsu or Bukijutsu for the purposes of bonuses or debuffs such as increased/decreased cost of Taijutsu/Bukijutsu Techniques.


                        Antspur Strike | Rank X | Complex
                        The user of this technique will cover their hand or weapon in a thick maroon colored chakra. The chakra lasts for 3 posts per rank this technique is used at. Striking with the affected limb/object causes Tiered Scarlet Rot,
                        E-D: Tier 1 / C-B: Tier 2 / A-S: Tier 3 / S+: Tier 4


                        Scarlet Haze | Rank B-S
                        The user of this technique will exhale a thick maroon colored mist into the air around them. Inhaling this smoke causes Tier 2 Scarlet Rot if used at B Rank or Tier 3 Scarlet Rot if used at A or S Rank. The smoke covers a 25 foot radius at B Rank increases by 25 per additional rank. The afflicted also suffers from Tier 2 Suffocation so long as they are also afflicted with the Scarlet Rot from this technique. Lasts for 4 posts. Scarlet Rot afflicted by this technique lasts an additional 2 Posts,


                        Putrid Slam | Rank A-S
                        The user of this technique will slam a weapon or their body part covered in a maroon colored chakra into the ground. The maroon colored chakra expands forwards changing into a liquid-like form and covering a 40 foot area in front of the user in the liquid. Those who are directly hit by the liquid are afflicted with Tier 3 Scarlet Rot. Attempting to move through the liquid on the ground causes 1 Tier of Scarlet Rot per post they remain within the liquid, and they suffer from -2 Speed. The liquid lasts for 4 posts at A Rank or 6 posts at S Rank.


                        Scarlet Aeonia | Rank S+
                        The user of this technique rises into the air momentarily, alternatively if they are already in the air they do not need to rise into the air for it, Their body becomes cascaded long petal-like strands of orange and red chakra. The user will then slam into the ground, causing the long petal-like strands of chakra to spread out akin to that of a blooming flower all around them. This techniques deals damage to the individual, as well as inflicts Tier 4 Scarlet Rot. Scarlet Rot applied by this technique lasts an additional 4 posts than normal if not healed before it's duration would have ended. The range of this technique is 100 Foot AOE Radius with the user of the technique at it's center. After the initial expansion of this technique the chakra strands last one extra post before disappearing in which entering the radius of the technique will apply Tier 4 Scarlet Rot.
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Wed Aug 03, 2022 10:38 am
▰ Yin & Yang Release
Yin & Yang Release are nature transformations that exist outside of the 5 basic elemental natures as well as outside of Maruton. Yin Release is described as the use of Spiritual Energy to control imagination and give form to nothingness. Yang Release is described as the use of Physical Energy to control vitality and grant life to forms that have none. The combination of the two is known as Yin-Yang Release, and combines both the use of Spiritual and Physical Energy to create unique effects that may not otherwise be possible within the bounds of normal jutsu. These releases are little explored in the series, and as such have their own unique meaning for the guild as a whole in comparison to the entire series of Naruto. Much like the series, many non-elemental jutsu such as various chakra manipulation bloodlines and other kinds of jutsu find their roots in Yin or Yang Release. While you can not use Yin or Yang Release to replicate these types of jutsu exactly, they serve as good examples when creating your Yin, Yang, or Yin-Yang Release techniques.
• You can only obtain Yin and Yang Release via the religion profession, from Daoism. (May Change)
• After obtaining Yin and Yang Release from Daoism you may make a Personal Attribute granting you Yin-Yang Release. This is not considered to use your limited +1 Elemental Nature Personal Attribute.
• Once you have access to Yin and Yang Release any customs you make may utilize the release within reason. This simply means you are not limited to the 5 Yin Customs and 5 Yang Customs granted by Daoism. If you have another 8 Custom Points you can use those custom points to make Yin or Yang Customs.
• Yin Release uses Chakra exclusively to reflect the idea of Yin Release using Spiritual Energy.
• Yang Release uses Stamina exclusively to reflect the idea of Yang Release using Physical Energy, however depending on the nature of the technique these techniques may be considered Complex despite this.
• Yin-Yang Release uses both Chakra and Stamina, however is not considered complex. Often times should require the full cost of Chakra and Stamina as the rank of the technique, and be Spiritual.
• Genjutsu, Ketsuryugan, Yamanaka, and Miyamoto are a good examples of jutsu types rooted in Yin Release.
• Akimichi, Junsei, Akuryo, Inuzuka, and Kemono Shinzo are good examples of jutsu types rooted in Yang Release.
 
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