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Shinsua

Wheezing Gekko

PostPosted: Fri Sep 24, 2010 2:44 pm
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PostPosted: Fri Sep 24, 2010 2:48 pm
The Hakemoto Clan
Harness Thy State of Being

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___Background:
___The monks who bear the name "Hakemoto"...
___This clan was founded on the outskirts of one large central nation, long before the shinobi villages began to thrive for power. These monks were set as guardians, divine protectors, capable of banishing the demons and beasts that ravaged the lands and attempted to crawl into the lives of normal humans.
___No members of the Hakemoto clan are necessarily related, rather, they have become family through their teachings and respects. A firm bond which ties them to one another.
___At one point in history, when those of the human world became more and more adept in the usage of their chakra, it seemed the Hakemoto slowly began to fade. Their presence, their power, their influence, it all shattered from the memory of the world. Only minor fragments have survived the test of time.
___Those of the Hakemoto clan are rare in this day and age... one who still practices the art of the states, is ever more scarce.

___Traits:
Hakemoto are generally calm and levelheaded.
Hakemoto are able to enter [ States ] which grant different benefits.
Hakemoto [ States ] receive learning reduction bonuses as though they were both Bloodline and Taijutsu techniques. When learning in a Dojo, treat them as if they were B-Rank Taijutsu.
Hakemoto must be of the [ Taijutsu ] or [ Bukijutsu ] class.
Hakemoto are unable to be [ Demon Hosts ].
Hakemoto are unable to bear [ Curse Marks ].
Only three different [ States ] can be used in a single battle, and only two may be active at any one time, unless otherwise specified.

___Trance Points:
Those of the Hakemoto clan are able to enter offensive or defensive modes known as [ States ]. These states grant a variety of different and powerful abilities. However, one can only remain in the trance of a state for so long before mental and physical repercussions arise. Trance points [ TP ] are a simple way to keep track of how long one of the Hakemoto clan is able to stay in any number of states.
Each trance point represents a single post, and can be spent amongst any one or multiple states that the Hakemoto sees fit. Some states take two [2] TP per post.
___(Example: A Genin could stay in the State of Healing for a total of 10 posts, or the State of Healing and Power for 5 posts each.)
It should also be noted that it requires [ 1 post ] to exit a state, and another to enter a new one.
__• Genin :: [10] TP
__• Chuunin :: [15] TP
__• Jounin :: [20] TP
__• Konin :: [25] TP
__• Sannin :: [30] TP

___Repercussions & Recovery:
__As mentioned before, the Hakemoto face both mental and physical consequences from pushing their minds, bodies, and spirits in such a way. The longer the monk has been in a State, the more fatigued they become, and running out of Trance Points altogether could result in permanent damage or, in the worst cases, death. Those of the clan go into learning the states knowing the price they might have to pay one day to see their home safe. The effects are as follows.
__For reference on the information below, if a Genin has 10 TP, 3/5 would be 6, 2/5 would be 4, and 1/5 would be 2.
__• Full or mostly full TP :: No adverse effects
__ • TP recovers at one [1] per post once combat has ended, and all States are inactive.
__• 3/5 TP :: Strength, Reflexes, and Perception are mildly decreased. The Hakemoto begins showing signs of exhaustion.
__ • TP recovers at two [2] per post once combat has ended, and all States are inactive.
__• 2/5 TP :: Strength, Reflexes, and Perception are heavily decreased. The Hakemoto is clearly showing fatigue, and their reactions have slowed significantly.
__ • TP recovers at three [3] per post once combat has ended, and all States are inactive.
__• 1/5 TP :: Strength, Reflexes, and Perception are supremely decreased. Physical attacks are one [1] rank weaker and it's much harder to dodge incoming strikes.
__ • TP recovers at four [4] per post once combat has ended, and all States are inactive.
__• 0 TP :: The Hakemoto is incapacitated, and likely has permanent damage to muscles or mental faculties. Reaching this point more than once could result in death.
__ • TP recovers at five [5] per post once combat has ended, and all States are inactive.

___States:
Zama no Chiyu [State of Healing]
Description: While in this state, the Hakemoto becomes even more calm than normal. Abolishing all hatred, rage, and malice from their system in order to clear their minds. During this almost meditative state, his aches and pains seem to utterly fade, and he is able to release chakra surges in order to mend his or an ally's wounds.
State of Healing creates healing pulses. The pulses restorative effects are first cumulative then become degenerative. Recovering E-ranked injuries at initial entry of the the state, then increasing to D,C,B. Upon reaching B the healing begins to degenerate going to C,D,E. State of Healing is then forcibly broken from mental exhaustion. State of healing cannot be re-entered after exhaustion for [2] posts and if delayed and re-entered it will continue from where it last left off. However, the Hakemoto skill Rejuvenation can be used to it's fullest extent regardless of State of Healings current position in the sequence.
Training Time: 14 posts.

Zama no Meisō [State of Meditation]
Description: While in this state focusing one's mind inwardly the Hakemoto is capable of rejuvenating their chakra at an accelerated pace, if having honed one's mind to an even greater extent this feat even becomes possible in the midst of combat. Chakra and stamina recovery is effectively doubled outside of combat, +15 chakra/stamina per post during combat while not attacking, and +5 chakra/stamina per post during combat while attacking. This states out of combat benifits can be learned for half the required posts to learn. [1 TP Per 2 Posts, 0 TP Outside of Combat.]
Training Time: 14 posts.

Zama no Seishi [ State of Control ]
Description: While in this state, the Hakemoto gains an adept understanding and manipulation of their own chakra. The chakra needed to perform any technique is cut in half. (Example: A Ranked techniques, which originally cost [80] chakra, now cost [40].)
Training Time: 15 posts.

Zama no Ikou [ State of Power ]
Description: While in this state, the Hakemoto gains slightly better speed, and moderately increased strength. Because those of the Hakemoto clan must be of the Taijutsu or Bukijutsu class, this is typically a preferred state of being.
Training Time: 15 posts.

Zama no Benso [ State of Defense ]
Description: While in this state, the Hakemoto gives off a thin aura of their corresponding chakra color. This aura is constantly flowing from their body, so long as they are conscious and aware of their surroundings. Although the user is unable to perform techniques above Rank B, any Ninjutsu Rank B and under that makes contact with the aura is dispersed. Additionally, any Genjutsu Rank B and under are easily seen through, though not broken, reducing the strength of Sight and Touch based techniques by one [1] rank, so long as the aura is active.
Training Time: 18 posts.

Zama no Yajuu [ State of the Beast ]
Description: While in this state, the Hakemoto abandons their basic teachings and resorts to their feral instincts in order to achieve a goal they'd typically be incapable of. Their physical strength, speed, reflexes, and senses are all increased moderately. Although there are two, the main downside to this state is that it uses up two trance points every post, rather than one. The other downside being that techniques that require chakra to use, require an additional [5] chakra to perform. Because of its methods, this state is often frowned upon by most members of the Hakemoto clan. [ 2 TP ] used every post.
Training Time: 20 posts.

Zama no Teisen [State of Ceasefire]
Description: While in this state, everyone with a one hundred [100] yard radius [plus another [50] per rank of the Hakemoto (capping at 400) ] loses the desire to fight and becomes unable to use any form of hostile jutsu. This affects the Hakemoto as well. As the name suggests, it is effectively a forced ceasefire. However, it only stops people from attacking; it does nothing to stifle any hatred between parties, and after the State is deactivated, the Hakemoto is still affected by it for three [3] posts following. This does affect Jinchuuriki, and reduces the number of activations a Bijuu can use per post to one [1]. Often requires a diplomatic standpoint. [2 TP] used every post.
Training Time: 20 posts.

Zama no Akuma [ State of the Demon ]
Description: While in this dangerous sate, the Hakemoto is capable of nullifying and absorbing the chakra driven out by demons, such as the Hachibi, and adding their power to their own (temporarily). By coming into sustained physical contact with an active demon host, the user will slowly absorb roughly half of the demon's chakra. Although the process takes some amount of time (3 posts), this chakra can be used by the Hakemoto in whatever way he so sees fit.
There are two downsides to this state, depending on what demon the chakra was stolen from, certain side effects may arise. (Chakra taken from a defensive demon may not work at all against the host. Chakra taken from an aggressive demon may overwhelm the Hakemoto), and two trance points are used every turn, rather than one.
It should be noted that this chakra fades when the battle with the demon host ends. [ 2 TP ] used every post.
Training Time: 26 posts.

Ichibi: Chakra Stolen from the Ichibi and any techniques used with it are ineffective in harming the host.
Nibi: Attempts at using Katon Jutsu with the Nibi's Chakra will cause the flames to become blue and backfire on the user in an explosive force as if the hissing of a cat and revealing an angered flaming cat face bearing fangs in the explosion. The Jutsu used in question is treated as if it were one-rank higher in the back fire.
Sanbi Attempts at using Suiton Jutsu with the Sanbi chakra will cause the water formation is to betray the user as if it had a mind of it's own forming into an image of the Sanbi where it will then attempt to strike the user down. The suiton formation is always treated as A-rank.
Yonbi: Attempts at using Katon or Doton Jutsu with the Yonbi's chakra will cause the created earth structures to explode in flaming shrapnel or completely ignite the user in spiteful flames. The flames intensity are treated as one-rank higher that the Katon Jutsu used. The shrapnel from an erupted doton is always treated as A-rank.
Gobi: Attempts at using Suiton or Katon Jutsu with the Gobi's chakra will cause the created water structure to bubble, falter and collapse on the user. The water will be of scalding hot flesh searing temperatures. Katon jutsu will fail indefinitely only to become steam, this steam is hostile only to the user and if inhaled burns the lungs. The boiling water is always treated as A-rank.
Rokubi: Attempts to use Suiton Jutsu with the Rokubi's chakra will instead find the jutsu trapping the user in a highly acidic bubble. The bubble is treated as S-rank and will slowly begin to suffocate whatever is inside the bubble. Exposed flesh making contact with the bubble will feel as if it's burning.
Nanabi: Attempts at using Fuuton Jutsu with the Nanabi's chakra will result in the production of spores. The spores are only hostile to the user. The spores cause mass confusion, delirium, and aggravation making the affected unable to discern friend from foe. As a result the Hakemoto will lose every benefit from every state.
Hachibi: Bukijustu are Taijutsu techniques used with the Hachibi's Chakra will cause the user to subtly begin going into an unkept rage. The Hakemoto will then be forced to use solely the Hachibi's chakra on the [3rd] post, become unable to use any states, ninjutsu, or genjutsu or otherwise as they begin an unrelenting rampage the worst part is the lack of any rational thought the only upside is a moderately increased strength.
Kyūbi: There is no subtleness. Upon transference immediate rage and resentment fills the Hakemoto. However, this rage can be controlled. The anger disrupts any clear thinking states but confers a semi-controlled greatly increase to strength. However, if the chakra is not relinquished by the [3rd] post the Hakemoto will develop a pseudo-cloak and by the [4th] post lose all control of their body, mentally and physically as it bends to the will of the Kyūbi. The Hakemoto's Strength, Speed, and Reflexes are increased Supremely but it is not their own.

___Techniques:
Rejuvenation
Rank: B :: Spiritual
Description: A technique that can only be used during [ State of Healing ]. The user places his hands atop each other, generating a thin aura, and then lays them both atop a wound. After a short amount of time (2 posts) any broken bones or torn flesh will be repaired up to a certain extent. Obtained when [ State of Healing ] is learned. Cannot heal any wound caused by something above Rank B.

Wave of Chakra
Rank: C :: Spiritual
Description: A technique that can only be used during [ State of Control ]. The user merely takes their open palm and sends out a surge of chakra which takes the form of a short and wide blast of energy. However, rather than being meant to deal physical damage, this blast disrupts the opponent's chakra system. A succession of two strikes results in the opponent losing [50] chakra. Obtained when [ State of Control ] is learned.

Muscle Spurt
Rank: C :: Complex
Description: A technique that can only be used during [ State of Power ]. The user assumes a calm, yet flexed, fighting pose. After channeling chakra throughout their body for a brief moment (1 post), their muscles will tighten and expand to a safe maximum. While they are as such, the user seems to be at a physical height and gain a mild increase to strength and speed. It's as if they cannot become exhausted, winded, or stunned. These effects stack with [ State of Power ]. Obtained when [ State of Power ] is learned. Lasts [5] posts. Once used, you cannot leave [ State of Power ] till the duration ends.

Parrying Palm
Rank: B :: Complex
Description: A technique that can only be used during [ State of Defense ]. The user will inject his palm with chakra and slap away oncoming projectiles. Although this works on any physical ninja tool, it only works on Ninjutsu techniques up to Rank A. Obtained when [ State of Defense ] is learned.

Feral Spike
Rank: C :: Complex
Description: A technique that can only be used during [ State of the Beast ]. The user will assume a crouching position, attempting to dig his nails into the surface beneath him. At a moment's notice, he will use his sure-footing in order to toss himself forward at an incredible speed. Because of the minor preparation needed, this technique can be abused to form a swift and aggressive blitz. Obtained when [ State of the Beast ] is learned. In the instance of using Feral Spike every subsequent activation after it is treated to have [Heavily] increased speed.

Demonic Release
Rank: E :: Spiritual
Description: A technique that can only be used during [ State of the Demon ]. The user will assume a meditative fighting pose, harnessing control of their breath. With a simple hard exhale, the user will disband the demonic chakra that inhabits their body. The main purpose of this technique is to kill the burden that acquiring demon chakra may place on the Hakemoto. Obtained when [ State of the Demon ] is learned.

Rush of Six Palms
Rank: C :: Complex
Description: The user will entrust his palms with chakra, and then quickly strike with a brief fury of open-handed thrusts. It should also be noted that a Hakemoto, above Genin rank, is able to apply his own chakra element to these palm thrusts. See Expansion of Spiral for elemental effects. Combo: When used after [ Dash Of Six Feet ], does not consume an activation.

Dash of Six Feet
Rank: C :: Complex
Description: The user will perform the same basic actions of [ Rush of Six Palms ], but rather than entrust his hands with chakra, he will do so to his legs before striking. Combo: When used after [ Rush Of Six Palms ], does not consume an activation.

Kimochi [Frame of Mind]
Rank: B :: Spiritual
Description: This technique allows the Hakemoto member to bestow, temporarily, the State they are currently into an ally with the ally's consent. Transferring states costs one [1] TP per State transferred, except for Zama no Yajuu [State of the Beast], Zama no Teisen [State of Ceasefire], and Zama no Akuma [State of the Demon], which cannot be transferred. It costs on each end. Besides the one [1] TP it costs to transfer, the State is only active on their ally so long as they are in the State as well. The ally must spend twenty [20] chakra and stamina per post to stay in the State. The transfer ends only when the Hakemoto cancels the State. The ally only gains the benefits of the States, and are unable to use the techniques associated with them. Kimochi, like the States, receives B rank Dojo reductions, as well as Bloodline and Taijutsu. This technique must be trained with each of the States, taking half the number of posts for the State being learned [7 for Healing, 8 for Control and Power, and 9 for Defense, etc] If Korobo- trained with another shinobi, the transfer becomes almost natural, and the cost per post for the ally is removed.

Expansion of Spiral
Rank: B :: Spiritual
Description: The user will gather their elemental chakra into their palm, generating a fist sized disc. This disc can then be slammed into an opponent, where it will expand, roughly doubling in size, and then burst like a bubble. Depending on what element is used, the effects of the explosion vary. It should also be noted that the disc is formed in such a way that the explosion is only in a forward direction, rather than radial.
• Katon: Explosion: Force and heat of 5 point blank explosive tags
• Fuuton: Shredding: Several blade like rending injuries
• Suiton: Implosion: Suction into vortex wringing and twisting flesh before bursting
• Raiton: Condensed Penetrative Force:Guaranteed to break through flesh in small fist sized holes.
• Doton: Concussive Force: Detonation can be delayed, each detonation can hurl an individual in the targeted direction fifty yards.

Growth of Six Spirals
Rank: A :: Spiritual
Description: A combination of [ Rush of Six Palms ] and [ Expansion of Spiral ]. The user will gather their element chakra into their palms, generating three discs in each hand. These discs can then be slammed into an opponent, where they will expand, and then burst like a bubble. Depending on what element is used, the effects of the explosion vary. It should also be noted that the disc is formed in such a way that the explosion is only in a forward direction, rather than radial. See Expansion of Spiral for elemental effects.

Seisai no Akuma [Demon Sanction]
Rank: S :: Spiritual
Description: For the duration of this technique, the host of a demon loses all connection with the demon. Any benefits acquired from being a demon host are nullified, including passive chakra boosts and any attributes. It requires the Hakemoto to physically touch the demon host, but the effects can cause excruciating pain, both mentally and physically as they are stripped of their powers. Can only be used in Zama no Akuma [State of the Demon]. Trained as an S-rank technique. Duration - Until user runs out of TP or cancels the State. Costs one [1] extra TP per post, stacking with the two [2] required for the State. In addition costs an extra [1] TP for each stage the demon host has acquired. At stage demon mastery 5 the required TP to detain a host would be [8] TP per post.

Shishin o Shōkan [Summon Four Gods]
Rank: S+ :: Spiritual
Description: The Hakemoto channels all their knowledge of their self, their ancestors, and some even think their future generations to muster every fiber of their being into this one technique. However, reckless use of this technique...could lead to some lasting consequences.
• For the Duration of [4] Posts The Hakemoto can enter [4] States Simultaneously.
• For the Duration of [4] Posts these States do not consume [TP].
• For the Duration of [4] Posts the Hakemoto's Taijutsu/Bukijutsu will be treated as [1-rank] higher in effectiveness.
• For The Duration of [4] Posts the Hakemoto receives 1 Extra Attack activation.
• At the end of [4] Posts the Hakemoto will receive [Backlash] all [TP] that would have been consumed after Activation of [ Shishin o Shōkan ] will be drained from the Hakemoto all at once. In some instances this may even lead to outright death.

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Shinobi Nations, © 2012. The edited material created by Royal Taorito/Tao Benshin is copyrighted and is the intellectual and personal property of said person, on loan as of April 12th, 2017 with permissions for use in Shinobi Nations.
 

Shinsua

Wheezing Gekko


Shinsua

Wheezing Gekko

PostPosted: Fri Sep 24, 2010 2:53 pm
Katei no Neko
The Bond between Human and Animal

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___Background:
___Katei no Neko, or Household of Cats, is a blood-lineage that has shown itself in various families. Originating from Yukigakure, those who have shown ties to the Household are known to bond emotionally and spiritually with wild cat beasts of their respective villages. They worship, tend to, and work beside those wild cats in order to, at some point in the future, be chosen as a suitable master. Because of this, even if one shows ties to the Household, it does not mean they will be guaranteed a feline partner. Many wild cats are only interested in powerful and strong-hearted peoples, which has been apparent as most royals of Yukigakure were the first to boast these incredible partners. It is also quite often that the wild cats follow only masters who's gender is opposite- Male cats to Female masters, Female cats to Male masters.
___The bond formed between master and partner is so strong, that it is said if the owner dies, so too does the cat die in grief- And in most cases, vice-versa. Although it is also possible for the master or partner to become corrupted and blind with vengeance if the other is to pass.
___Because of their origins coming forth from the somewhat small Snow Country, the number of those within the Household to date is few, and furthermore, they are often confused with the Inuzuka of the Fire Country. Fortunately, the confusion hasn’t stirred too many feelings between the two families. Recently with the fall of Yukigakure, those who once were considered members of the Katei no Neko bloodline scattered to varying areas bringing with them their knowledge and spreading their bond with several individuals. Their members are now most prominent in the Land of Tea.

___Traits:
Must be of the [ Tamer ] Class.
Cannot have any more than one [ 1 ] animal partner, regardless of rank.
Cannot have Suiton [ Water ] as a chakra element.
Unlike other bloodlines, Katei no Neko members form pacts which unlock abilities, rather than learn jutsu in themselves.
Pacts are formed as you roleplay with your partner. The number below each pact is a number of posts which you must reach with said character. As such, you should keep record of your post total. These posts do not need to be spent doing anything in particular and are accrued through normal roleplay.
Pacts do not receive reductions benefits.
History between Master and Partner should be described in character background.

___Animal Pacts:
Bond of the Familiar
Description: The Master and Partner are beginning to commune with one another. They begin to see that their intentions are not so different, and that there is common ground for the both of them to step on. Formed in [15] posts.

Bond of Senses
Description: The Master and Partner are slowly maturing together. They both grow and work together peacefully, proving that the benefits of their alliance are fruitful. Formed in [25] posts.

Bond of Trust
Description: The Master and Partner have experience in each other's lives. They have understanding of the routine and responsibilities that are law to each other, and are able to fulfill those responsibilities if the need arises. Formed in [40] posts.

Bond of the Heart
Description: The Master and Partner have experienced hardships and perilous trials in their many days together. They both know that the other would give their life to protect them. They have also become accustomed to each other's domain- the friends and family they may have, and above all else, the ties that bind them. Requires experience in at least [2] battle situations. Formed in [75] posts.

Bond of Combat
Description: The Master and Partner have an allotted amount of battle experience. They've seen each other fight. They've shared in each other's victories, their defeats, their glory, and their sorrow. They've also come to terms that, with the other, they stand a much higher chance of surviving. Formed after surviving [5] battle situations. Regardless of pact learning order.

Bond of War
Description: The Master and Partner have an allotted more than their fair share amount of battle experience. They've seen each other fight. They've shared in each other's victories, their defeats, their glory, and their sorrow. Having accepted one another it's no longer just a situation where one's survivability relies on the other. Instead they have become comrades in arms. Formed after surviving [15] battle situations. Regardless of pact learning order.

Bond of Eternity
Description: The Master and Partner have been through countless endeavors. The maturity of their minds, bodies, and spirits is proof of that. They have become more than just partners... no longer do they consider one another as separate beings, rather, they are one entity attempting to live their life in an ever changing world.
Those who have come this far are truly tied to one another, their very existence reliant on the other's survival. Formed in [100] posts.

___Abilities:
Basic Understanding
Description: The Master is able to gather most of what their Partner says, though there still might be error. Additionally, there is no true way, other than gestures, for the Master to reply. Obtained after forming [ Bond of the Familiar ]. If having specialized in the Tamer class and learned the animal’s language this bonus instead provides the user with a telepathic link to his or her partner, although they must be within eye contact of one another.

Feline Sensitivity
Description: The Master’s sense of smell and touch are increased comparatively to their animal counterpart. Obtained after forming [ Bond of Senses ]. Sensory jutsu involving smell and touch are increased in effectiveness by [1-Rank]. However, sensitivity to Genjutsu that target these senses is also increased making the opponent's Genjutsu targeting these senses [1-Rank] stronger. The user can choose to dull their senses to normal human level but in doing so does the same to their partner.

Cat’s Eyes
Description: The Master is able to see in the dark. Obtained after forming [ Bond of Senses ].

Distinct Understanding
Description: The Master is able to fully understand the language of their Partner, and all other cats of the same species. Obtained after forming [ Bond of Senses ]. If having specialized in the Tamer class and learned the animals language this bonus instead provides the user with a telepathic link to his or her partner much like Feline's Whisper without the need of eye contact.

Feline’s Whisper
Description: The Master is able to communicate with their Partner, and all other cats of the same species, through telepathic surges. Obtained after forming [ Bond of Trust ]. If having specialized in the Tamer class and learned the animals language this bonus instead provides the user the ability to communicate with cats outside the currents species in a favorable manner.

Predator's Stalk
Description: Assuming a crouched, almost full-feral stance, the Master and Partner crawl towards their prey. While in this stance, movement speed is slowed, but all five senses are increased drastically. Obtained after forming [ Bond of War ]. [Speed] is Decreased [Moderately]. [Sight], [Taste], [Touch], [Smell], and [Hearing] sensitivity are [Doubled]. A Taijutsu or Bukijutsu attack executed via pounce while in a full-feral stance. Has its [Strength], [Speed] increased [Heavily].

Tooth and Nail
Rank: X :: Simple
Description: The Master will send a surge of chakra through their upper body, causing their nails and teeth to mirror that of their Partner whilst bolstering said partner's own claws and fangs. The newly grown claws and fangs provide a much more diverse yet effective method of physical combat. It should be noted that when someone can no longer sense a need for combat, the claws and fangs will fade away. Obtained after forming [ Bond of War ]. The user adds the following Locked Formless Styles to their character and partner upon achieving [ Bond of War ]:
• Locked Formless Style: Fangs
• Locked Formless Style: Claws
If the user already has these Locked Formless styles. They can instead choose to gain 4 Formless Slots. These 4 Formless slots can only be used on Formless styles that could be classified as natural weapons (claw, tusk, tail, etc.).

Cat's Footing
Description: Everyone knows all cats land on their feet, at this point in the Master's journey, so too does he. Ultimately, their entire balance is increased and they receive less damage from high falls. Obtained after forming [ Bond of Combat ]. Nullifies fall damage from up to 50 ft. Passively increases [Reflexes], [Mildly].

Tiger's Coat
Description: Both the Master and Partner have become tempered by the adventures and battles they have shared together, whether they realize it or not. Their defense has increased, and there is less a chance of becoming stunned. Obtained after forming [ Bond of Combat ]. Passively increases [Fortitude] [Mildly]. Passively provides [Hazard Resistance] against [Stunning] (i.e Flashbangs, Flinching, Heavy Impact).

Feral Swipe
Rank: X :: Simple
Description: The Master (or Partner) unleashes a horribly hard handed slap with either arm. The impact itself is enough to break bones, however, if [ Tooth and Nail ] is active, the slash becomes devastating. Obtained after forming [ Bond of Combat ]. If [ Tooth and Nail ] is active [Feral Swipes] Effectiveness Increases by [1-Rank]. If [ Tooth and Nail ] is active, [Feral Swipe] inflicts [Bleed]: yhe opponent’s wound will not cease bleeding unless treated with healing jutsu or is surgically addressed, draining [10 Stamina] from the opponent each post unless it is treated. Multiple instances of [Bleed] Stack up to 5x.

Wisp of Whiskers
Rank: X :: Simple
Description: The Master and Partner will pounce upon their prey from two angles. If the initial strike from the two does not make contact, they will rebound off one another- allowing for a quick recovery and a second chance to strike as their target attempts to reestablish footing. Obtained after forming [ Bond of Combat ]. If [ Tooth and Nail ] is active [Wisp of Whiskers] is treated as [1-rank] higher in effectiveness. If [Wisp of Whiskers] Misses it does not consume an activation and half the stamina spent is refunded.

Cat's Eyes: Full of Vengeance
Description: In the event that the Partner should be killed, the Master will become blistered with rage. Their muscle strength increases drastically for a set amount of time (8 posts), and their instincts become entirely feral. If the one who took the life of the Partner is not dead within that allotted time, the Master will fall into utter exhaustion for an entire day (RP time). If, by some chance, the Master still survives passed this, they will live the rest of their life hunting the one who slew their Partner. Until the day finally comes when the lost Partner is avenged, the Master will have an unfounded desire to live and strive, all in an attempt to exact revenge. When said day arrives, and the murderer is brought to justice, so too, will the Master finally fade from the world. At long last able to join their beloved Partner. This also applies for the Partner, if the Master should die. Obtained after learning [ Bond of Eternity ]. The surviving of the two partners gains a [Supremely] Increase in [Strength], [Reflex], [Fortitude], and [Speed] for the duration of [8] posts. Should the surviving of two partners exhaust themselves they may enter the [ Cat's Eyes: Full of Vengeance ] state again the next day when confronted with the target of their rage (i.e their partners killer).

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PostPosted: Fri Sep 24, 2010 2:54 pm
The Hojo Clan
Cast from the Land of Tea

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___Background:
___Coming forth from Far Eastern Tea Country, the Hojo were once a thriving clan that oversaw much of the coastal region with a kind and fair eye. Although their origins are not entirely clear, according to various chronicles the Hojo were once common only to the Far Eastern sea region. For unknown reasons, the Hojo had at one point in their history formed a severe summoning pact with the squids of the area. The ultimate result at the time appeared to be a permanent fusion between the family members and the ivory cephalopods. Thusly the reason for a number of their current known traits: beautiful pale skin, silken hair, and above all else, their odd ability to form and release various inks from their body. However, it is apparent that as time passed the effects of the fusion have lessened. The current age Hojo clan members have begun to resemble more and more their old humanoid selves, and are typically only able to generate and release ink from their mouths. It seems it is only a matter of time before their unique abilities utterly fade from the world...

___Traits:
All Hojo have Suiton [ Water ] as one of their chakra elements.
The Hojo clan ink can only be removed with hot water.
The Hojo are not affected by the adhesive of their own inks.
All Hojo are born with a single attribute, chosen from the following:
tab Endai Ika [ Far Reaching Squid ]: As if cracking a whip, the Hojo clan member is able to outstretch his/her natural arms up to 10 yards.
tab Shimizu Ika [ Clear Water Squid ]: Sacrificing the physical attributes of a squid and leaning toward a squid's vast intelligence, the Hojo clan member reduces the cost of Suiton based techniques by 1 Rank. [Does not Apply to Ink]
tab Kōrimizu Ika [ Cold Water Squid ]: The Hojo clan member carries the blood and cold tolerance of a Giant Squid. This attribute allows the Hojo clan member to move exceptionally well in water and become undeterred by near freezing temperatures. Confers a [ Mildly ] increase in speed when submerged. They also do not require a technique to breathe under water.

___Definitions:
[ Typical shot. ]: The amount of shots required for a Hojo clan members ink attributes to be effective. A typical shot is a stackable detriment. For each typical shot stacked on top of the other the ink blends rank of effectiveness increases by one rank. (I.e) A D-ranked Taffy Blend could become a B-ranked Taffy Blend with three successive typical shots. In addition some blends gain greater benifits the more typical shots applied to a target. A Typical Shots detriments will decay by [1 Rank] for every [2] posts. Note: The Adhesive or properties of a blend can be nulled by the Hojo with a single handsign. However, the inks color will remain stained on the target requiring hot water for its removal. Unlike traditional inks alcohol is ineffective.

___Inking Methods:
Blot Spit
Description: The Hojo clan member will build up ink within their mouth, causing their cheeks to expand and roughly double in size. After further preparing the ink technique, they will spit out the ink in a spherical lump the size of an average human skull. Ink fired in this method is often referred to as a [ typical shot. ]
Training Time: 3 posts.

Fountain Spit
Description: The Hojo clan member concentrates a large amount of chakra and releases the ink produced skyward causing a rain of small individual ink pellets. This technique can be blended for devastating results if Twin Blend 050 has been learned for a lofty chakra cost. Expends double blend ranked chakra when blended. Each hit counts as 1 out of a percentile per pellet fired of a typical shots effectiveness. Fountain spit has the capability of covering an expanse the size of a district {thread} if used at it's full potential. Dispersal of these pellets however, is rather slow. This inking method dilutes the [Rank] of the Blend its being used with by [1]. Because of how slow this method is it consumes 2 Offensive Activations.
Training Time: 8 posts.

Cluster Spit
Description: The Hojo clan member will build up ink within their mouth, causing their cheeks to expand and roughly double in size. After further preparing the ink technique, they will spit out a quartet of ink bulbs. Because of their quartered sized, each bulb has only one fourth (1/4th) the amount of potential as a typical shot. However, when used in conjunction with a blend the blend is treated as one rank higher in effectiveness should all shots connect. Cluster spit may also split into multiple bulbs similar to a shotgun spread this however will lower the typical shot effectiveness by 1/xth i.e 6 would be 1/6th]
Training Time: 10 posts.

Sticky Fingers
Description: The Hojo clan member will build up ink within their mouth, but rather than spit it out, will allow it to leak through their body until it reaches the tips of the fingers. Using a basic surge of chakra, they will press the ink out of their pores allowing it to line their inner palms. Each slap or grab with an inked hand only has one fifth (1/5) the potential of a typical shot, however. This can be applied to other limbs for the same results as long as the skin and pores are exposed.
Training Time: 10 posts.

Stream Spit
Description: The Hojo clan member will build up ink within their mouth, causing their cheeks to expand and roughly double in size. After further preparing the ink technique, they can pressurize the blend before letting loose a powerful string of ink. Although linear, ink fired in this method is often far more precise, swift, and potent, possessing more potential than a typical shot. Treated as 2 Typical Shots of ink when connecting, Skips Constricting Blends and Corrosive Blends Setting Periods. ( Pressurization costs [5] chakra & an activation. Increasing by [5] per pressurization thereafter, i.e 5,10,15 etc. This increases the the amount of [Typical Shot] effectiveness by [1] per pressurization. This does not increase the Blends actual rank i.e Blinding Blind would remain E when determining Collisions however, if it hits the Blend is treated as E+[Typical Shots] worth of [Rank] essentially making the effect take longer to decay.
Training Time: 14 posts.

• Note: Inking Methods are unique. The Method itself consumes only the amount of Chakra the method is blended with, and does not consume an activation; however, in exchange for this utility, the method is only as strong as the blend used in conjunction with it.

___Ink Blends:
Blinding Blend 001
Rank: E :: Spiritual
Description: The most basic form of Hojo ink. Requiring absolutely no additional preparation, this ink is a pitch black adhesive that cannot be seen through (unless by Doujutsu or other assistance). [3] [ Typical Shots ] or more will disable the ability to use Doujutsu to see through the bliding blend.

Grey World Blend 002
Rank: E :: Spiritual
Description: The user produces an ink that removes the color from the coated subject resulting in it being black and white until washed off. This technique can be blended if Twin Blend 050 has been learned removing the color descriptors on the ink it's blended with.

Slippery Blend 009
Rank: D :: Spiritual
Description: The ink will undergo minor alteration, causing it to become a clear transparent goldenrod color. This blend makes the subject of the inks effects slippery. As such it is capable of loosening an individual's grip. Since Hojo are immune to their own adhesives this slippery ink does not stick to them and instead allows them to glide across it or slip right of an opponent's hands. [Grapple Effects are treated as [2 Ranks Lower] when attempting to grapple or maintain a grapple when under the effects of the slippery blend. Unless the opponent has a skill to prevent it, a [ Typical shots ] worth of slippery blend on a weapon or hand makes it near incapable of being held.

Taffy Blend 013
Rank: D :: Spiritual
Description: The ink will undergo minor alteration, causing it to become a deep pink color. This ink has very elastic and adhesive properties, binding those it comes in contact with. Each [ Typical Shot ] After the first increases the Blend's adhesive properties. Taffy Blend Confers a [ slightly ] penalty to [ speed ] , [ reflex ] , and [ strength ] per [ Typical Shot ]

Enfeebling Blend 018
Rank: C :: Spiritual
Description: The ink will undergo alteration, causing it to become a navy blue color. This ink is capable of reducing the muscle strength of the afflicted by 10% for every typical shot that makes skin contact and sticks. As thus, one is able to completely exhaust their opponent with successive shots. After accumulating [10] [ Typical Shots ] of this ink the opponent is no longer capable of moving and is rendered physically helpless until the ink is washed away with hot water or the inks effectiveness decays. They are still able to perform Doujutsu or any Ninjutsu technique that do not require hand signs. Prior to [10] [ Typical Shots ] each [ Typical Shot ] reduces the target's [ Strength ], [ Speed ],& [ Fortitude ] by a [ Mildly ] Descriptive.

Moth Blend 019
Rank: C :: Spiritual
Description: The ink will undergo alteration, causing it to become a forest green color. This ink is capable of burning through cloth and leather materials, but has no effect on the skin. Higher applications of typical shots allows moth blend to eat through thin alloy at [2] [ Typical Shots ] and Corrode Heavy Armor at [3] [ Typical Shots ], at [4] [ Typical Shots ] moth blend can burn through any non-organic matter with the exception of custom weapons, puppets, and armor.

Searing Blend 026
Rank: C :: Spiritual
Description: The ink will undergo alteration, causing it to become a crimson red color. This ink horribly increases the sensitivity of the pain receptors in the skin, causing any damage that would befall the afflicted area to feel excruciatingly worse. Of course, this ink must make contact with skin. At [2] [ Typical Shots ] the pain becomes crippling preventing one enemy activation if injured in that turn, [3] [ Typical Shots ] the pain becomes unbearable to the point where injury is no longer required to feel it. Causing the enemy to lose one activation regardless of injury [4] [ Typical Shots ] the opponent is in an unfathomable state of pain and sensitivity where even walking hurts reducing their number of activations per post to [1].

Ceremonial Blend 032
Rank: B :: Spiritual
Description: The ink will undergo great alteration, causing it to become a deep purple color. This ink is applied to the Hojo clan member or an ally, rather than an opponent. The ink increases the muscle endurance of the person it is applied to by 50%, allowing excelled physical maneuvering. However, because it is composed mainly of chakra, it does not last very long (4 posts). Blending with this ink is required for a Hojo to be affected by their own adhesives. (Multiplies existing physical modifiers by [1.5] Strength/Agility/Speed/Fortitude)- Further Applications Will Only Refresh The Duration. I.e Target has a mildly increased(0.2) to the strength descriptive. Ceremonial Blend increases that descriptive by a slightly descriptive (0.1) half of the mildly descriptive for a total of (0.3) becoming a moderately descriptive. (Rnd Up)

Mending Blend 38
Rank: B :: Spiritual
Description: The ink will undergo alteration changing from it's original black color to a salmon pink. The blend provides a regenerative coating. The coating slowly seeps into injuries recovering small scrapes after the first post E-rank. D-rank injuries on second post. Flesh wounds, C-rank on the third post. Deep cuts on the final post B-rank. More typical shots extend the duration allowing it to seal grievous wounds. A-rank and S-rank. Multiple applications do not accelerate healing. Injuries recovered are only temporarily treated. The ink forms a 'false skin' which acts as a form of 'band aid' for open wounds. The 'false skin' degrades after four posts causing wounds to reopen. This is not a healing jutsu but a preventative measure. It is often combined with Ceremonial Blend used after the Hojo has lost a limb to prevent from bleeding out while attempting to regenerate a new one or get medical treatment. Needless to say this has no effect on heavy bruising or broken bones.

Spiral Blend 041
Rank: B :: Spiritual
Description: The ink will undergo alteration, however, rather than changing from its original black color, it will take the shape of a sharp twisted cone. When fired with a projectile spit, it will rotate in the air, acting as a drill. When used with [ Sticky Fingers, ] screw-like ink claws will form around the fingers. This technique is treated as [1] Rank higher when against Doton-jutsu. The claws confer 2/5ths of a typical shot for a blends effectiveness when used in conjunction with sticky fingers.

Piercing Blend 044
Rank: B :: Spiritual
Description: The ink will undergo alteration, however, rather than changing from its original black color, it will take the shape of a thin long needle. When fired with a projectile spit, it has the potential to cut through most defenses. Use of this technique is treated as [1-Rank] higher when attempting to break through a defense. When used with [ Sticky Fingers, ] sharp ink talons will form around the fingers. These talons can then be used as such, or fired off as projectiles. It's thin form only allows it to confer 1/2 a typical shots effectiveness. When used in conjunction with sticky fingers the talons can apply 2/5ths of a typical shots worth of ink. When thrown each talon is considered 1/10th of a typical shot.

Twin Blend 050
Rank: A :: Spiritual
Description: A simple yet delicate mixing art which requires a vast amount of training to master, while preventing the loss of any potency. The Hojo clan member will cook two different ink blends within their mouth, resulting in the next ink attack to hold both properties. The Rank of this Blend is the highest of the two Blends [+1]
( Rather than costing [80] chakra to perform, the cooked blend is the cost of the two ink blends combined. ) Does not receive learning reductions.

Corrosive Blend 059
Rank: A :: Spiritual
Description: The ink will undergo alteration, causing it to become a lime green color. When this ink comes into contact with skin, it spreads out to cover as much area as possible. After flattening itself, the ink will then begin to bubble and hiss, slowly eating away at the flesh of its victim. Prolonged exposure to this ink typically results in total skin loss. (After a successful hit, it takes one [1] activation to flatten, and another [1] activation to trigger.) When stacked again with another typical shot of the same blend, allows the blend to bypass thin clothing like cloth or leather but not armors or metals.

Constricting Blend 066
Rank: A :: Spiritual
Description: The ink will undergo alteration, however, rather than changing from its original black color, it will take on a "wrap and bind" characteristic. When this ink makes contact with any surface, it will begin to stretch and reel itself around the object. After entrapping its target, the ink will begin to bind and tighten, acting as if a boa constrictor; crushing bones and most anything else, to be honest. Negates the following descriptives from the target. [ Speed ] , [ Reflex ]. Ninjutsu requiring hand signs are unable to be used. (After a successful hit, it takes one [1] activation to wrap.)

Iron Blend 070
Rank: A :: Spiritual
Description: The ink will undergo alteration, causing it to become a murky gray color. Unlike other blends, this ink is both moldable and durable, allowing the user to stretch it into various weaves. Because of these characteristics, the ink is most commonly spat into the hands and then spread wide to form a powerful shield. Iron Blend's forms are only limited to the individual's imagination. However, nothing is sentient.

Elemental Blend 088
Rank: S :: Spiritual
Description: Once learned, Elemental blend does not consume chakra. Elemental blend instead consumes an activation to apply the listed effect to the ink blend it's being used with. The elemental properties only as strong as the blend it is used with. It also takes up the second slot of Twin Blend.
The ink will undergo alteration, instead of an alteration in color it adopts the traits of one of many elemental affinities. However, the element is determined by the users chakra natures and only one is applicable per use.
Raiton: Electrifies all ink and typical shots
Futon: Ink blends can be emitted in gaseous form or transition from liquid to gaseous on contact.
Katon: Ignite all ink blends and makes it hot enough to rival magma.
Doton: Ink blends can be emitted as solid forms or transition from liquid to solid on contact
Suiton: Allows partial manipulation of [Typical Shots] in mid-flight. (i.e causing them to veer to a particular direction. Also allows one to manipulate to density of [Typical Shots] either doubling their effectiveness or reducing them by half.

Penultimate Blend 100
Rank: S :: Spiritual
Description: The ink will undergo alteration, causing it to become a rainbow of color. This blend Allows a Hojo to fuse any number of blends together for their costs similar to twin blend. Multiple instances of the same Blend will increase said Blends Rank. The rank of this blend is equivalent to the highest blend [+X Ranks, however many blends were added to the mix.] Because of the Penultimate Blend being the Ultimate in Hojo Blending skills it consumes all the Hojo's activations that turn to prepare, so...you better make that one shot count. This Blend does not receive learning reductions.

___Organic Repair Reproduction:
Many Arms of the Squid
Rank: X :: Spiritual
As the Hojo cultivated and developed the realization that multiple crude arms could instead prove just as an effective tool for preserving their extensible limbs came to light. However these extra limbs were intentionally made imperfect as they were easier and less excruciating to produce. They bear even more of a resemblance to their pacted brethren in the sense that limbs produced this way do not have digits and are instead nubs not unlike tentacles. This Technique can be trained up only to the user's maximum body rank. It can then be retrained at each body rank increase the number of limbs. Each Rank of [ Many Arms of the Squid ] confers an extra appendage that may extend from one's back, sides, or neck. The appendage is retractable capable of hiding within the body and may extend up to 10 yards away from the body. This appendage however, cannot form hand signs. If an appendage is lost, the only way to recover it is with the Hojo technique [ Arms of the Squid ] which makes them just as precious as one's current limbs. The appendages for the most part can be considered tentacles, these appendages feel pain as any other appendage, these appendages have a unique benefit of being treated as [ Whips ] for whip oriented Bukijutsu.
These appendages are severely disadvantaged using taijutsu that requires, hands, fists, or great feats of physical strength resulting in [-2 Rank Detriment] to the technique it's used in conjunction with. Using these appendages with Taijutsu that grapple confers a [+1 Rank Bonus] to the grapple and sustaining the grapple. These appendages can be used in conjunction with Hojo clan [ Sticky Fingers ]. 1 limb available per rank.
[Special] - S+ rank : The option of allowing the limbs to grow actual hands at their ends becomes possible. These hand can thus do things such as throw shuriken and form hand signs. The Taijutsu penalty for not having hands are negated. S+ training is required for each individual limb one wishes to have a hand. If the limb with the hand is lost, when/if it is restored the S+ training to reattain a hand on that limb must be done again. These extra limbs do not grant extra activations.

Arms of the Squid
Rank: : S :: Spiritual
Description: As the years of their fusion summoning swept by, the early Hojo began to realize that possessing arms that could stretch great distances was both a great power, and an incredible weakness. Those who became flustered in combat, or simply overpowered, were often delimbed. To a normal ninja this commonly led to death, but to a Hojo, losing his arms was as good as losing his head. In order to combat such weakness, the Hojo took inspiration from the very beasts they pacted. By making use of an incredible amount of chakra, and self-inducing excruciating pain, one could regenerate lost limbs, so long as the greater socket remains (shoulder for arms, waist for legs). It is not entirely clear if this feat can be mimicked or produced by other methods, but it is very apparent that the act is highly sought after. Can only be used four [4] times per battle. Requires one [1] undisturbed post of concentration. Inflicts severe pain at regeneration point. Cannot regenerate head.

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Shinsua

Wheezing Gekko


Shinsua

Wheezing Gekko

PostPosted: Fri Sep 24, 2010 2:58 pm
Tenkei
Harmonization of a Divine Oracle

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___Background:
___The Tenkei clan are blood descendants of two very unique peoples; a group of songsters and songstresses, and a collaboration of manipulators and shapers of the mouth and hair. These two clans of very different lifestyles were acquainted only due to geographical restrictions. Both originated from a long island chain in the Far East, and both desired to move from their waterlocked prison to the nearby yet so distant mainlands. To both clans' contempt, the borders of the mainland they so desired to venture to were coated in thick forests which proved home to all sorts of demons and malicious spirits.
___Recognizing that their powers alone would never suffice in subduing safe-passage, they developed a simple yet effective plan to unify their abilities; Every ten years, the clans sent the most talented of their peoples to congregate, show off their specialties, and mate. Hoping that one of the children born this way would have both a powerful voice and a body suited for organic manipulation. Although there were those that protested such forced procreation, their uprisings were quelled in the ideal that without such action, their offspring would dwell on the islands for eternity, never knowing what the outside world holds. And that such solitude would surely cause curiosity, that there would be those who attempt to venture to the mainlands, and those who did so would undoubtedly be taken by the things dwelling in the forest.
___Although it took various generations to come to true fruition, the scheme set into motion so many years ago by the elders of the clans had been an utter success. Not only were the offspring slowly showing more characteristics of their respective parents, possessing all they need to press onto the mainlands, but the gatherings caused by the agreement had also managed to dissolve any past rivalries between the clans. Knowing that they now had the power to overcome what was ahead of them, it was not long after that the ancestors of each clan slowly began to fade, happily passing as the newer generations too, began to move on.

___Traits:
Most every member of the Tenkei clan has long, thick, and healthy hair.
Tenkei clan members are musical prodigies, it matters little what instrument they choose to play.
Although their music can be heard by all in the area, the Tenkei decides who is affected by their techniques.
Tenkei musical techniques are channeled and travel via chakra. Because of this, Tenkei musical techniques are not affected by noise cancellation methods, but are by anything that cancels or dilutes chakra. Deafness or gouging out one's ears will not make one immune to the Tenkei's abilities.
All Jutsu Involving [Hair] are treated as Tenkei Clan Bloodline Techniques for the purpose of learning.
All Jutsu Involving [Sound] are treated as Tenkei Clan Bloodline Techniques for the purpose of learning.
Those of the Performer Class can use their voice to perform ninjutsu and genjutsu, along with other instruments.
Although prodigies, the Tenkei still cannot perform ninjutsu or genjutsu with their instruments if not of the Performer Class.
Song techniques can be performed only by voice.
Score techniques can be performed only by instrument.

___Organic Techniques:
Gotta no Hea [ Mess of Hair ]
Rank: D :: Spiritual
Description: The user pulses chakra throughout their body, causing their hair to grow at an accelerated rate before falling out into a scattered collection of strands. They will then set any instrument formed by Hair's Twine atop the mess, causing it to react and build around the placed instrument. The newly formed construct will work as a playing device, able to perform any Score technique up to Rank B. ( The needed chakra is thusly drained from the Tenkei. ) Hair formations are not limited to the the scalp. Hair can be produced from the back of one's hand or any other area where hair can grow.

Kuchi no Seika [ Mouth's Chant ]
Rank: C :: Spiritual
Description: Performed with a single handsign, this technique causes mouths to appear on the body of the user. These mouths are capable of talking and singing just as a normal mouth could, and are dismissed when the user sees it fit. This is commonly used in conjunction with Song techniques, as it allows the Tenkei to perform without having to turn all focus to singing. Mouth's Chant can be used to sustain a [Song] technique without requiring activations on the user's part. However, the initial use will still require an activation. Mouth's chant can also produce mouths on objects touched, however since these are not provided a direct line of chakra they fade shortly after [3] posts.

Hea no Yoriito [ Hair's Twine ]
Rank: C :: Spiritual
Description: Performed with a single handsign, this technique allows the user to grow and then meld musical instruments from strands of their hair. These instruments are perfect in every way; lightweight, shaped to the user's desire, durable, and always in tune. The instruments are dismissed when the user sees it fit, or are destroyed by outside force. This is commonly used in conjunction with Score techniques, as it allows the Tenkei to perform without the chance of hitting a sour note due to the instrument.

Utsu [ Lash ]
Rank: C :: Spiritual
Description: The user pulses chakra throughout certain strands of their hair, causing it to grow at an accelerated rate before reaching out and attempting to whip or coil the target. Coiling it treated as a [Grapple] and uses grappling mechanics

Hea Bunshin [ Hair Clone ]
Rank: B :: Spiritual
Description: The user as if having shed will perform a sidestep that moves quicker than the eye can trace unless via doujutsu. In this instance the user grows their hair exponentially and sheds it immediately in an instantaneous action. The remaining lump of hair then begins to sew into itself and then becomes a clone of the original. Here the clone may be given two objectives. It's duration dependant of which is intended. When performing and maintaining a [ Score ] or [ Song ], the clone will last for [3] posts. The clone may perform [1] jutsu its master knows before dissipating back into a pile of hair on the next post. [Utsu] may also be used by the clone. In doing so the clone becomes a ball of rampant lashing hairs increasing the effectiveness of it's [Utsu] by [1-rank]. For all supplementary purposes the hair clone is treated as a Kage Bunshin; however, unlike a Kage Bunshin it does not retain memories if destroyed.

___Song Techniques:
Uta: Tsurai Shukkou [ Song: Heart-Breaking Departure ]
Rank: D :: Spiritual
Description: During a drawn out note, the user will perform a twirling step, leaving a half-transparent duplicate in their place. This figment is similar to an afterimage, in that it appears as a distilled version of the user left to confuse opponents. A single usage of this technique can create up to 20 images, imitating a "frame-by-frame" effect. These after images create what could be considered a 'chorus' effect as each after image bolsters the sound of whatever is performed at that time in "frame-by-frame" intervals.

Uta: Ekō han'ei [ Song: Flourish ]
Rank: D :: Spiritual
Description: Used in conjunction with [Tsurai Shukkou] bolsters any following [Sound] Justu by [1-rank] in effectiveness. This ends [Tsurai Shukkou]. [ Ekō han'ei ] must be used at the beginning of [Tsurai Shukkou] and must end with a musical flourish. Any [Score] and [Song] type techniques either being used by the user or via [ Kuchi no Seika ] or any other method will come to a conclusion. Thus requiring all [ Song ] and [ Score ] techniques active at that time to have to be coordinated once more. Note: This only affects [ Sound ] Jutsu. [ Score ] and [ Song ] techniques will not receive the enhancement seeing as the flourish signals their dramatic conclusion.

Gakufu: Kuro Unari [ Score: Black Howl ]
Rank: D :: Spiritual
Description: The user will take their instrument and play a very long and drawn out screech. Using their chakra, they will alter the sound so that their target is afflicted with a horrid magnification of the noise. On its own this is a rather useful disruptor, but when used against enemies who have exceptional hearing, this almost becomes lethal. Increases sonic damage by [1-Rank] against sensory type nin. Nullifies current active Sensory skills that rely on hearing for a [2] post duration.

Uta: Hibiki no Mitsukai [ Song: Echo of an Angel ]
Rank: C :: Spiritual
Description: A powerful bloodline-genjutsu known as an Echo technique. The user will perform a nearly silent chime, producing a chakra image of a humanoid with great angel wings boasting from its form. This angel is capable of performing any other Song style technique that the user knows. ( The needed chakra is thusly drained from the Tenkei. ) The image retains certain genjutsu properties, the main prospect being that it is able to be destroyed by the genjutsu release technique Kai, if it is focused at it like an attack. Only one angel can be sustained at a time. This technique cannot be used while an image from Echo of a Demon is active.

Gakufu: Hibiki no Akuma [ Score: Echo of a Demon ]
Rank: C :: Spiritual
Description: A powerful bloodline-genjutsu known as an Echo technique. The user will perform a quick, dark melody, producing a chakra image of a humanoid who bears a pair of great twisting horns. This demon is capable of performing any other Score style technique that the user knows. ( The needed chakra is thusly drained from the Tenkei. ) The image retains certain genjutsu properties, the main prospect being that it is able to be destroyed by the genjutsu release technique Kai, if it is focused at it like an attack. Only one demon can be sustained at a time. This technique cannot be used while an image from Echo of an Angel is active.

Uta: Kagayakashii Hinote [ Song: Brilliant Flames ]
Rank: B :: Spiritual
Description: The user lets loose a drawn out, yet peaceful note, causing chakra to meld into a sphere before them. This sphere is roughly the size of a hand, and can be held only by the creator. It has literally no weight or mass, allowing it to both float and phase through solid objects. In addition to this, the sphere lets out a very bright chakra light; horribly obscuring the sight of those that stare into it. Duration: [4] Posts. Increases blinding damage by [1-Rank] against sensory type nin. Nullifies current active Sensory skills that rely on sight for a [4] post duration.

Gakufu: Hofuku Gakutai [ Score: Creeping Orchestra ]
Rank: B :: Spiritual
Description: The user will begin by playing a lulling melody which gathers chakra, and after focusing the needed amount, instantaneously delve into dragged out and low partition. When the lower tones begin, the chakra will have taken on the form of a trio of horned clones. These clones function just as shadow clones, but are capable of phasing through motionless obstacles, such as normal trees, as though they were illusion clones. Unfortunately, aside being able to be destroyed by physical force, they can also be dispersed by the genjutsu release technique Kai, if it is focused like an attack. Clones are immune to simple Bukijutsu and Taijutsu. Clones can be Kai'd but only disperse when struck with a B or higher technique.

Uta: Issho o Sakae [ Song: Together in Glory ]
Rank: B :: Spiritual
Description: An upbringing hymn that copies beneficial effects with time durations from the target. Up to two {2} effects from a single target can be copied and held. Techniques that boost a shinobi's ability, but have a set duration, can be targeted. Things such as the Eight Gates, or bloodline effects, cannot. Mouth's Chant must be active in order to copy more than one effect at a time. ( Only two copied effects can be active on the user at any time. Copied effect have the same remaining duration as the original. )
[Issho o Sakae] duplicates any [Descriptive Modifiers] granted by food pellets, items, and temporary bonuses conferred by Bukijutsu and Taijutsu styles but not their passive bonuses or stance bonuses.

Gakufu: Issho o Jiki [ Score: Together in Despair ]
Rank: B :: Spiritual
Description: A foreshadowing melody that removes beneficial effects with time durations from the target. Up to two {2} effects on a single target can be nullified. If the user has any beneficial effects with time durations active, they too are nullified. Techniques that boost a shinobi's ability, but have a set duration, can be targeted. Things such as the Eight Gates, or bloodline effects cannot. An instrument formed from Hair's Twine must be used in order to remove more than one benefit at a time. [Issho o Sakae] nullifies any [Descriptive Modifiers] granted by food pellets, items, and temporary bonuses conferred by Bukijutsu and Taijutsu styles but not their passive bonuses or stance bonuses.

Kaichou: Aigyouhou no Takai [ Harmony: Death's Loving Embrace ]
Rank: A :: Spiritual
Description: While executing a blank, almost lifeless serenade on their instrument, the user will channel chakra into their hair, causing it to straighten out and grow into a massive tangle. The music that is produced drags anyone who can hear it to a walking pace, although they still have control over their actions. Still performing, the user will attempt to bind their target with their flowing, and fully manipulable nest of hair. Once caught, the user will whisper a song through multiple mouths; a horrid lull that puts any entwined into a deep sleep, from which they typically do not awaken... until the user decides to squish their prey within his/her coils of hair, of course. Although the melody has to be continuously played, the user does not have to stay in one place in order to perform this technique. Must be performed with an instrument formed from Hair's Twine, and Mouth's Chant must be used to produce sleep effect. Kaichou: [Aigyouhou no Takai] causes a [Pseudo-Hypnosis] affect. This reduces the opponent's [Speed] descriptor to the point it would be walking pace and reduces their number of [Activations] to [2], A Kai may be used in response to [Aigyouhou no Takai] to allow [1] post of normal speed. While active neither party can use [Shunsin] and the performer themselves is also restricted to [Walking Pace], Hair is extensible of up to [10 Meters]

Kaichou: Mimizawarina oto [ Harmony: Cacophony ]
Rank: S :: Spiritual
Description: With a wicked an ominous tune several mouths begin forming around the area and vicinity. These mouths are not like the originals as a Kai of equivalent rank can disperse them. These mouths then all begin to sing in low or high notes or can be chosen to chatter in a maddening orchestra of nightmares. While [ Mimizawarina oto ] is active all [ Score ], [ Sound ] and [ Song ] techniques are increased by [2-Ranks] in effectiveness. The technique ends when the technique has been Kai'd or after a duration of [3] posts. Sustaining [ Mimizawarina oto ] requires a [B-ranks] worth of chakra but does not consume any activations.

Kaichou: Shinfoni-Odorokubeki [ Harmony: Astonishing Symphony ]
Rank: S :: Spiritual
Description: Starting with the initial post of introduction, the user casts out a wondrous melody on their instrument of choice, which later becomes accompanied by an echoing hum. The moment the harmony begins, and is held, is the moment the victim will begin to feel its effects. Those who are targeted will slowly notice that the symphony gets louder, and louder, and louder; for a stretch of play (3 posts), the symphony's song and score will seemingly grow in volume. One would think that the music itself was getting louder, but in truth, it is the ears of the afflicted that are becoming more and more sensitive. As the finale comes about, the afflicted ears will be so sensitive that even the rustle of snakes on the ground will sound like a string of cymbals being slammed together. Even mild yelling, at this point, can easily force anyone to their knees in pain. Must be performed with an instrument formed from Hair's Twine and sung with Mouth's Chant. Duration: 10 posts. After a wind-up period of [3] posts. The targets hearing becomes hyper sensitive for [10] posts but never to the point the sounds will cause deafness in a tortuous loop. The wracking pain reduces the number of available activations for the opponent to [2] and can be stacked with [ Aigyouhou no Takai ] for a total activation allowance of only [1]. A performance need not be maintained after the [3] post wind up. While being subjected to [Shinfoni-Odorokubeki] all [Score], [Song], and [Sound] based abilities/ninjutsu/genjutsu are treated as [1-rank] higher against the target.

___Compositions:
___Compositions are unique to the Tenkei clan. It is usually one the Tenkei Clan's greatest goals to learn every composition. Compositions like styles must be learned in order before progressing to the next composition. However, the orders are split between [Song],[Score], and [Harmony]. Compositions do not take Chakra. They are not intended to be used in combat. Instead they are intended to be used to 'refresh' one's allies after long skirmishes, deal with hecklers, and provide some minor combat edges and morale. A specialization in Performer reduces the number of posts required to learn compositions by [2]. A Tenkei applies Dojo/Academy Reductions to learning Compositions in public places with large crowds or a theatre.

[Song]

Bach's Fifth
Rank: E :: Spiritual
Description: Restores or Drains [5] chakra to/from the listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of courage. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Albumleaf
Rank: D :: Spiritual
Description: Restores or Drains [10] chakra to/from the listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of reassurance. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Canon in D minor
Rank: C :: Spiritual
Description: Restores or Drains [20] chakra to/from the listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of happiness. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

'Coronation' by Ilan Eshkeri (Stardust)
Rank: B :: Spiritual
Description: Restores or Drains [40] chakra to/from listeners [Excluding the User] at the end of the composition. Tends to Invoke feelings of good luck and fortune. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Ave Maria
Rank: A :: Spiritual
Description: Restores or Drains [80] chakra to/from listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of being blessed. In addition completion of this composition produces a purely aesthetic Genjutsu where light shines down upon the singer and the listeners. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Carmina Burana
Rank: S :: Spiritual
Description: Restores or Drains [160] chakra to/from listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of honesty. Individuals who listen to this composition cannot help but tell the truth and find it incredibly difficult to lie. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.


[Score]
Violin piece, Prokofiev No. 2 Op. 94a
Rank: E :: Spiritual
Description: Restores or Drains [5] stamina to/from listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of confusion and uncertainty. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Halo Theme's MJOLNIR Mix
Rank: D :: Spiritual
Description: Restores or Drains [10] stamina to/from listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of disgust and revulsion. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Outlaws's 'Green Grass And High Tides'
Rank: C :: Spiritual
Description: Restores or Drains [20] Stamina to/from listeners [Excluding the User] at the end of the composition. Tends to invoke feelings of mortality and crippling thought processes about one's existential existence. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Dragonforce's 'Through the Fire and Flames'
Rank: B :: Spiritual
Description: Drains or Restores [40] Stamina to/from listeners. [Excluding the User] at the end of the composition. Tends to invoke feelings of rage and destruction and the need to SMASH. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

The Good, The Bad, And The Ugly by "Hugo Montenegro"
Rank: A :: Spiritual
Description: Drains or Restores [80] Stamina to/from listeners. [Excluding the User] at the end of the composition. Tends to invoke feelings of utter detest and chaos and the need to kill. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Carmina Burana
Rank: S :: Spiritual
Description: Drains or Restores [160] Stamina to/from listeners. [Excluding the User] at the end of the composition. Tends to invoke feelings of frenzy and bloodlust with disregard for ally or enemy. The performer chooses whether this will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.


[Harmony]

The Beauty Dance in "House of flying daggers"
Rank: E :: Spiritual
Description: Nullifies or Seals all Hostile E & D ranked Jutsu and techniques at the end of the composition for [3 Minutes]. Tends to invoke feelings of isolation and solitude. The performer chooses whether this 'feeling' will affect a crowd as a whole, just the hostile members, just the allied members, or none at all. The seal is non discriminatory.

Rev 22:20 (dry martini mix)
Rank: D :: Spiritual
Description: Jutsu can be used in convoluted ways such as turning a magma ball jutsu into a firework. What occurs is purely up to the listeners. Tends to invoke feelings of forgetfulness and blissful joyful ignorance. The performer chooses whether this 'feeling' will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

kiri (MONORAL)
Rank: C :: Spiritual
Description: Compels everyone within a thread to flee. It does not force them but certainly make it one of the most ideal options. Tends to invoke feelings of fright or urgency. The performer chooses whether this 'feeling' will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

Hot For Teacher, by Van Halen
Rank: B :: Spiritual
Description: Compels everyone within a thread to be infatuated with the performer. It does not force them but certainly makes it one of the most ideal options. Tends to invoke feelings of romance or euphoria. The performer chooses whether this 'feeling' will affect a crowd as a whole, just the hostile members, just the allied members, or none at all.

One Winged Angel
Rank: A :: Spiritual
Description: At the end of the the composition banishes all actively summoned Kuchiyose and nullifies Sage mode. Whilst during the performance cannot perform Kuchiyose or Activate Sage Mode. Tends to invoke feelings of intimidation and overwhelming power. The performer chooses whether this 'feeling' will affect a crowd as a whole, just the hostile members, just the allied members, or none at all. The sealing method is undiscriminatory.

Tenrai ~Divinity II~ by Nobuo Uematsu
Rank: S :: Spiritual
Description: This Final Composition can only be learned once all compositions prior from the [Song], [Score], and [Harmony] compositions have been learned. Usually classified as the pinnacle of the Tenkei's performance capabilities this composition is more a technique than for pure amusement. All listeners [Excluding the User] subject to the Tenkei's composition will have their Doujutsu, bloodline techniques and bloodline jutsu locked and sealed away during the duration of the composition. This composition requires an S-rank amount of Chakra to perform and an S-rank amount of chakra to sustain over the course of its duration. The Tenkei performing is highly exposed during the performance.


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© 2010 Shinobi Nations.
 
PostPosted: Fri Sep 24, 2010 3:00 pm
Yozen no Soutou
Complete Annihilation of a Feeble Existence

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___Background:
___Hailing from the Tea Country [ Cha no Kuni ], this marvelous family had gotten fed up with all these shinobi trying to horn in on all their delicious teas. Through sheer force of will, these once peasants have been able to imbue their luxurious body art with people changing chakras. No longer will they have to endure night after night of sweat fueled skirmishes! All will bow down as their abilities go for naught! All hail Lord Il Palazzo, the great God across all of Tea! Members of the Yozen no Soutou clan are usually derived from simple folk who grew tired of shinobi oppression. As such most of the time their opinions on shinobi life and the militaristic society of shinobi is usually rocky as is their knowledge of it. As such they are usually passive aggressive having favored nullifying their aggressors techniques.

___Traits:
Family have some sort of tattoo upon the body, the larger the better.
Fuuinjutsu can be expressed through the body art.
Fuuinjutsu are to be listed under the Clan Jutsu heading. [ Learn all, as appropriate ]
Fuuinjutsu are performed at one [1] rank less chakra.
Family are not considered shinobi, samurai, etc. Cannot receive the benefits of Shinobi Titles.
Family have a tough time with high level jutsu other than Fuuin. [ No A-rank or above jutsu, Sennin Moodo excluded ].
Family are not immune to their techniques unless otherwise specified. Family are thus affected by their own negation and reinforcement techniques. In example negating their own abilities to negate the opponent's as well with the exception of their tattoos which are immune to both benefits and detriments.
Effects can be escaped from exactly like the Genjutsu regulations.
Interaction with the barrier will place the the barriers affects on the target lasting [5] posts or until it is Kai'd, Cancelled, or Overwritten. Re-entering the barrier will refresh this duration. The user is under constant effect of the barrier unless otherwise stated.

___Special Abilities:
Hitei [ Negation ]
Description: Applies the Clan Techniques in a negative fashion for 5 posts or until the target(s) overwrites/cancels the technique, whichever occurs first.
Ability Progression, Spherical: Up through Chuunin, a passive, non-movable field of negation exists around the user. The field extends to a length of one arm, all the way around the body. It can't be turned off, but it does stop all effects (designated by the clan technique) when they enter the user's field, and can be overwritten with an Ouen [ Reinforcement ]. When the tattoos are used, the field does not negate, nor does hitting someone with the tattoos cause negation.
Ability Progression, Stretchy: From Jounin to Konin, a passive, stretchable field of negation exists around the user. The field can extend from a length of one arm, all the way around the body, to ~6 meters. It can't be turned off, but it does stop all effects (designated by the clan technique) when they enter the user's field, and can be overwritten with an Ouen [ Reinforcement ]. When the tattoos are used, the field does not negate, nor does hitting someone with the tattoos cause negation. The field is not deformable, just the radius of the sphere is movable.
Ability Progression, Deformable: From Sannin+, an active, stretchable/deformable field of negation exists around the user. The field can extend from a length of one arm, all the way around the body, to ~12 meters, in terms of pure stretch. The volume can also be applied into other shapes stemming from the body, such as cubes, pyramids, cylinders, et cetera, so long as the maximum is not passed. It can be turned off at will, but it does not stop all effects (designated by the clan technique) when they enter the user's field when as such. When the tattoos are used, the field does not negate, nor does hitting someone with the tattoos cause negation.
Training Time: 5 posts.

Ouen [ Reinforcement ]
Description: Applies the Clan Techniques in a positive fashion, for a total of either 5 posts or the target(s) overwrites/cancels the technique, whichever occurs first.
Ability Progression, Spherical: Up through Chuunin, a passive, non-movable field of reinforcement exists around the user. The field extends to a length of one arm, all the way around the body. It can't be turned off, but it does reinforce all effects (designated by the clan technique) when they enter the user's field, and can be overwritten with an Hitei [ Negation ]. When the tattoos are used, the field does not reinforce, nor does touching someone with the tattoos cause reinforcement.
Ability Progression, Stretchy: From Jounin to Konin, a passive, stretchable field of reinforcement exists around the user. The field can extend from a length of one arm, all the way around the body, to ~6 meters. It can't be turned off, but it does reinforce all effects (designated by the clan technique) when they enter the user's field, and can be overwritten with an Hitei [ Negation ]. When the tattoos are used, the field does not reinforce, nor does touching someone with the tattoos cause reinforcement. The field is not deformable, just the radius of the sphere is movable.
Ability Progression, Deformable: From Sannin+, an active, stretchable/deformable field of reinforcement exists around the user. The field can extend from a length of one arm, all the way around the body, to ~12 meters, in terms of pure stretch. The volume can also be applied into other shapes stemming from the body, such as cubes, pyramids, cylinders, et cetera, so long as the maximum is not passed. It can be turned off at will, but it does not reinforce all effects (designated by the clan technique) when they enter the user's field when as such. When the tattoos are used, the field does not reinforce, nor does touching someone with the tattoos cause reinforcement.
Training Time: 5 posts.

• Notes/Clarifications: At first glance the Yozen no Soutou's barrier abilities can seem underwhelming; however, they are a lingering effect. Anyone or anything the barrier comes into contact with will be subject to the Yozen's abilities. A key example would be 'infecting' and opponent. Then constantly overwriting the barriers affects to suit the situation. It only takes a single supplementary activation to overwrite effects. Something to be kept in mind is the Yozen's Tattoos are exempt at all times from their barriers affects. However, if the Tattoos are used on the subsequent post the barriers affects are dormant that post. Meaning the infected would be unsealed temporarily and the Yozen cannot reinforce or negate 'the infected' that post.

___Techniques:
Kekkei no Jutsu [ Bloodline's Techniques ]
Rank: X [Learned as E] :: Spiritual
Description: Bloodlines can be affected, beginning with jutsu. Each level of jutsu must be trained for separately, at their level of training. (i.e. E-ranks are trained at E-rank, etc) Only one level of jutsu is able to be affected at a time. This is the only ability the Yozen is exempt from otherwise it would be self defeating. Negation causes the specified jutsu level to not work, or will negate a certain aspect of that level (such as elemental weakness/superiority). Reinforcement causes double the effectiveness of the specified jutsu level, or will reinforce a certain aspect of that level (such as elemental weakness/superiority).

Renshū [ Practice ]
Rank: X [Learned as E] :: Spiritual
Description: Bukijutsu/Styles, must be trained per rank plus a D-rank amount. (ex. training for A-rank Style Stages requires D-rank plus A-rank training) Only one level and one type are able to be affected per usage. Negation causes the specified styles stage to be temporarily forgotten, or will negate a certain aspect of that level, (such as turning a spiritual or complex techniques simple.) Reinforcement causes double the effectiveness of the specified Bukijutsu/Style Rank, or will reinforce a certain aspect of that level (such as turning simple techniques complex, or spiritual.)
Uses: Only One May Be Active at any given time.
◘ Reduce/Increase All Techniques in a Stages Effectiveness by its Rank x [2] or its Rank x [0.5]
◘ Turn all Simple Techniques in a Styles Stage to Complex or Spiritual [cost remains simple] 'Reinforcement'
◘ Turn all Complex and Spiritual Techniques in a Styles Stage to Simple [cost remains complex and spiritual] 'Negation'
◘ Nullify or Increase descriptive bonuses provided in a Styles Stage by x [2]

Kyouten [ Canon ]
Rank: X [Learned as E] :: Spiritual
Description: Canon techniques, not specified within the other clan techniques, must be trained per level per type plus a D-rank amount. (ex. training for A-rank Raiton requires D-rank plus A-rank training) Only one level and one type are able to be affected per usage. Negation causes the specified jutsu level to not work, or will negate a certain aspect of that level (such as elemental weakness/superiority). Reinforcement causes double the effectiveness of the specified jutsu level, or will reinforce a certain aspect of that level (such as elemental weakness/superiority).
Uses: Only One May Be Active at any given time.
◘ Negate/Increase All Jutsu of said ranks effectiveness by its + [2-ranks]
◘ Negate/Provide Elemental Weakness or Superiority(Requires At least D Training In Said Element. D-rank Cost)

Kourei [ Customs ]
Rank: See Description :: Spiritual
Description: Customs can be affected, one at a time. Negation cancels, or increases the negatives. Reinforcement doubles, or halves the negatives. (Refer to Renshu, Kekkei, and Kyouten) This technique also applies to general techniques which are not considered as 'canon'. Custom bloodlines, clans, Sage/Juin, and summonings will have to be witnessed and gauged at least once before they can be negated or reinforced. The flightiness of negating custom techniques is one the Yozen's weaknesses. A Yozen can only negate up to the level knowledge of the corresponding Renshu, Kekkei, or Kyouten techniques. Kourei is learned automatically and is used in tandem with any of the other three aforementioned Clan Techniques. If the custom falls into any elemental territory. Then that element must be trained appropriately as well. Ex. A B-rank Custom Raiton can only be negated if the Yozen has trained Kyouten up to the point where it may negate B-rank Raiton. Knowledge in B-rank Raiton negation does not confer knowledge in B-rank Katon negation etc.

Chakra no Iro [ Chakra's Color ]
Rank: E :: Spiritual
Description: Can affect chakra colors. Negation blanks out chakra colors (making them clear/invisible), or makes one unable to be sensed via chakra color sensing methods. Reinforcement makes chakra colors visible, or can add/replace a color to those chakras affected.

Chakra no Jitsugen [ Chakra's Materialization ]
Rank: E :: Spiritual
Description: Can affect the 'chakra materialization' stated on the profile. Negation causes it to not form, while Reinforcement causes it to work twice as well causing the materialization to become real in a sense and affect the environment.

Zokusei [ Attributes ]
Rank: D :: Spiritual
Description: Attributes can be affected, one at a time. Negation causes the attribute specified to not work. Reinforcement can either give an appropriate positive attribute, or the effectiveness of a current attribute by 1.5x. Multiplies any existing selected descriptive bonus. I.e [Speed], [Strength], [Fortitude], [Etc], or Negates any existing selected descriptive bonus I.e [Speed], [Strength], [Fortitude], [Etc].

Osore [ Fears ]
Rank: C :: Spiritual
Description: Fears can be affected, one type at a time. Negation cancels the ability to feel fear, whilst Reinforcement can either give an extension of a current fear, or double one. Osore can also produce and invoke fear if the individual targets fears are not yet known. [Fear] effect reduces individuals’ activations from [3] to [2] if a fear is known and that fear is doubled the number of activations goes from [3] to [1] assuming the object of said fear is present. Likewise, if invoking fear the user is also subject to these detriments.

Ishoku [ Implantation ]
Rank: C :: Spiritual
Description: Implants can be affected, one type at a time. Negation causes the implant to not work, or can double the downsides. Reinforcement can either boost the implant to the next level without having the downsides of that level, or produce better natural abilities. (ex. poison production .5x faster)

Kankaku [ Senses ]
Rank: B :: Spiritual
Description: Sight, Touch, Taste, Smell and Hearing can be affected, one type at a time. Negation cancels, whilst Reinforcement doubles the effectiveness these senses would provide and their sensitivity. Genjutsu affecting these senses are increased by 1-Rank in effectiveness. Sensory techniques utilizing these senses are increased in 1-Rank in effectiveness. Blindness nullifies Doujutsu. Not to be forgotten. The user will also become, numb, tasteless, deaf, blind, or anosmic depending on the sense chosen.

Sennin [ Sage ]
Rank: B :: Spiritual
Description: Natural chakra usage can be affected, which includes both Sage Mode and Juin. Negation causes natural chakra affected objects, jutsu, abilities, attributes, chakra pools, people, et cetera to stop receiving the bonuses from it, or to double the requirements, double the negatives, et cetera. Reinforcement makes them twice as good, doubling bonuses, halving requirements, halving the negatives, or et cetera. Saying this clearly, only one type can be affected at a time, so that one can't do both 'double the requirements' and 'double the negatives' unless otherwise specified. Sage Mode and Juin are affected separately.
Uses: Only One May Be Active at any given time.
◘ Reduce/Increase Chakra Cost by [1-rank]
◘ Reduce/Increase Chakra Regeneration by [1/2] or [2x]
◘ Reduce/Increase Chakra Pools by [1/2] or [2x]
◘ Reduce/Increase the Negatives of a Jutsu by [1/2] or [2x]
◘ Negate Sage Mode/ Sage Chakra or Double
◘ Negate Demon Mode/ Demon Chakra or Double
◘ Negate Cursed Seal/ Cursed Seal Chakra or Double

Ishi [ Will ]
Rank: X [Trained as B] :: Spiritual
Description: Natural stamina usage can be affected. Negation causes natural stamina affected objects, techniques, abilities, attributes, stamina pools, people, et cetera to stop receiving the bonuses from it, or to double the requirements, double the negatives, et cetera. Reinforcement makes them twice as good, doubling bonuses, halving requirements, halving the negatives, or et cetera. Saying this clearly, only one type can be affected at a time, so that one can't do both 'double the requirements' and 'double the negatives' unless otherwise specified.
◘ Reduce/Increase Stamina Cost by [1-rank]
◘ Reduce/Increase Stamina Regeneration by [1/2x] or [2x]
◘ Reduce/Increase Stamina Pools by [1/2x] or [2x]
◘ Reduce/Increase the Negatives of a Stamina Technique by [1/2x] or [2x]
◘ Negate/Double the Positives of a Stamina Technique

Seiryoku [ Strengths ]
Rank: X(Trained As B)
Description: Strengths can be affected, one type at a time. Negation negates, whilst Reinforcement doubles.
Strengths listed in the profile. Such as Genjutsu, Ninjutsu, Taijutsu, Bukijustu Attributes etc. Up to the Rank of Chakra the Yozen expends, all techniques that fall under that specified category will have their Rank increased by [1-rank] and their Cost reduced by [1-rank] attributes are multiplied by 1.5x. Close combat etc will fall under the category of Taijutsu/Bukijutsu. Negation will make the Cost and Rank up to the Rank of the Chakra the Yozen Expended cost an additional [1-rank] of Stamina or Chakra and be classified as [1-rank] weaker.

Ruijaku [ Weaknesses ]
Rank: X (Trained As B)
Description: Weaknesses can be affected, one type at a time. Negation cancels, whilst reinforcement doubles. Weaknesses are affected as listed in the profile. Such as Genjutsu, Ninjutsu, Taijutsu, Bukijustu, Correlating Attributes etc. Up to the Rank of Chakra the Yozen expends, all techniques that fall under that specified category will be affected. Negation makes the individual's weaknesses nill, Reinforcement makes the weakness even more detrimental such as increasing all Genjutsu and Ninjutsu, etc., against the user being increased by [2-ranks].

Gunki [ Discipline ]
Rank: A
Description: Disciplines can be affected, one class at a time. If dual classed the more favorable discipline is negated. Negation prevents the correlating disciplines benifits to stop working negating any abilities ninjutsu/genjutsu etc. If the the discipline would have granted slots the jutsu in the most recent slots are temporarily unusable. If it granted slots and not all slots have been used Gunki will prioritize the empty slots. If specialized Gunki negates the specialization bonuses and one discipline but never both disciplines. If reinforced. Gunki doubles the benifits of the Discipline if applicable if specialized it will double specialization bonuses if applicable. Gunki can also grant another discipline from a class instead of doubling or reinforcing its benifits or halving it's detriments. When the duration expires the loss of the discipline will cause appropriate backlash.

Kuchiyose [ Summonings ]
Rank: S
Description: Kuchiyose techniques and Summonings can be affected, one jutsu level or animal type at a time. Jutsu levels must be trained for separately, per each jutsu level. Training for Summoning negation is the full S-ranked amount. Currently summoned animals, weapons, et cetera are not forced back to their domain, but they will not be able to leave via Kuchiyose no Jutsu. If the current level of summoning is already being negated the summoning cannot be performed of the corresponding level.

Tanshuku [ Reduction ]
Rank: S+
Description: Reductions can be affected, one type at a time. Negation cancels, while Reinforcement doubles. S-body rank only can learn to perform this, as it's meant to really help others!

__Tattoo Techniques:
Ochagami no Tai [ Body of the Tea God ]
Rank: E :: Spiritual
Description: Allows one to shift their tattoos around to assume the proper Fuuinjutsu formation, or to simply update their looks. Must be used prior to using the Fuuinjutsu needed. Is considered 'supplementary'. Additional re-trainings will allow for additional Fuuinjutsu formations to be stored, for a total of 6 possible formations.

Ochagami no Shinshin [ Mind of the Tea God ]
Rank: D :: Spiritual
Description: Allows one to combine their tattoos to assume a proper Fuuinjutsu combination formation (adding two normal Fuuins together), or to simply update their looks. Must be used prior to using the combo Fuuinjutsu needed. Is considered 'supplementary'. Additional re-trainings will allow for additional Fuuinjutsu combination formations to be stored, up to the maximum of 6 normal Fuuinjutsu in 1 formation. (ex. 1 in one, 5 in another; 2 in one, 4 in another; 3 in one, 3 in another)

Ochagami no Henna [ Henna of the Tea God ]
Rank: C :: Spiritual
Description: Used after a heated sparring, the opposing rpc can opt to create a henna tattoo with the user to celebrate the occasion. This tattoo allows the user to do target designation/exclusion on the opposing rpc that participated in the spar. Each tattoo wears off if the rpcs so decide. Can be repeated after every spar, and stacks with previous spars.Henna'd individuals can traverse through the Yozen's barrier and be unaffected by it's effects. If the Henna'd individual is within sight the Yozen can then bestow the current effects of their barrier unto them without them actually being within the barriers range.

Ochagami no Henkoutai [ Body Modification of the Tea God ]
Rank: B :: Spiritual
Description: Allows for piercings, brandings, scarring, and other cosmetic body modifications to be used the same as any description including the word 'tattoo'. Each modification requires this jutsu to activate their stored techniques, and the activation thereof lasts for 5 posts.

Ochagami no Seirei [ Spiritual Diligence of the Tea God ]
Rank: A :: Spiritual
Description: Used after slaying another rpc, physically touching the dead will absorb their essence, turning it into a special type of tattoo of the user's own design. This tattoo allows one an additional non-tattoo jutsu, non-fuuinjutsu clan technique to be used at the same time as another is active (such as Ruijaku and Gunki at the same time, or the doubling of one).

User Image
[img]https://image.ibb.co/eYDtSk/Yozen_no_Soutou.png[/img]

© 2013 AandOE, permissions for use to Shinobi Nations.
 

Shinsua

Wheezing Gekko


Shinsua

Wheezing Gekko

PostPosted: Fri Sep 24, 2010 3:02 pm
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PostPosted: Fri Sep 24, 2010 3:10 pm
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Shinsua

Wheezing Gekko


Shinsua

Wheezing Gekko

PostPosted: Fri Sep 24, 2010 3:14 pm
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Reply
☆[2} Character Creation :: Make Your Ninja

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