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The Wild Hunt

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PostPosted: Sat Feb 07, 2015 9:10 pm


. . .
PostPosted: Sat Feb 07, 2015 9:11 pm



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Background Info
The Pale Demons come from a long line of barbarians to the West of the "Shinobi World". They have bordered the Rock Country for thousands of years and have raided them in droves, stealing their money and their children; sacrificing them, all for the glory of their Demon God.

These people are brutal, evil, horrifying; they do not deal in life or in smiles, but death and blades. They are unrelenting and have been one of the most hated groups in the Shinobi World since their first few raids on the Wind and Earth countries.

After the "reanimated" incursion, they reveled in the chaos until their numbers whittled to being very little. At that point, only two families remained - led by a young man named Dath - and they convinced the Yozora Kage to allow them into the new world, ready to return when the planet was healthy again.


Rules
• You can only propel or debilitate one living person at a time. However, with inanimate objects, you can do this in groups of ten. This cannot be used on enemy attacks or techniques, or enemies in general except with abilities.
• You can only speed up yourself and no one else; except for with certain abilities.
• You cannot freeze time around any one thing, only slow it. One ability breaks this rule.

Strengths
• Natural +[2] to Agility
• +[2] to Finesse
• +[15] Chakra
• The ability to speed and slow people.

Weaknesses
• [1] Rank Weak to Fire
• -[2] To Strength
• Can't learn your Ice until Hyoton is learned


Ninjutsu
Passives

Incarna Demona [Passive]
The ability to manipulate the time specifically around the user's body, severing their connection to the time of the current world. This can be used to heavily increase the user's speed, or heavily reduce the opponent's speed if used with chakra. Objects are also effected by this. This increases in power as the user ranks up: +1 at Genin, +2 at Chuunin, +3 at Jounin. To use this on the opponent, you must sacrifice the cost of the rank being used on them; ie, [C for Genin, B for Chuunin, A at Jounin]. You can also use this on allies for positive effect, but as stated in the rules, this ability can only be used on one person at a time. This is considered a base buff or debuff.

Changing your speed past a +1 boost using Incarna Demon only costs 5 chakra. This lasts until you end it, which will occur if you speed down someone else or any change to the speed of more than 3 objects at a time.


Time

• Demonic Innervation C-A
Using chakra, the Pale Demon may apply a slow to the enemy based on the rank of the technique. -1 at C, -2 at B , -3 at A. This sticks to them for as long as the battle remains, unless the Pale Demon shifts the speed alteration to a different target (such as themselves). This counts as a base speed reduction.

• The Angel's Aegis C-S+
The Angel's Aegis is a shield that is known to expand and retract; it can expand to the point of appearing as if a towering wall of energy, or retract to the size of a very small arm-guard. Generally, this would take some time, but with propulsion, it can expand and retract nearly instantly. This technique can be created as a clutch defense against enemy attacks, and is diverse enough to be used for a wide array of things. This can block up to the rank of the attack; if met with equal or greater, it will disperse after destroying the equal ranked technique, and be destroyed after encountering a higher ranked technique.

• Distant Time A
Hyper-charging their time manipulation for a few moments, the Pale Demon can propel themselves at extreme speeds, similar to the Spear of the Sacred. They will fade into a blur, and appear somewhere else momentarily afterwards. This is generally done as a desperate dodge, but can also hypothetically be done offensively. This technique can be noticed, as their body will be covered in a thick blue aura right before they make their movement. This technique's chakra can also actually propel them without the use of their legs by forcing them to a location, meaning even if they lose their legs they can still use this technique as an escape. However, the distance traveled is not absurdly far (100 feet), and so it is unreliable as a fully-fledged escape in a desperate situation.

• Pale Stasis A
The Pale Demon throws an orb of energy at a target. This orb moves extremely fast, but it is not impossible to dodge. If it hits a target or even a technique (of equal or lower rank), it will freeze that target in time until you decide otherwise. If it hits their clothes, that is fine. However, if it simply hits a weapon or something of the like it will only freeze their weapon and their arm.

Ice

• Pale Innervate C-S+
Using your chakra as a base, you may create, craft, mold any amount of ice (within reason) and manipulate it to your specific needs. This technique is the go-to for bad situations where the rest of the skillset can't cut it, and you need to create your own defense/offense mechanism.

• Seigi C-S+
An extremely powerful ability at higher ranks. This ability creates an X number of ice needles (depending on the rank; hundreds from C-A, thousands from S-S+) that will launch after the target rapidly (can be speed augmented) and will seek to impale them. The greatest thing about this ability is that the spears can not only be slowly redirected by their user, but they ricochet off of surfaces that are not the designated target(s), and thus their augmented speed can enable an endless battle royale where they constantly pursue the opponent, being shoved in from many directions. The user can also set up a "roof" as to where the spears will ricochet if they begin to aimlessly fly upwards, making them capable of continuous bouncing.

C = 100
B = 250
A = 500
S = 750
S+ = 1000

• Spear of the Sacred C-S+
The Pale Demon will descend into the air, a large icy spear in hand. After aiming at the target, they will loose the spear from their hands and . . . almost instantly, the spear will hit the mark. The propulsion of the icy spear in this technique is so incredibly hyper-driven that it will almost seem as if teleporting. It's wise if you see the initial wind-up of the technique to form a defense, or to begin erratically moving. The spear may be manipulated once thrown.

• Grave of the Icebergs S+
This is a wide-scale, highly destructive attack. With what appears to be portals appearing, around half a dozen castle-sized icerbergs will begin to descend from the sky in a terrifying fashion. They will begin slow but can be augmented to descend more quickly, and they cover such a massive area that very few people can actually dodge them; defense is much more probable. With the six of them combined, they can nearly eclipse an entire Hidden Village.


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The Wild Hunt

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The Wild Hunt

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PostPosted: Sat Feb 07, 2015 9:13 pm


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xxxxxxxxxxTHE PALE DEMONS
[ The children of catastrophe, invitation in hand. ]


xxxxxHISTORY
Sorana; the Northern Lands, known today by the "civilized world" as Yu no Kuni. There were many tribes of old that inhabited these lands back in the days of yore, tribes that still exist today, that have come to dominate the politics of the territory through the awakening and establishment of their ability. Among these tribes, the most significant were the Heilands, the Lydians, the Vladians, and the Guenire. Their abilities were great. The Heilands could manipulate kinetic force using merely the breadth of their minds. The greatest of them could manipulate matter by controlling the fabric of it, all at the behest of a great demon. The Lydians could manipulate ice and water, much like the Yuki themselves, and the greatest of them could create materials and supplies from nothing, making them the greatest weapon users. This, too, was all at the behest of a demon. The Vladians, at the behest of a demon, could manipulate weather and change the balance of the world around them. All of the powerful tribes of the North have a blood, and a binding contract. This contract connects them to the ancient days, the time where civilization emerged and all was lost to the chaos.

At this point in time, a family of two brothers and two sisters had come to the apex of their greatness. As their father and mother died of illness and the balance of their nation began to wane, they all sought methods in which to usurp the soon-vacant throne. They looked for anything they could; the heart of the people, the pockets of the wealthiest men, the ear of the ministers, the power to kill. Through their passion, they alerted a demon of their convictions, and this entity, known as Kamshatra, began to infest their minds. He promised them power, revealing his own. He offered them binding contracts; strength in exchange for permission, to let him in to their mind and their heart. He infested their blood, and would then seep into their next generations and sustain his immortality by the life and death of the Northmen. It is for this reason that those in the North are known for their instability, their brutality, their cunning. A demon lives with them, and keeps a mindful eye over their dreams.

The men of the North are all connected to power, too. The Guenire, the Pale Demons . . . they were known for their ability over ice, and time, and were perhaps the most feared of all the tribes for their pervasive evil.



xxxxxDESCRIPTION
Like other Northmen, the Guenire have the ability to manipulate time and space, but only to a limit. Most of the other tribes possessed -- at their extent -- reality warping, the ability to alter reality somehow. Heilands could make changes to an entity within a certain space, Lydians could create an entity within a certain space, Vladians could unrealistically manipulate an entity within a certain space . . . with the Guenire, their powers are focused only on specific objects. There is no "space"; the "space" is whatever the Guenire is focusing on. In a way, you could say that this makes their reality manipulation (though in their case it's more like time) the most potent. However, in truth their manipulation is the least potent, as it can only control an object in one singular fashion: propulsion. It can increase or decrease the speed of an object, generally done by manipulating the timeframe of that object as opposed to the time frame of the rest of the world. Essentially, they can separate a person from the regular flow of time, making them either much faster or much slower.

Furthermore, they have the ability to create and utilize large amounts of ice techniques, though much more distinctive than Hyoton abilities; this is not the manipulation of water and wind, but instead the formation of chakra into massive, solid masses.



xxxxxRULES
• You can only propel or debilitate one living person at a time. However, with inanimate objects, you can do this in infinite number. This does not work on techniques that are one ranked lower than you or higher. Also, this can't slow weapons/techniques being literally held by another person. You also can't speed up weapons/techniques being literally held by another person.
• You cannot freeze time around any one thing, only slow it.
• You may not have another element (other than Ice) unless you pick the Ninjutsu class. You may choose to become an Ice Sage, gaining a rank boost to your ice. You cannot have a demon, a curse mark or a sub-element with this BL; you are not allowed sealing either.



xxxxxWEAKNESSES
• Restrictions, listed in the rules.
• Pale Demons themselves are one rank weak against fire.
• Their niche is speed hacking; highly perceptive foes can easily play around them.
• Emphasis on weakness to fire users; they are nearly helpless against them, considering they are limited to speed manipulation and ice, which is weak against fire.



xxxxxSTRENGTHS

• Passive Speed Augmentation
• With chakra, the ability to slow enemies greatly
• +15% CP



xxxxxPASSIVE ABILITIES
Incarna Demona
The ability to manipulate the time specifically around the user's body, severing their connection to the time of the current world. This can be used to heavily increase the user's speed, or heavily reduce the opponent's speed if used with chakra. Objects are also effected by this. This increases in power as the user ranks up: +1 at Genin, +2 at Chuunin, +3 at Jounin. To use this on the opponent, you must sacrifice the cost of the rank being used on them; ie, A rank chakra for a -3 slow. You can also use this on allies for positive effect, but as stated in the rules, this ability can only be used on one person at a time. This is considered a base buff or debuff.
Dragon's Blood
Being related to the Divine Beasts, the Genuire are draconian in their own right. Many of them actually develop the traits of a Divine Beast. This ability in particular allows for Genuire bloodline users to perceive natural energy due to their connection with the spiritual and animal forces. It is a long-range perception that can judge incoming masses of chakra and can also project their energy through these channelways, allowing them to send techniques across long expanses to attack enemies from afar. This is an ability mostly good for assassination. This cannot be used to detect genjutsu, but it can tell that a technique is being used. It also cannot release you from genjutsu.



xxxxxTECHNIQUES
Demonic Innervation C-A
Using chakra, the Pale Demon may apply a slow to the enemy based on the rank of the technique. -1 at C, -2 at B, -3 at A. This sticks to them for as long as the battle remains, unless the Pale Demon shifts the speed alteration to a different target (such as themselves). This counts as a base speed reduction.

Pale Innervate C-S+
Using your chakra as a base, you may create, craft, mold any amount of ice (within reason) and manipulate it to your specific needs. This technique is the go-to for bad situations where the rest of the skillset can't cut it, and you need to create your own defense/offense mechanism.

Seigi C-S+
An extremely powerful ability at higher ranks. This ability creates an X number of ice needles (depending on the rank; hundreds from C-A, thousands from S-S+) that will launch after the target rapidly (can be speed augmented) and will seek to impale them. The greatest thing about this ability is that the spears can not only be slowly redirected by their user, but they ricochet off of surfaces that are not the designated target(s), and thus their augmented speed can enable an endless battle royale where they constantly pursue the opponent, being shoved in from many directions. The user can also set up a "roof" as to where the spears will ricochet if they begin to aimlessly fly upwards, making them capable of continuous bouncing.

C = 100
B = 250
A = 500
S = 750
S+ = 1000

Spear of the Sacred C-S+
The Pale Demon will descend into the air, a large icy spear in hand. After aiming at the target, they will loose the spear from their hands and . . . almost instantly, the spear will hit the mark. The propulsion of the icy spear in this technique is so incredibly hyper-driven that it will almost seem as if teleporting. It's wise if you see the initial wind-up of the technique to form a defense, or to begin erratically moving. The spear may be manipulated once thrown.

The Angel's Aegis C-S+
The Angel's Aegis is a shield that is known to expand and retract; it can expand to the point of appearing as if a towering wall of energy, or retract to the size of a very small arm-guard. Generally, this would take some time, but with propulsion, it can expand and retract nearly instantly. This technique can be created as a clutch defense against enemy attacks, and is diverse enough to be used for a wide array of things. This can block up to the rank of the attack; if met with equal or greater, it will disperse after destroying the equal ranked technique, and be destroyed after encountering a higher ranked technique.

Distant Time A
Hyper-charging their time manipulation for a few moments, the Pale Demon can propel themselves at extreme speeds, similar to the Spear of the Sacred. They will fade into a blur, and appear somewhere else momentarily afterwards. This is generally done as a desperate dodge, but can also hypothetically be done offensively. This technique can be noticed, as their body will be covered in a thick blue aura right before they make their movement. This technique's chakra can also actually propel them without the use of their legs by forcing them to a location, meaning even if they lose their legs they can still use this technique as an escape. However, the distance traveled is not absurdly far (100 feet), and so it is unreliable as a fully-fledged escape in a desperate situation.

Grave of the Icebergs S+
This is a wide-scale, highly destructive attack. With what appears to be portals appearing, around half a dozen castle-sized icerbergs will begin to descend from the sky in a terrifying fashion. They will begin slow but can be augmented to descend more quickly, and they cover such a massive area that very few people can actually dodge them; defense is much more probable. With the six of them combined, they can nearly eclipse an entire Hidden Village.


xxxxxADDITIONAL COMMENTS
They have the same physical characteristics as the Heiland family. However, due to their constant augmenting of their own time, they often age and die much more quickly. Your average, militant soldier, even if never wounded or killed by the enemy, only lives up to about eighty, whereas most Genuire survive to their late 110's.

xxxxxRESTRICTIONS
• Listed in the rules


xxxxxMEMBERS
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[ Created by Shane ]
PostPosted: Sat Feb 07, 2015 9:14 pm


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xxxxxxxxxxMIDNIGHT AFFAIR
[ Get wrecked, scrub. ]


xxxxxHISTORY
An ancient order of a**-kickers and name-takers. The members of the Midnight Affair Crew come from a singular bloodline with an ancestor dating back to the days of the Sassai'i. During this turbulent era, one man from Kusagakure asked his Shogun, simply: if ninjutsu does not work on the Sassai'i, why not beat their a**?

And thus an era of nen-amplified taijutsu began; this particular kekkei genkai was placed into the spotlight and developed upon further.



xxxxxDESCRIPTION
Physical fighters with a multitude of mechanisms with which to dominate their foes. A nin-hunting bloodline that totally dominates the meta of high chakra and wide-scale ninjutsu attacks. A very diverse fighting bloodline that uses Nen as an internal energy source, and Poison as an external killing mechanism.


xxxxxRULES
• You are of the Taijutsu Class.
• No chakra. This means the -30 chakra penalty from Taijutsu also vanishes. But, multipliers that effect chakra do not effect Nen.
• "Sworn Enemies" must be clearly stated in your post.
• All BL techniques are taijutsu.



xxxxxWEAKNESSES
• No bloodlines, clans, demons, etc but this one; you may have an implant, but that is all. Like the Psycho Demons, this is a very restrictive bloodline.
• You have little destructive capability; all of your power is based around the ability to focus on and dispatch one target very relentlessly. Against multiple opponents, you suffer.



xxxxxSTRENGTHS
• While battling your Sworn Foe (attacking, defending, dodging, etc) you have a +2/+2 base to both stats.
• Taijutsu and weapon styles both cost no Nen to maintain unless 3 or more are active at the same time. At which case, every style past the 2nd will cost Nen.
• All weapon styles may now be used with your fists.
• +2 Base to a stat of your choosing.
• Your rank damage reduction is one rank stronger than usual; this makes you quite a tank at higher ranks, with most attacks unable to hurt you.



xxxxxPASSIVE ABILITIES
NEN
Nen is a form of natural energy, or Senjutsu. It scales with rank, just like chakra. Essentially, it is chakra that is amplified by the surrounding area and it vaccuums chakra from Sworn Foes.
Gennin - 150 Nen
Chuunin - 200 Nen
Jounin - 250 Nen
Sannin - 300 Nen
Kage - 400 Nen

By deciding a Sworn Foe, you may absorb up to 33% of the chakra used by them in a battle. So, if they were to use 100 Chakra in a post, you will siphon 30 of that. You may switch Sworn Foes twice in one battle, and three times once you hit S rank. Nen appears as white-gold energy. It is visible when absorbing enemy energy or using Nen-based techniques (specific techniques within the bloodline). Daiten and Nen are both considered "chakra"; but NE from Sage Mode is not.

NEN SENSE
Midnight brawlers are capable of using their senjutsu energy to detect muscle movements, swelling chakra, and other such things generally seen from high level dojutsu. They can also detect pressure points and organs within someone's body, making their punches absurdly lethal.



xxxxxTECHNIQUES
Caltrops Passive, but Activated
Caltropsobjects that can be created by a Midnight Brawler at will. This is one aspect that makes it clear that these techniques come from a hereditary line, or a bloodline. Caltrops can be weaved in the palms of the Midnight Brawler. These objects are generally left all around the field throughout the battle, and do not hurt or impair the Midnight Brawler, but can easily hurt and impair enemies. The caltrops are always poisoned and can easily penetrate even thick boots to stab into someone's feet. The poison can weaken the legs of the target, slowing them by 2 speed and also inflicting pain and infection; these issues will not kill you in battle, but will render you weaker and nauseous. Throughout the battle, more and more will cover the field, thus walking becomes nearly impossible without being constantly wounded. The strings are also laid around the field, connecting from tree to tree; etc. These strings can cut or bind people. Dashing quickly between trees or walls, these strings could easily rip your throat open.

Come to Papa D-S
This ability unleashes a large net from the Midnight Brawler's fist, the net propelling forward and immediately paralyzing anything that so much as faintly grazes it. The net is extremely sticky to foreign objects and so will most definitely attach to them, as well.

At higher ranks, the net grows to be massive. At S and SS rank, the net will be nearly impossible to dodge due to its massive size. It may also have multiple levels, though it will sacrifice in width if that's the case. The net can be thrown, grabbed, dragged along, etc. At A rank and beyond, the net is seeped with lethal poison; the net becomes sharp and barbed, with the poison leaking into prey. The poison kills in 4 posts at A, 2 at S, and nearly instantly at SS.

You [always] pull the target in once you've netted them. The paralysis will last for a few seconds longer after you've managed to pull them in.

The net increases in speed at higher ranks. At the max rank it will be about as large as throwing out a large house-sized net; at lower ranks, it will be as large as a blanket.

Nen Strike D-S
This ability is generally defensive. It augments your fists with a thick energy that will dismantle techniques of equal or lower rank for the duration of a post. This energy is also strong enough to inflict lethal wounds, but the general usage is defense. This technique will also slow down enemy techniques within a fifteen foot radius while it is active; this prevents them from being able to avoid the punch.
This can only work on two techniques in its post, and will go on cooldown for one post longer if it destroys two.

Nen Vacuum D-S
This ability has the same premise of Nen Strike, but instead of working as fists to dismantle techniques, it vacuums in an entire selected technique and dismantles it. This is meant to be used against techniques that are split into thousands of different projectiles.

Super Armor D
This is active for five posts. While it is active, a golden aura appears around the Midnight Brawler. This does not actually weaken techniques, but makes the Midnight Brawler immune to recoil, pain, flinching, or generally being moved by techniques. They'll still take the hit, but will pretty much be able to ignore its effects for the time being.

Nen Grapple B-S
This ability is fast and lethal. All the enemy will see is a swirl around the user in a twenty foot diameter. If the enemy manages to touch this swirl - even through a suit of armor or a defensive technique - they will be grabbed by a Nen clone that will raise them high into the skies before sending them plummeting against the ground, a massive shockwave likely breaking all of their bones if not killing them. This can also be used to grab hostile techniques and dismantle them. While grabbed, the enemy is paralyzed; the attack will go through.

Nen Innervate B-S
This allows you to shape and manipulate Nen to create shields, blasts, beams, images, so on and so forth; anything in the realm of reality may be done. Higher ranks equals larger and more mechanically adaptive techniques.

Phantom Pummel B-S
This ability will send a Nen Clone forward, extremely quickly; it moves at the speed of a blur and will bash through techniques of equal or lower rank on lieu of its destination. It will continue to run at its target until it is caught or until two posts end. Regardless, once it catches its target, it will jump them, throw them against the ground, and then proceed to smash its fists against their face (or any other part of their body) for nearly a minute until the clone's grows exhausted. Defenseless enemies will certainly die from this technique.
Phantom Pummel can only bash through one equal ranked technique on its path to the opponent. On impact with the opponent, it will act as usual; if they have a defensive technique or release an offensive technique, Phantom Pummel and that technique will destroy each other assuming they're equal ranked.

Final Toss B-S
This technique is diverse. You can grab virtually anything with it (a person, a technique, an object) and will then proceed to throw it across a vast expanse with Nen-enhanced strength. The rank will determine the distance. At A rank, the target will be thrown a kilometer . . . at SS, nearly two miles. Once the target reaches that distance, it will collide with an energy wall and face all the damage that could come with being catapulted across a country. This can also be targeted to face specific people. For example, if you grab someone's technique, you may throw it back at them (targeting them) at extreme speeds and then detonate the effect once it nears them. Or, it could collide with them and most likely kill them.

This technique is as simple to activate as making contact with someone or something. Once that happens, they are helpless but to be thrown to the exact distance and face their collision. This cannot work on techniques of a higher rank.
The opponent can use chakra while flying, but it will hit its final destination.

Soul Chaser A
This ability ports you to a space exactly ten feet away from your Sworn Foe. Within the next three posts, if you decide to, you can teleport back to where you were.

Nen Clone - XX S
This technique will summon twenty Nen Clones that will chase the target at the user's speed, then proceed to explode into a burst of blue flames and highly volatile energy. SS rank defenses will protect against the blast, but will proceed to crack and dissipate shortly afterwards. Luckily, the clones tend to explode all at once and thus you can generally protect against this technique. Nen Clones may be thrown for free by Final Toss.

Nen Dragon S
The Nen Dragon is a transformation for the Midnight Brawler. It will appear as a field of white-blue energy around them, and it will offer them several abilities. It will allow them to fly, it will allow them the ability to perceive chakra as energy (decipher elements and uncover weaknesses), it will allow them to apply kinetic energy through their punches and kicks (massively increasing damage) and will also allow them to more deeply connect to Senjutsu, sensing hostile energy as well as the location of far-off people (detect escaping and concealing enemies, see through genjutsu meaning you know you're in one; doesn't mean you can Kai out). This lasts for seven posts and can be re-applied five posts after it's finished.

Born to Die S
Once per fight, the Midnight Brawler may coat themselves in thick blue energy. This is a sign to the enemy, but a sign to what?
This makes the user completely immune to all damage for the duration of a post. This is an indefinite save from death once per fight.

The Ninth Gate SS
The Ninth Gate is a technique that is activated by, essentially, unlocking the filter of Nen into your body. It allows all of the Nen surrounding you to be absorbed, not simply healthy Nen or good Nen. For the duration of five posts, you will gain a purple-black energy shroud as an outline to your flesh; you'll become impervious to SS rank damage, and will also corrupt and age anything that you touch. Unfiltered Nen is similar to Natural Energy in that if an object cannot control it, or has not learned to, it will immediately transform and die. If you so much as contact an enemy in this state, the Nen will enter their body and destroy them. You will also be able to expand this purple-black field to cover you for up to fifteen feet in diameter. Anything that touches this field will begin to decay. Also, all enemies become "Sworn Enemies" for the duration of this technique, but this does not augment your stats, only Nen.

This ability can only be used once per fight, and has a month long cooldown. If it were to be used more than once within that month, the Midnight Brawler would die as soon as it ended.
You cannot use any techniques while the Ninth Gate is active. You cannot break through SS rank barriers. This is best used against unsuspecting foes.


xxxxxADDITIONAL COMMENTS
#triggered

xxxxxRESTRICTIONS
• Listed in the weaknesses/rules


xxxxxMEMBERS
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[ Created by Shane ]

The Wild Hunt

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The Wild Hunt

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PostPosted: Sat Feb 07, 2015 9:14 pm


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xxxxxxxxxxNENSHO TOREIRU [ 燃焼トレイル ]
[ instantaneous, deadly, unpredictable ]


xxxxxHISTORY
Originally named the Seki-Reigan, the Nenshō Toreiru are a small and elite family possessing one of the world's most powerful eyes. The wielders of this eye move faster than any other people in the world, so quick that it appears that multiple of them are present when they move. These after-images are different than clones, because they're simply made from the chakra residue released from the active eye. The clones can, however, attack enemies near them with formidable strength and speed. They're not the real strength of the bloodline, though. It's pure speed, savage and impossible to keep up with.

The people of the bloodline are an anomaly. Their personalities are kind of... dull. They've always been disciplined and filled with ideas of honor. They all possess, however, a great lust for the power that their eye can give them.



xxxxxDESCRIPTION
The Nensho Toreiru, or the Seki Reigan, all revolves around its powerful dojutsu, that when activated, gives them immense speed. The eye itself is either black with a white star in the center, or white with a black moon in the center, and the difference between the two is significant.


xxxxxRULES
• Implanted Nensho Toreiru eyes increase the cost of the eye being active by 3 points per post, and all jutsu by 5 points
• Those with the White Toreiru eye are able to keep their eye active longer (8 posts before you need a 3 post rest from using it), but they generate only half as many after-images and the after-images are less intelligent
• Those with the Black Toreiru eye keep their eye active for a relatively short time (5 posts before you need a 3 post rest from using it), but they generate twice as many after-images as the White Toreiru and their after images are smarter (meaning they react faster, coordinate better)
• Non-implanted Toreiru have [two] Toreiru eyes, meaning you can, for example, have one black and one white (thus 13 posts active, and three times as many after-images as a single white toreiru eye)



xxxxxWEAKNESSES
• There is a relatively high chakra cost involved with the Seki-Reigan. The eye costs 5 points per post while active, about the cost of a Jounin rank weapon style
• There's little diversity in this bloodline; it's pure speed. If you're in a situation where mobility won't matter, your bloodline is useless
• When your eye is active and you make a quick dash, your body is either covered in a white or black thick, dense energy, based on which color your eye is (black moon = black field, white star = white field). This makes it significantly more difficult to be stealthy, considering there's a big colorful field of energy whenever you start running.



xxxxxSTRENGTHS
• The Nensho are naturally faster than other humans, probably due to the connection of the eye and their body. Not only do they have a constant +1 point in speed, but their eye gives them another +2 while active, which may extend past the cap by four points. They're the fastest ninja in the world. An assassin with a Seki Reigan can almost instantly transport around the field.
• The after-images are almost constantly generating freely around your body while your eye is active, and they can attack enemies before disappearing. They move very quickly too, so it's easy to overwhelm your opponents.



xxxxxPASSIVE ABILITIES
• +2 boost to speed, even when the eye isn't active

• The Seki-Reigan have honed control of their speed over time, meaning their perception is relatively untouched even while they're moving beyond the limit. It also means they can halt themselves even at ridiculous speeds.

• Depending on rank, a certain number of after-images may form at one time. It has to be noted that after-images cannot be constantly generated every post, there is a one minute reprieve before more are made

Gennin can make 3 at a time (1 for white-eyed)
Chuunin can make 5 at a time (2 for white-eyed)
Jounin can make 7 at a time (3 for white-eyed)
Sannin can make 8 at a time (4 for white-eyed)
Kage can make 10 at a time (5 for white-eyed)

The after-images only last for about ten seconds to twelve seconds.



xxxxxTECHNIQUES

The Dark Sister 10 chakra
This technique is meant to fool the enemy. Using the after-images, you convince the foe that you're dashing at them from one direction. The after-image will have your glow of energy shrouding it, and it will look just like you. You on the other hand, will be dashing from the opposite side, much quicker than comprehension. It's a simple tactic using the after-images to create openings.

The White Diamond 15 chakra
For a few moments, you can transfer all of the additional speed gained from your eyes being active onto one single limb. It will either glow like the sun or be shrouded in a thick darkness. The movement at which that one limb will strike is incomparable to anything human. It's the fastest strike any bloodline has. However, it cannot be used with a common weapon (like a sword), because the weapon would absorb too much of the speed and it'd spread out un-evenly, making the strike go off badly. Weapons like brass knuckles do work, though. The force of the blow intensifies thanks to the thick energy and the fast speed, and could easily damage bones, or break them.

Grey Mercury 30 chakra
The field around the user will dense and intensify so strongly that enemies who touch it can actually feel it. It becomes a powerful armor that not only absorbs all physical force that would collide with your body (for example, if you were to be knocked back from a collision normally, it'd prevent it), but shields you from even some of the most powerful attacks. Also, everyone bashed by this thick "armor" around you is hit with so much force their bones can break. You're basically a bulldozer. It lasts for five posts.


xxxxxADDITIONAL COMMENTS
The Empire needs you.


xxxxxRESTRICTIONS
• Freelancers cannot be born with one Nensho and one other dojutsu; it's not genetically possible


xxxxxMEMBERS
Head:




xxxxxIMPLANTS





[ Created by Shane ]
PostPosted: Sat Feb 07, 2015 9:15 pm


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xxxxxxxxxxHEILAND: THE PSYCHO RENEGADES
[ The Thousand Flails of God! ]


xxxxxHISTORY
My life was fading. I saw the sunset fall upon the sea, the light creating a mirror image, though blurred. It was all so beautiful. The world was so beautiful. But I was to leave it. I was to die. I resolved to not.

My name, is Evander of Falsafhar. I'll tell you the story of how House Heiland began.

In the ancient days there was no such thing as a nation. There were only tribes, and tribes warred constantly for small gains; for land, for food, for anything. They sacrificed their own children by the dozens to satiate their overwhelming greed. Greed. That's all that it was. If I could go back now, I would fight against that greed until the end of my time on this earth.

It destroyed us, the people of the north. We did not see it coming when the shinobi came to invade and settled their "Yukigakure" in lands rightfully ours.

Where the blizzards were the fiercest, where the sun scarcely rose and we only witnessed the dead of trees -- the far, far north -- that's where I resided. The Falsafhar Tribe was known for being impenetrable. We had always made the cold our home, and none of the other warriors could ever dare to invade us lest nature slaughter them. We were bitter enemies, but my people fought harder with nature than with anything else. It was different when the shinobi arrived, however. They were fierce, organized, and possessed powers we hadn't seen before. They could manipulate the snow and ice to murder us. They did so, killing our children and elderly in droves. We were weakened, pushed back even further north where no man could last. We were brought to the brink.

The other clans either died or integrated with the invaders. We were different. We discovered something completely beyond our own abilities there, in the north, where only death resided.

It must've been a God; a winged beast that could speak, one that stood at dozens of feet and flew through the blizzards faster than an arrow. It told us of the lands beyond, of the shinobi and their ambition. Of our people and their plight. It knew many things. And it also told us of a latent ability within ourselves that we had forgotten; the power to wield chakra, the power to destroy others. The power to persevere. When we recalled, it was infinitely profound. We had the power to save our lands. The dragon fought alongside us, helping restore the north.

Ultimately, however, we lost. When the 'Yukikage' came to battle me, I did not have the experience to beat him.

I spent my entire life searching for a new home with the remainder of my clan. And then I found Kusa, beyond the thin sea, a new land for our people.



xxxxxDESCRIPTION

Physically, there are differentiations between Heiland and your average shinobi. First of all, most of the men of the north had platinum blonde hair and crystal blue eyes. Many of them even had white hair. They often had exceptionally pale skin. They were often very tall and tended to wield large weapons like greatswords, etc, as a sign of their extra physical strength. There are no humans that really look like a Northman. They are exceptionally different from others, maintaining clear complexions for nearly their entire lives, and having generally firm but smooth features that other humans don't recognize.

The bloodline in itself hosts a slew of other abilities that are unique to the shinobi world. It is the bloodline ability known as "Hosfreyja," or, "Divine Will." It is the manipulation of force, through means of telekinesis.



xxxxxRULES
• You cannot automatically apply force to people, unless stated. Your techniques must be triggered properly.
• Heiland are not immortal, but age slower and live longer than your average humans. They have generally sturdy bodies and their cells decay much slower through the process of mitosis, slowing their degeneration. Your average Heiland stops growing at around twenty-five, reaches middle-age at around 65, and dies at around 120.
• Heiland genes are almost overwhelmingly dominant, not recessive. This means that almost every child of a Heiland -- even one with only a small amount of Heiland blood and ancestry -- is likely to inherit their traits of a long lifespan, their physical features, etc. However, only very few actually inherit the bloodline.
• User is immune to their own bloodline abilities, but not other Psycho Renegades



xxxxxWEAKNESSES
• Limited; cannot be a samurai, puppeteer or a medic with sealing (can be a regular medic). These practices are deemed impossible due to their differently-structured chakra stream. They also have no practice or precedence in any of these studies.


xxxxxSTRENGTHS
• Physically superior (base 2 points to be allocated to the stats of your choosing)
• Higher energy pool (+25%)
• No handseals for all BL techniques; however they require a full body motion such as a wave of the palm, a kick, a leap, a punch, etc



xxxxxPASSIVE ABILITIES
Psycho Shift
The ability to apply force to an object is something that you can say is manipulated by the user's mind. However, you can also say that they sort of set an auto-pilot for what should be dealt with and what shouldn't. Psycho Shift allows them to feel tremors of force through the air, and judges the type of attack approaching the Heiland. They can then choose for their Psycho Shift to protect them from certain types of attacks, essentially a sentient ability to protect themselves from harm. It's called "Psycho Shift" because it can constantly change its preferences throughout the battle, based on the user's will. It will project techniques to defend the Heiland and attack enemies. This ability can also ignore certain attacks even if they fall into the user's 'preferences' if the user mentally deems that they can deal with said attacks on their own. This technique is used solely defensively, but the ability to sense force is still useful for the user. Regular rules to using these techniques apply; the full movements for bloodline jutsu, chakra costs, etc.
Dragon's Blood
Being related to the Divine Beasts, the Heiland are draconian in their own right. Many of them actually develop the traits of a Divine Beast. This ability in particular allows for Heiland bloodline users to perceive natural energy due to their connection with the spiritual and animal forces. It is a long-range perception that can judge incoming masses of chakra and can also project their energy through these channelways, allowing them to send techniques across long expanses to attack enemies from afar. This is an ability mostly good for assassination. This cannot be used to detect genjutsu, but it can tell that a technique is being used. It also cannot release you from genjutsu.



xxxxxTECHNIQUES


Second Set C
Using the appropriate amount of energy, the Heiland creates a second set of hands, solid - but made of force - that float through the air, and move either with the user's body or with their command. These can be used to wield weapons and other objects, and have the same strength and speed as the user. You can only have one of these sets active at a time. This lasts for five posts and you cannot use handseals with the second set.

Negative Force C-S
A coating of energy over a certain part of the body, or a burst of energy across the entire body. This can actually be applied to virtually anything that the opponent is not directly holding. It essentially makes it so -- upon contact -- not only will the object be shielded from the opponent, but it will send shockwaves of pain that will hope to paralyze the foe and do damage to their vitals. When an object is coated in this, it will glow slightly. It can't be applied to anything that is away from the caster's body unless it has a diameter of at least 1 foot. At higher ranks, the recoil damage from this technique is so intense that it can kill. It also can burst outwards, damaging nearby foes within 15 feet. It cannot be used on other people or objects that they are currently touching/using. It cannot be applied to entire floors or walls, but can be applied to less massive structures such as pillars and boulders.

Positive Force C-S
A direct blast of force. This will send a burst of energy so pure and refined that it's barely visible, appearing only as a wave of air. At higher ranks the visage grows more fierce and refined, but it grows in speed tremendously. The blast itself is one of the fastest attacks aside from natural lightning, so it's difficult to dodge. Upon contact with a foe, at low ranks it will damage if not break bokes and impair vitals. At high ranks, if it doesn't outright kill an enemy, blasting them apart, it will do so much damage that they may as well be dead. It's about the size of the great fireball technique, at all ranks. The trajectory of this technique can be altered. The amount it can shift depends on how far it has gone down its original trajectory; near the beginning of casting, it can change dramatically, and after a while traveling, it can only barely move.

The Shift: Psycho Shock C-S
Focusing their body's energy momentarily, the Heiland will target a specific object or area, or may simply choose to use this energy to assault the area around them. If assaulting the surrounding area, without a specific target, the onslaught of blows will be lessened but still not easily dodged. This ability is known to go on until the target object/area is virtually completely destroyed, or until the technique itself is destroyed. It manifests as seemingly purple lightning bolts, and they seem to have the conductivity and shock/burn effects of high voltage lightning as well. This works only within a fifty foot radius. This move can specifically follow the caster or an opponent, but not both at the same time.

Psycho Soul C-S (can be instantly amplified)
The Psycho Soul is a sentient creature that manifests the will of the Psycho Shift. It appears simply as a breeze of energy that follows the Heiland around, but when the Heiland is in danger or directs this spiritual force towards the foe, it will immediately manifest a dark color and begin to fulfill their interests. It can extend depending on the rank, from the size of a horse at C-rank, to the size of a dragon at SS. It is one of the cardinal abilities of the Heiland bloodline. It has a deconstructive property to it, making techniques and other tangible constructs degenerate rapidly to the point of complete dismantlement. This technique lasts until it is destroyed. It is completely flexible; it is just a wisp of energy; you could compare it to a solid fog.

Psycho Saemus B
Psycho Saemus is similar to the assassin's rush, but all-in-all different. You designate a path using your Psycho Shift, essentially a visible line on the ground that only you can see. It's natural to the Heiland, not a complicated process. When the destination is decided, you will gain a large burst of speed similar as with the assassin's rush, and your Psycho Shift will go into a defensive mode to protect you from incoming attacks. You also have an energy field equal to the rank of Psycho Saemus that will protect you from incoming attacks, at least as a precaution.

Psycho Hysteria A
This ability can only be used three times a battle. It is the only technique that automatically hits the foe. It cannot be used to chain other attacks, but it can be used to throw them into other attacks. It is essentially telekinetically lifting and throwing their body. It can throw them up to a range of fifty feet. They cannot resist the throw but can react by using techniques while being lifted. No matter what though, their body will reach that fifty foot destination.

Psycho Freedom S
Using your inherent ability, gained from the dragon's blood, you can project your attacks to nearby areas. This ability works differently; you can project an ability that allows you to move so fast that it almost seems as if teleporting. This forces your body to a specific, designated area with extreme force and precision. It is basically an enhanced version of Psycho Saemus. This can only be used on either what you can see, or what is emitting energy. It cannot be used to teleport within five feet of the opponent.

Smite S
This ability can easily be used to cheap-shot foes, but it generally won't kill opponents unless it can land a direct hit. Holding out their palm, the Heiland pinpoints a ten foot radius, targeting it for a fury of extremely fast (nigh impossible to evade if you're in the radius) psycho-waves that will degenerate and disassemble whatever is within the target area within a matter of moments. This takes about a second to wind-up after the palm is fully facing the opponent, and the palm will begin to glow white to give them a warning of what's next. This attack is similar to what would happen if you were smashed with a sledgehammer thousands of times in a matter of a few seconds.


xxxxxADDITIONAL COMMENTS
"As you come to blows... as people die, as you cross blades... and brothers cry, glee is all I can feel -- so please tell me, the glee, is real?"

xxxxxRESTRICTIONS
• All restrictions listed in the weaknesses.


xxxxxMEMBERS
Head: Kleine Heiland






[ Created by: Shane ]

The Wild Hunt

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The Wild Hunt

Shirtless Giver

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PostPosted: Sat Feb 07, 2015 9:16 pm


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xxxxxxxxxxWU XING 金
[ Flesh and steel. ]


xxxxxHISTORY
Wei. That was his name; the name of the first man to invent the metal release, or the Wu Xing. Initially, he began as a famous earth element user somewhere in the Hidden Cloud. The land being full of rock and mineral, he was surrounded by nigh-infinite resources with which to fight his opponents. He quickly rose to the ranks of Sannin in the village, and then was sent off to do dangerous missions for the sake of his home.

Eventually, however, intel began to spread of his powers. They learned that earth was his [only] elemental affinity, and that he suffered in the areas of taijutsu, and genjutsu. They set up a trap to defeat him; a genjutsu that made the terrain appear as if all earthy substance, but when it was dispelled, he realized the grounds were made entirely of metal. No earth element user could manipulate metal, and the mass and thickness of the metal was too intense for him to pull earth out from beneath it. He was completely devoid of any ability, and left to rely only on his bukijutsu. Or so they thought.

At that moment, he stomped his foot against the metal in the ground, and felt through the materials from the outer layer to the inner core. He smirked, looked at them, and then from the ground, thousands of tons of the metal rose. Needless to say, he completed the mission. In its wake, a new element emerged.



xxxxxDESCRIPTION
A control of the "metal" release. This ability allows for the manipulation of metals so precious that no earth element user can use them. They can manipulate literally any metal as long as it is available, as well as convert earth into metals free of chakra.


xxxxxRULES
• You can only convert your own earth techniques into metal, unless you spend a reduced (by one) rank in cost to what their technique required. Once earth is converted into metal, you can freely manipulate it with high precision and speed.
• "Metal" is loose; precious gems such as quartz, sapphire, etc can be manipulated and converted. They are considered to be a part of the "metal release." Essentially, you can consider Wu Xing primarily a manipulation and conversion of enhanced earth. Many things fall into this jurisdiction; gems, metals, and even magma.



xxxxxWEAKNESSES
• You may only be of the sage class. You are considered a metal sage, which prevents you from needing handseals for metal or earth abilities. However, this prevents you from learning any other elements.
• Metal counts as your sub-element. However you may have another sub-element if it is from a bl/clan.



xxxxxSTRENGTHS
• +25% Chakra Reserves
•You are a metal sage: +1 to metal techniques.
• The metal element is aligned well with the use of the body; it is highly supplementary to weapons and the use of body motions. Because of this, you gain a +2 base to speed.



xxxxxPASSIVE ABILITIES
The Control: Your own earth techniques can all instantaneously be converted into the metal element, which applies the one rank bonus (on metal) to them. Furthermore, all rock (excluding enemy-controlled earth) within ten feet of you can be converted into metal quite quickly.
Sticks and Stones: All large clusters of metal can be manipulated by simple body motions. All smaller clusters can be manipulated with your mind.
The Shift: A Wu Xing can manipulate the weight and size of metals. Because of this, they can change an outgoing projectile to be extremely large and heavy, or extremely light and only moderately sized. This can increase blunt damage, speed, strength, etc; it's up to your imagination. Obviously, smaller and lighter objects will be faster but will damage less upon impact.



xxxxxTECHNIQUES

Living Tremor Sense Passive
The Wu Xing can feel the vibrations against earth and metal within several hundred feet, at all times. This means they can easily predict movements around them, as well as counter other earth abilities being used against them. Their ability to sense the tremors in the earth is so attuned that they can literally feel differences in someone's heart rate and other such things; they can detect lies and tell if someone is ill.

The Shift: Watashi Passive-to-A
The Wu Xing can apply metal to their body, having it seamlessly cover and augment their muscles and bones. This is not nearly to the level of a Kaguya's bone manipulation. In fact, this is almost meant for an entirely singular purpose; they can use the shift, to quickly hasten their body momentarily and increase their flexibility, or increase the strength of their punches and their physical durability in exchange for speed. The shift is only minor, but can be enhanced by Innervate to increase capability. While this is active, the Ultralight Weight Technique cannot be used on yourself. This ability has the same exact statistic effect as the Ultralight, but can be done much more swiftly and can be shifted at will.

Innervate D-A
By applying energy to an object, the Wu Xing may enhance the metal within the object to increase its durability and power. So, for example, if you are throwing a shuriken, you could increase the power within it by using "innervate". This will make it similar to any other metal-faring technique. This ability allows the Wu Xing to be extremely diverse.

Ten Soldiers D-A
The Wu Xing will shape metal into ten discs, about twice as large as your average shuriken. These can be easily manipulated with their mind, and are of extreme precision and speed. They are meant to pressure the opponent into submission, or sweep in and finish opponents reeling from other attacks. They have intense cutting potential, and can be compared to flying saws, though they have a rough outward appearance.

Swift Grapple D-A
Most Wu Xing tend to have a sort of belt around them that contains more purified metals for their cardinal abilities, such as Ten Soldiers, and this. Swift Grapple is linked to their 'vine', a cord tied to their belt that can be extended up to sixty meters. It allows the Wu Xing to move around an area very quickly and with much more utility. It can also be hardened with chakra to either help it survive an attack, or to attack the opponent itself. The swift grapple moves extremely quickly, and can be flung at the opponent with high precision to catch them off guard. Furthermore, it can burrow into the ground and attack the opponent when they least expect it, quickly wrapping around them and easily crushing their body with its grip.

Steel Wall D-A
Quickly gathering all of the metal within the surrounding earth, you will create a steel frame in front of you, protecting you from attacks. The motions involve raising your right arm up, clenching your fist and holding it towards your chest. When you wish, you may launch this wall at the opponent by aiming your fist forward and intending to fling it at them. The size of the wall depends on the rank of the technique; about 10 feet tall and wide at C, and 100x100 at SS. It can be manipulated to spike outward or, really, anything.

Steel Cage D-A
Smashing your foot against the ground, you will send a row of steel at the opponent, which will chase them until it catches them (the moment of its arrival is the ideal time to dodge). Once it has caught them, steel spikes will spring around them, and will either imprison them or run right through their body.

Aki Smash D-A
Crafting metal around your arm, you will thrust your first forward and make impact with something. It can be an object, a person, or a technique. Regardless, a massive amount of kinetic force will be applied into the smash, which could easily break apart or disperse almost anything. This can also be done with your legs, but that is a rare case.

Falling Spider D-A
By quickly gathering the metal around you or beneath your feet, you may perform this ability. You will step back one, then rip the metal out beneath your feet, which will then lift you into the air. Your feet will remain balanced and connected to this object regardless of how it turns. This can be used to fling yourself forward for a short time, before it crashes hard against the ground. Used against enemies, this can be something of a steel monster flying at them, easily killing the unprepared. The impact damage will not hurt the metal manipulator, and they will seamlessly leap from the mass, perhaps even converting it to many blades to help finish a foe off.

Dancing Mad D-A
By continuously stomping on the ground with your feet, you will shatter the earth and metal around you, creating pillars of hunk metal floating in the air behind you. One after another, you may send these massive frames at the opponent, which will be strong, sturdy, and impact hard. This ability can also be used to send enemies around you off balance, as it sends tremors through the surrounding earth. You may also leap atop some of the levitating frames and have them act as footpads, flinging forward, a lesser version of the falling spider ability.

Stars Collide S
All of the precious metals within earth for miles around will begin to relieve themselves from their containment, squeezing out from the ground and rising to the sky. Quartz, emerald, sapphire, steel, iron, bronze, silver, copper, topaz, diamond, etc and beyond; all will rise to meet the sky. The Wu Xing can willingly omit earth within a certain radius, perhaps to keep his materials from being flung away. After this is complete -- which usually takes nearly a minute -- they will form into a massive sphere that will then expand to gargantuan proportions. It will appear as if a meteorite, crashing down against the earth. Anything within a mile of it would surely perish if they could not defend from the blow.


xxxxxADDITIONAL COMMENTS
"I am the greatest earthbender in the world! Don't you two dunderheads ever forget!"

xxxxxRESTRICTIONS
• You cannot begin manipulating a metal that is within three feet of the opponent's body. This means you can't simply kill them with their headband or turn their blade against them.



xxxxxMEMBERS
Head: HEAD HERE






[ Created by: Shane ]
PostPosted: Sat Feb 07, 2015 9:17 pm


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xxxxxxxxxxJOUKAI []
[ the heavenly strings ]


xxxxxHISTORY
Once upon a time, there was a great and benevolent unicorn. His name was Vladibobwick Lucan Mellenencar Rusechogcir Dogbutt, the Lord of Jihad. He sat atop his golden throne and commanded that all of the hookers in Holland bend a**s to his heel. Then, the story ended. That is all.

xxxxxDESCRIPTION

They use the light element -- not all that similar to moonlight, the Hachiha's ability. They use sunlight; a hot and burning light that can essentially melt human skin/flesh like a candle if the technique is powerful enough. However, the sunlight abilities are naturally more heated and powerful than other elements, because this is an advanced clan element. It burns hotter than fire of the same rank, and essentially, this means a light element technique of the same rank will win against a fire technique. It doesn't spread like fire, though. It dissipates once it has met impact, similar to any other beam. The only exception is piercing beams, because they're somewhat of a solid sort.

The clan focuses on these "beam" type techniques. They're called heavenly strings, and you can generate them easily. They sort of appear in thin air. The clan doesn't require the sun to be up, it can be pitch black wherever you are. The light is generated by energy. Light is still varied, it can be a beam, a ball, a wave, anything. It's mostly the low ranked techniques that are "beams".



xxxxxRULES
• Joukai techniques do not move at light speed (although there are exceptions; lens of light for example). They are fast, however. Moreso than most of the five main elements.
• Literally nothing is required of you to be a part of this clan. You can be of any element, any bloodline, any class, any rank.



xxxxxWEAKNESSES
• A rather unspectacular clan. The light element is somewhat superior to other elements, but overall... it's not really that good. It's basically just agile fire. It doesn't spread like fire, it doesn't conduct as well as fire... so...
• Joukai are not gifted in taijutsu. They face an inferiority in that regard to others of that rank, although this obviously can be made up for with other aspects (bloodline, class, jutsu, etc). This does not decrease their stats; it just means if they were to have a close-up fist battle with someone, they'd probably lose.



xxxxxSTRENGTHS
• The Joukai Sage Mode, Hiruko's Bow, can be entered instantaneously. It's something you can activate throughout most of combat and in most battles. Essentially, you have another form you can enter for a long duration. This is the main strength of the clan, and is one of the strongest techniques in the world.
• All Joukai may learn sealing, and may have an additional sub-element.
• You're immune to being blinded. You cannot be blinded by any means or even reduced in vision. The light is always present in your eyes. Furthermore, you can manifest light in external places, and burn them. For example, if you were to mark a location (as simple as pointing your palm at it), which would give it a golden lock-on symbol, you could transport your light techniques to that location. However, this is not a targeting system, and the light will not suddenly lock on to a target if it's moving. It's as simple as; if an enemy is standing in one place, you can almost instantaneously transport light to them, although it's really obvious since you have to lock onto them (which visibly floats in the air). It takes over a second to lock on, so anyone with a decent reaction time can easily get out of the way.



xxxxxPASSIVE ABILITIES
• Joukai can manipulate techniques they've used. For example, if you shoot a beam of light, you can change its trajectory/path. If you shoot a ball of light, you can move it manually. At lower ranks, you must use your palm to manipulate the trajectory. Once you reach Jounin, you can do it with your mind, almost like telekinesis. Also, all light techniques can be focused; for example, a large and wide explosion of light can instead be decreased in size but increased in precision and heat. Essentially, you'd be turning it into a more accurate death ray.
• Every seven posts, you can phase out into light. This is essentially a very short (two second long) ability that lets you turn into light every so often. It doesn't cost any chakra. You can travel a distance of up to twenty feet while phased.



xxxxxTECHNIQUES

Lens of Light B-S
Description: In this jutsu the user focuses his chakra to create multiple a thin layers of chakra in the sky above him. This chakra is crafted in such a way that it bends the light through it and focus's it into a beam. This beam can vary from just wide beam of sun light in a shadowed area, to an Extremely focused beam of light that ranges from 4000 degrees to 6000 degrees, and can Melt through metal. The lens can be turned and tilted to face any directing at will, but cannot move from the spot it is 'summoned'. The user can move while the jutsu is in operation, but must have one hand in the correct handsign to Adjust the lens's direction and focus.

The Rising Sun S (Possible for non-sealers, but less efficient)
The Joukai can use this technique in one of two ways. They either place a large seal on a target location, which is then camouflaged by their manipulation of light... or, they perform the necessary handseals. If released from a seal, the technique is brought to full glory quicker, but both sides essentially take the same effect. This technique will rise from the floor, from ten feet in front of the user to thirty feet in front of them. A white glowing ball of light rises; it shines magnificently with its light. It takes only over a second to reach its full height. Then, in a bright, white and blinding flash, it vaporizes enemies within twenty feet of it. It does not hurt the user. This technique is pretty obvious and easy to dodge on its own, but in the hands of a brilliant tactitionist, it can be a force to fear.
This technique takes one post to prepare unless released from a seal (tattoo seals apply), because the preparation was already put into it when it was being sealed in.

The Light of Day B (Only possible for sealers)
The Joukai is able to seal light into scrolls. This not only works as a method of using Joukai jutsu in total darkness if there's no possible method to perform them, but also works as an envoy for these powers. It serves as a useful move for traps and variable other things. First of all, the base light sealed into this technique will quickly burst outward when the seal is unlocked, which will heavily burn any target it washes its light across. This is primarily used for traps, but can also be used for increased unpredictability during fights in general. When used for stealth purposes, the light will simply sheath Christian, hiding him from visibility and protecting him from weak attacks aimed for his body. It's good for a get-away, but the primary use of the jutsu is surprising the enemy. You may increase the range of this technique as well as the burn by using Jounin chakra instead of Chuunin, but seals with this effect must be set up on a wall and take a decent (though still relatively short) amount of time to imbue.

White Light Varies based on size; C-S (Only possible for sealers)
Tattoos are drawn across Christian's body. Some are intricate, elegant... beautiful. Some are fearsome and forward. Plastered on the palm of both hand is a black sun. This is a seal permanently left in his body. With this, he can release white fireballs from his palms after a moment of concentration. Once you start to expend chuunin chakra, it becomes a stream instead of a fireball. At Jounin and S, it simplifies as well as perfects itself into a natural and deadly form; a beam of light from whichever hand that carves down and devastates the designated area for the remainder of the post. The beams must be released from both palms, and in exchange gain a long range and width.
The regular fireballs can only extend forty feet, but the beam can extend to a hundred.

Sentient Life A per beam (Only possible for sealers)
This technique is unlike any other Joukai or sealing technique. It's something harnessed only through the union of the master sealer and his light clan. Christian can seal a certain living intelligence into the light amassed in one of his scrolls, and release it. This results in light that is not only a mixture of a solid and... whatever Joukai light usually is, but a light with actual intelligence, whether it's artificial or genuine. There can only be two lightbeams out of his scrolls at once, but basically, what these beams do... they stick somewhere in the ground (usually near Christian for protection) and draw the natural energy from the earth. After two posts of calmly sitting in the ground, one of them will become a brilliant light barrier of S-ranked strength. This barrier is, like most barriers, almost impossible to destroy, even with equal strength. The presence of light in this barrier transcends what it is on the outside. Light is ultra-present here, and shines in the wind as if it were a visible, separate entity. Inside of this barrier, light techniques cost one rank less chakra to perform.
Once this barrier is destroyed, it cannot be recreated for two posts.

The Sun Sets S (Only possible for sealers)
Description: Based originally as an inverse form of the Rising Sun, but then finally altered for efficiency, this power is performed by Christian Uzumaki in one of two ways. First, if he manages to touch the enemy physically with his hand, he can leave a seal on their skin that can easily execute this technique. Or, second, he can shoot a light beam from his chest that, if fails, only reduces 10 chakra from him. If the light beam succeeds and manages to hit the opponent, it will connect Christian's light to their body, and therefore can perform this jutsu. The effect of this jutsu is honestly dreadful and agonizing. In either form, you tug on the string connecting you and the target (invisible and pretty much non-existent if you used the seal version). The more you tug the string, the more light spreads through their body and disintegrates their vital organs. Once this technique has been unleashed upon the insides of your body, there is no real hope. This technique is very difficult to land, however, so... it's entirely based on the slight chance that they may be too mentally slow to dodge a beam of light heading for them, or to not allow the connecting of your palm to their body.

The Heaven's Garrison A
Description: A very powerful technique, the Heaven's Garrison is used by creating ten light clones of the user's self. These clones act as spawning points for light; you can manipulate the light around the Garrison Clones, and they can use Joukai jutsu Chuunin and below. They're difficult to destroy, and possess speed and strength similar to the Joukai's own (2/3rd as much), but their real strength comes not from the speed or the meager light they create. The clones spread out in all directions to make their movements unpredictable. And once for every time you use this technique, you may switch places with one of your Garrison clones. Garrison clones may also hold objects, and can even be created holding these objects if you have them in your possession. They last until destroyed, like other clone techniques.

The Brutal Sun A
Description: This technique can be aimed by using the Light Lens, or by focusing on a specific area. It requires a minimal amount of handseals, and the technique itself moves nearly at the speed of light; from once it's designated to come down from the sky, it will strike at the marked target. The only way to tell the mark is by a yellow circle that marks the area when the handseals are first finished. It lasts for only a glimpse before it disappears. Because this technique launches very quickly, however, it's hard to dodge regardless. It's generally used to catch the enemy off-guard; a very situational technique. If it hits the enemy, the white light bursts outwards and paralyzes their body, heavily bruising their bones and hitting their pressure points. It's almost completely likely to knock anyone out. It takes 3.5 seconds from targeting to land on the designated location.

Hiton: Yari (Light Release: Spears) C-SS
Description: This jutsu enables the user to utilize light as a very offensive facet of combat. After forming a short set of seals, a circle(or circles, if they want to fire in multiple directions)of light chakra will form near the user. From this circle, the light spears of varying amount and power will fire and hopefully overtake the opponent with pure force.

Genin: Five spears, Academy-ranked power a piece.
Chuunin: Ten spears, Genin-ranked power a piece.
Sp. Jounin: Fifteen spears, Chuunin-ranked power a piece.
Jounin: Twenty spears, Sp. Jounin-ranked power a piece.
Sannin: Thirty spears, Jounin-ranked power a piece.
Kage: Forty spears, Sannin-ranked power a piece.

Six Spears of Divine Absolution A
This jutsu creates six double-ended spears of light that the user can manipulate at will. With this, they become effective tools of battle, and are extremely versatile. They are quite hot, and can cause first degree burns upon initial contact, leading up to second degree if subjected to continual exposure. Other than that, they're much like normal spears. However, they are of titanium hardness, and anything that could normally break titanium would break them.

Hiton: Jouteiwana (Light Release: God's Snare) B
This is probably one of the Joukai's most well known--and dangerous--techniques. A large web of light is created around Lucifer and his opponent, probably about fifty feet wide by twenty feet tall in a dome shape. While inside the web, Lucifer can phase into light itself and travel inside of the web. This is dangerous, however. If the opponent hits the web with Ninjutsu of one rank lower than Lucifer or higher, the web will disintegrate, and Lucifer will be forced out of his light form. This web costs Chuunin-ranked chakra to make, and Genin-ranked chakra to maintain every post afterward.

Blinding Fist Technique C
Using his light power, the Joukai will allow his hands to become incredibly bright, heavily impairing the vision of anyone who looks at them. Dojutsu are incredibly hindered by this technique, as their increased clarity of vision and magnification would have an even more catastrophic effect.

Light Twiser B
The user of this technique begins to spin. After a short bit, a twister of light energy will form around them. Using this twister, the user may be able to branch off further light techniques, making it a truly deadly technique. The twister--if they wish to continue it--can last for a maximum of three posts, and has a very high amount of mobility. If necessary, the user of this technique can perform it much like a drilling technique from the air. When combined with the power from other light techniques, this attack can become quite deadly. If you aren't a Taijutsu class ninja, you'll become dizzy after two posts, and the technique will stop automatically.

In His Holy Name S
This is one of the Joukai Sacred Technique. After the required seals, a hole will form in the clouds about fifty feet wide. From that hole, a beam of raw light will erupt from the sky, smashing into the ground in a perfect, cylindrical form. Most everything caught within this perfect, fifty foot circle will experience severe damage or--quite possibly--death. However, there is one catch. The user of the technique is always at the center of this circle when it descends from the sky. While they aren't harmed by the beam, it proves to be disadvantageous in that it can't be aimed wherever the user likes. Fast opponents may also be able to easily avoid the beam if they see it coming, and long-ranged opponents are practically immune to its descent.

Heaven String Impalement C
The user calls the Heaven Strings from the sky like spears and attempts to have them stab into the opponent. Up to ten strings may be summoned with one use of this jutsu.

Light Arrow Multiplication B-S
The user--after performing the seals--creates a bow and arrow of light from their chakra. After this is done, they can shoot the arrow into the ground or into the cloud, which it disappears into. Afterward, the user can move freely. Two posts later, a shower of arrows will rain down from the sky--or up from the ground--at the opponent.

Spec. Jounin - Fifteen arrows
Jounin - Twenty arrows
Sannin - Thirty arrows

Joukai Āto o kinshi : Ebisu-san no yumi (Joukai Forbidden Art: Hiruko's Bow) SS
The user channels an ample amount of chakra throughout their body, they manipulate the chakra, making an large and extravagant bow made of the light chakra, made of individual threads of light(compare to Susanoo). No matter the time of day the skies open up, and orange tainted clouds fill the sky as a white sun shines down upon the battlefield. The ground around the user begins to crack and shatter, shards of earth form into particles of light and feed the users light wing and their aura. The chakra used in this technique is so powerful, it incinerates their shirt the instant the bow is formed and the arm that holds the bow feels a draining feeling as time progresses. A large white aura blares around the user, sending ample shock waves of yellow light blaring all around the battle field. A wing made completely of light forms on the side of the arm holding the bows back. This jutsu is extremely powerful... this is like a form of the Joukai more than a jutsu as it last for 10 post. The Joukai member is now able to move at extremely high speeds (+3 to Base speed) and can either generate powerful arrows of light or take items and coat them in the light chakra and fire them. The arrows are extremely powerful, they are capable of piercing thick, tough flesh with ease, along with reinforced steel and its lessers. The arrows wear down at material it cant pierce through with ease, usually 2-4 shots will break through (depending on how strong the item is). The arrows should not be blocked as only substances harder than diamond can shield a user from the attack. Though dodging is encouraged it is easier said that done, due to this being pure light it approaches one rapidly it's speed nearly unmatched. Only enemies with speed at the absolute maximum (15) can dodge these arrows consistently (but not by any means easily). Any lower speed and it's very difficult. No matter the chakra armor, consecutive hits from one the users arrows will eventually pierce, as the arrows consistently hit the armor with great impact, if pain isn't felt by the arrow itself then the foe will fly from the arrow making impact with their armor. The user can also throw arrows with their free hand, they will be of speed and power but not as much as if they were to use their bow. This form is used in times of need by joukai and just in case this alone isn't enough, this form has one trump card. The user used an S rank jutsu and fire an extremely large beam of concentrated light energy, it is about 80 meters in width, 90 meters in height and 500 in length. This beam is capable of reducing one to ashes in a matter of seconds if caught within without armor. After the jutsu is done however, the users form fades and they cant use their clan for a period of 40 (IRL) days, they also are severely weakened at this state and all jutsu will be lowered 2 ranks. If they battle for more than 5 post after using the trump card jutsu,they die. If this jutsu is used without the trump card jutsu, the after the 10 post the user is very weak and exhausted( 4 post). Their jutsu will be lowered by a rank and they will not be able to use light jutsu in this for their next 3 weeks.
{Must Be Taught by Current Head of Clan}


xxxxxADDITIONAL COMMENTS
Nothing as of now.

xxxxxMEMBERS
Head:
• Kit Joukai Heyaza
• Jai12321
• A faint Smile



[ Created by: Shane ]

The Wild Hunt

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The Wild Hunt

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PostPosted: Sat Feb 07, 2015 9:21 pm


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xxxxxxxxxxHEILAND: THE PSYCHO DEMONS
[ Because I can. Because I want to. Because I couldn't live any other way. ]


xxxxxHISTORY
Whore. Yes, that's what I am. A particular form of creature that does not walk in the sun but beneath the moon; one who spreads her legs for a slab of meat and some money. Murderer. I am that too. As I entered this world, another life faded; my mother's, taken by an unfortunate accident known as birth. User. Serpent. Demon. Creature. Monster. The Devil. A Witch. The end of all things. I am all of these. I am all of these.

"Please," she said. "Spare me." For the twentieth time or so - perhaps beyond that, she repeated those words. Spare me. Spare me. Spare me. As if I had anything to spare. Outside of my worn boots and the clothes on my back, what was I? Nothing really. Nothing in particular. Maybe the lackluster of my existence was what allowed me to become so unfeeling. Woes, cries, roars, wails. They did not phase me. If anything, they only made me want to silence them. Make them stop. Make them stop. Make them stop.

God, I've been beyond ******** for years. What does it matter now? I should keep going. This girl will die too. The demon will have her as he likes, like with every other unfortunate soul to find themselves near my shelter of a home on the ides of march.

The Friend came to me tonight and made me imagine something. Not something visible to the eye or to the mind, but something of a spiritual idea that questioned the purpose of the divines. If life is truly meant to promote free will and imagination, then why are there a thousand objects barring us from those very ideals? Ourselves being the major contributors, but with others at play. Take me, for example. I was never meant to have free will. I was born with that thing inside of my head. The thing that comes at night and leaves in the morning, the creature that dominates me and has continued to do so for as long as the eye can still recall.

If God created us as a sign of benevolence, then why are we so unhappy? We are not what we say we are. I know we're all unhappy. Wanting. Desiring. Bleeding. I know it. And we all fear. At the end of the day, we all fear.

The demon does not write, it speaks. It wishes to abolish the ideal that I once possessed of eventually finding liberty beneath the sun. It has revealed to me -- you could say, something quite terrible. That, upon the next rising march moon, I will find myself the victim of my own darkness. That when I die, which is inevitable by all accounts, the demon will awaken in another. But this time, that young boy will not be helpless as I was. You see, he wants it. This power. This darkness. These malignant dreams. He will tame the creature, not let the creature tame him. If that were to happen, what evil would be unleashed?

I have to kill him. I don't know where he is, I don't know his name, only a face. Blonde-hair, a bright smile, and the visage of a black haired beauty gently brushing his bangs from his face. What could such a thing mean?



xxxxxDESCRIPTION
xxxxxxFrom the Psycho Renegades:

"Physically, there are differentiations between Heiland and your average shinobi. First of all, most of the men of the north had platinum blonde hair and crystal blue eyes. Many of them even had white hair. They often had exceptionally pale skin. They were often very tall and tended to wield large weapons like greatswords, etc, as a sign of their extra physical strength. There are no humans that really look like a Northman. They are exceptionally different from others, maintaining clear complexions for nearly their entire lives, and having generally firm but smooth features that other humans don't recognize.

The bloodline in itself hosts a slew of other abilities that are unique to the shinobi world. It is the bloodline ability known as "Hosfreyja," or, "Divine Will." It is the manipulation of force, through means of telekinesis. "


They maintain all of the physical aspects of Evander's descendants. The differentiation between a Psycho Renegade and Psycho Demon is not in the appearance, but the ability. Needless to say, the Psycho Demons possess an extremely powerful latent ability -- often times manifesting as a sentient creature -- known as "The Enemy". This creature is what you could call something of a parasite, passing onto one child and manipulating that child to its will. It is naturally an extremely malicious creature, and one of entirely unknown origins. Most Heiland Clan members do not even believe it exists, or if it does, it is simply a mental defect from their perspective. However, what it does is undeniable. The influence of "The Enemy" in a young Heiland's life can make the difference between a Psycho Renegade and a Psycho Demon; an amateur and a master. The psychic abilities of the Enemy are... above reproach.



xxxxxRULES
• There are only three Enemies in existence. This means -- only three Psycho Demons. If one dies, one slot opens.
• Everyone reacts to the Enemy differently. For example, Cara Alizech (from the history section) believed it to be a creature that possessed her body. She separated it into a dual-personality; the Friend, and the Enemy. The friend awoke only in the day, and the Enemy only in the night. There are other examples. Sometimes, a Psycho Demon will never be able to shut the Enemy off, and as a result will rampage until their eventual demise. Some can control it almost perfectly, and it becomes so intertwined with their personality that no one can ever distinguish it. This is the case with Kleine, although he has always manifested a different "persona" when the Enemy begins to itch; Double Take, Shinsei Karnata, means to an end.
• A Psycho Demon can passively read minds. This is one of their greatest strengths.
• Heiland genes are almost overwhelmingly dominant, not recessive. This means that almost every child of a Heiland -- even one with only a small amount of Heiland blood and ancestry -- is likely to inherit their traits of a long lifespan, their physical features, etc. However, only very few actually inherit the bloodline.
• You cannot automatically apply force to people, unless stated. Your techniques must be triggered properly.
• Heiland are not immortal, but age slower and live longer than your average humans. They have generally sturdy bodies and their cells decay much slower through the process of mitosis, slowing their degeneration. Your average Heiland stops growing at around twenty-five, reaches middle-age at around 65, and dies at around 120.
• You are a Psychic Sage.
• User is immune to their own bloodline abilities, but not other Psycho Renegades



xxxxxWEAKNESSES
• This takes up both asset slots; no other clans, curse-marks, demons or bloodlines
• Psychic is your only element, and sub-element.
• You may only be of the sage class. Thus, you are limited almost solely to telekinesis, universal ninjutsu, some genjutsu, and physical styles.



xxxxxSTRENGTHS
• Physically superior (base 2 points to be allocated to the stats of your choosing)
• Higher energy pool (+25%)
• Their bodies have a psychic field around them that reduces incoming damage by a rank
• Can now manipulate psychic techniques passively, being able to change their trajectories and forcing opponents to deal with them.



xxxxxPASSIVE ABILITIES
Psycho Shift
The ability to apply force to an object is something that you can say is manipulated by the user's mind. However, you can also say that they sort of set an auto-pilot for what should be dealt with and what shouldn't. Psycho Shift allows them to feel tremors of force through the air, and judges the type of attack approaching the Heiland. They can then choose for their Psycho Shift to protect them from certain types of attacks, essentially a sentient ability to protect themselves from harm. It's called "Psycho Shift" because it can constantly change its preferences throughout the battle, based on the user's will. It will project techniques to defend the Heiland and attack enemies. This ability can also ignore certain attacks even if they fall into the user's 'preferences' if the user mentally deems that they can deal with said attacks on their own. This technique is used solely defensively, but the ability to sense force is still useful for the user. Regular rules to using these techniques apply; the full movements for bloodline jutsu, chakra costs, etc.
Dragon's Blood
Being related to the Divine Beasts, the Heiland are draconian in their own right. Many of them actually develop the traits of a Divine Beast. This ability in particular allows for Heiland bloodline users to perceive natural energy due to their connection with the spiritual and animal forces. It is a long-range perception that can judge incoming masses of chakra and can also project their energy through these channelways, allowing them to send techniques across long expanses to attack enemies from afar. This is an ability mostly good for assassination. This cannot be used to detect genjutsu, but it can tell that a technique is being used. It also cannot release you from genjutsu.
Psycho Perceive
The Psycho Demons can read minds. Period. They are capable of precisely tuning in to your thoughts, and even reading thoughts deep at the back of your conscious. These thoughts are often relayed to them in a variant of the Enemy's voice; often sadistic, or freakishly sweet, sometimes sensual but usually just horrifyingly creepy. They can still tell who is thinking what, if anything that audible tweak is simply a terrifying side-effect of their prodding into other people's minds.

The Enemy, even to the most macabre, is a horrifying creature. It is a being of pure evil. You don't want it to talk, and especially not talk to you. Ever.
The Victim
The ability to manipulate reality. This is what really distinguishes a Psycho Renegade from a Psycho Demon. This is essentially the "tota" of the bloodline; the ability passed down since the ancient times before man walked free from the Demon Country.

Many have related this ability to the Kurama bloodline, but it is different. It is essentially a form of telekinesis so absolutely refined that it can literally warp matter, rather than simply moving through it. You could consider the strength of the telekinetic abilities powerful enough to split atoms and shift space. Now, one wonders -- what is the limit of this ability?

It is not necessarily passive. All of the usages of this ability that are available to the Psycho Demon are skills listed in the bloodline. So, they can't simply bend reality and become Gods.
Level Two Victim: Upon reaching Jounin rank, the ability to warp reality allows the Heiland to passively and permanently augment their chakra pool by another 25%. This is essentially done by redefining their chakra supply.
The Perpetrator
This is another defining ability of "the Enemy"; it is the ability to use your psychic powers to influence the world around you. One of the most important usages of it is the ability to link yourself and a group of people, emitting and taking in thoughts and emotions across the board. With this ability, you can also influence people's decisions and use your intense psychic supremacy to lean people towards a specific emotional manifestation. For example, you can bring people to the edge of anger, lust, fear, joy, pride and shame. This can be monumental when dealing with matters outside of battle.

The second most important usage is levitation and telekinesis; you can passively fly, and also lift and throw other objects, though not other characters, their techniques, or their combat assets in general.



xxxxxTECHNIQUES


xxxxx
THE PSYCHO RENEGADE
Second Set C
Using the appropriate amount of energy, the Heiland creates a second set of hands, solid - but made of force - that float through the air, and move either with the user's body or with their command. These can be used to wield weapons and other objects, and have the same strength and speed as the user. You can only have one of these sets active at a time. This lasts for five posts and you cannot use handseals with the second set.

Negative Force D-S
A coating of energy over a certain part of the body, or a burst of energy across the entire body. This can actually be applied to virtually anything that the opponent is not directly holding. It essentially makes it so -- upon contact -- not only will the object be shielded from the opponent, but it will send shockwaves of pain that will hope to paralyze the foe and do damage to their vitals. When an object is coated in this, it will glow slightly. It can't be applied to anything that is away from the caster's body unless it has a diameter of at least 1 foot. At higher ranks, the recoil damage from this technique is so intense that it can kill. It also can burst outwards, damaging nearby foes within 15 feet. It cannot be used on other people or objects that they are currently touching/using. It cannot be applied to entire floors or walls, but can be applied to less massive structures such as pillars and boulders.

Positive Force D-S
A direct blast of force. This will send a burst of energy so pure and refined that it's barely visible, appearing only as a wave of air. At higher ranks the visage grows more fierce and refined, but it grows in speed tremendously. The blast itself is one of the fastest attacks aside from natural lightning, so it's difficult to dodge. Upon contact with a foe, at low ranks it will damage if not break bokes and impair vitals. At high ranks, if it doesn't outright kill an enemy, blasting them apart, it will do so much damage that they may as well be dead. It's about the size of the great fireball technique, at all ranks. The trajectory of this technique can be altered. The amount it can shift depends on how far it has gone down its original trajectory; near the beginning of casting, it can change dramatically, and after a while traveling, it can only barely move.

The Shift: Psycho Shock D-S
Focusing their body's energy momentarily, the Heiland will target a specific object or area, or may simply choose to use this energy to assault the area around them. If assaulting the surrounding area, without a specific target, the onslaught of blows will be lessened but still not easily dodged. This ability is known to go on until the target object/area is virtually completely destroyed, or until the technique itself is destroyed. It manifests as seemingly purple lightning bolts, and they seem to have the conductivity and shock/burn effects of high voltage lightning as well. This works only within a fifty foot radius. This move can specifically follow the caster or an opponent, but not both at the same time.

Psycho Soul D-S (can be instantly amplified)
The Psycho Soul is a sentient creature that manifests the will of the Psycho Shift. It appears simply as a breeze of energy that follows the Heiland around, but when the Heiland is in danger or directs this spiritual force towards the foe, it will immediately manifest a dark color and begin to fulfill their interests. It can extend depending on the rank, from the size of a horse at C-rank, to the size of a dragon at SS. It is one of the cardinal abilities of the Heiland bloodline. It has a deconstructive property to it, making techniques and other tangible constructs degenerate rapidly to the point of complete dismantlement. This technique lasts until it is destroyed. It is completely flexible; it is just a wisp of energy; you could compare it to a solid fog.

Psycho Saemus B
Psycho Saemus is similar to the assassin's rush, but all-in-all different. You designate a path using your Psycho Shift, essentially a visible line on the ground that only you can see. It's natural to the Heiland, not a complicated process. When the destination is decided, you will gain a large burst of speed similar as with the assassin's rush, and your Psycho Shift will go into a defensive mode to protect you from incoming attacks. You also have an energy field equal to the rank of Psycho Saemus that will protect you from incoming attacks, at least as a precaution.

Psycho Hysteria A
This ability can only be used three times a battle. It is the only technique that automatically hits the foe. It cannot be used to chain other attacks, but it can be used to throw them into other attacks. It is essentially telekinetically lifting and throwing their body. It can throw them up to a range of fifty feet. They cannot resist the throw but can react by using techniques while being lifted. No matter what though, their body will reach that fifty foot destination.

Psycho Freedom S
Using your inherent ability, gained from the dragon's blood, you can project your attacks to nearby areas. This ability works differently; you can project an ability that allows you to move so fast that it almost seems as if teleporting. This forces your body to a specific, designated area with extreme force and precision. It is basically an enhanced version of Psycho Saemus. This can only be used on either what you can see, or what is emitting energy. It cannot be used to teleport within five feet of the opponent.

Smite A-S
This ability can easily be used to cheap-shot foes, but it generally won't kill opponents unless it can land a direct hit. Holding out their palm, the Heiland pinpoints a ten foot radius, targeting it for a fury of extremely fast (nigh impossible to evade if you're in the radius) psycho-waves that will degenerate and disassemble whatever is within the target area within a matter of moments. This takes about a second to wind-up after the palm is fully facing the opponent, and the palm will begin to glow white to give them a warning of what's next. This attack is similar to what would happen if you were smashed with a sledgehammer thousands of times in a matter of a few seconds.

Psycho Innervate D-S
This is, essentially, psychic and telekinetic manipulation with added chakra. It allows you to freely bend your psychic energy into the shape and form of your pleasing, with larger radius and quicker speed at higher ranks. This ability has such diverse usage that it can be used to: burrow underground, force traction, block attacks, change their trajectory, be used as a weapon, be used for blunt or slashing damage, etc. Anything the mind can imagine.

xxxxx
THE PSYCHO DEMON
Beyond the Shift: Level One - I A [per individual limb]
The first level of reality manipulation is the manipulation of the self. It is the ability to augment yourself by means of dispatching the truth; there is no such thing as "the truth" when it comes to you. This allows you to surpass the limits of other human beings.

Such a magnified ability can only be applied to one limb per usage, and only up to three total. These effected limbs can essentially be considered edited matter with different, inhuman properties.
Super Speed is one of the possible properties. This can be considered lesser compared to actual statistic speed, because it only effects the one given limb, rather than an equal distribution across the body. It can be applied to up to two limbs, not all three, generally meaning you'll choose the arms or the legs. This can essentially push your speed to the maximum, hard cap within those limbs depending on how fast you already are; it's comparable to a base boost of five, which is heavily potent.

Super Strength is another, and is similar to super speed. It has the same rules as well as statistics, but can be applied to three limbs instead of two.

Intangibility is another ability. This can be applied not necessarily to limbs but to different "sections" of your body. It can be applied to an arm, a leg, your torso, and your head. With all three active, this makes killing a Psycho Demon incredibly difficult. However, the waist-level is always vulnerable, as well as the other tangible sections.

Beyond the Shift: Level Two - Change A-S
The ability to edit matter is something that few can claim to be capable of. That, you can consider a blessing, with the potential that this bloodline possesses. The second level of reality manipulation can extend beyond yourself. While you will never be attuned enough to be capable to apply First-level reality manipulation onto other people, you can apply a more broad level of abilities that have a singular purpose rather than a sustained use. For example, with this ability, you can permanently make changes to others. You can edit their bodies to be younger, older, taller, shorter, more fat, more skinny, more muscular, more slender, etc. The beginning of the reality manipulation first takes place as a see-through set of ripples across a radius, and then within a few moments, anything inside of that radius will be vulnerable to "edits". Edits can and often will entail crushing people, changing their body proportions to be impossible for sustained life, beheading them, etc. Closing your fists as the ripples emerge accelerates the process of initiating reality manipulation. Once it has begun in an area, you can choose to prevent matter from inside that radius from leaving. This radius can be about 15 feet in diameter. Compare the radius to a bubble, loaded with extremely dense and powerful psychotic energy.

These walls of matter can be used to block and destroy techniques. They can be manipulated and moved once fully cast, acting as shifting fields of psychic power that can attack and defend. They can also be released into psywaves and clumps of powerful, degenerative psychic energy.

Beyond the Shift: Level Three - Signs A-S
The third level reality manipulation deals in the transference of chakra. It can be transferred in many ways; eye contact, physical contact, contact through a blast of energy. Regardless, once an enemy has succumbed to one of these three, you can essentially unload on them. They are the epicenter, and their bodies are yours to edit as you please, though pretty much exclusively in negative ways. You can also, however, use this to augment their emotions and desires to the point of nigh-subservience for a brief period of time.

If not, you can always go for the ol' head explosion by means of brain waves en masse.

Once you have transferred the initial chakra of this ability into the opponent's system, you have about ten posts to unleash it, or it will fade away.

Beyond the Shift: Level Four - Apathy A-S
A high level reality warping technique. Using this power, you can literally begin to mentally tear away at and dissolve the enemy. It's been compared to the feeling of thousands upon thousands of blades marching into your skin, or a hungry mob tearing you apart. You literally will begin to break apart. This is a mental shockwave, and it only applies to enemies directly in front of you within twenty feet. It makes a horrible, screeching noise before it initiates, and the Heiland's eyes will begin to glow a bright white. This lasts for two posts, and can only be done three times in one battle.

Beyond the Shift: Level Five - The Gate A
The highest level of reality warping. By editing matter to the level of removing the "distance" between two points, Kleine and only Kleine can warp through "relays" of energy around the field. Three of these can be set up, each costing an individual twenty chakra. These can be expanded by the loosening and the tightening of the palm and fingers, and can be closed around enemies to crush them. They can also be grabbed and concealed within the Heiland for a quick release, although the obvious discoloration of air and the transparent visual effects will diminish once the point is removed by the caster.

These gates can be augmented to transport techniques/people other than the Heiland. These gates are indestructible.


xxxxxADDITIONAL COMMENTS
"I prayed that night. God did not answer me, but another did."

xxxxxRESTRICTIONS
• All restrictions listed in the weaknesses.


xxxxxMEMBERS
Head: Kleine Heiland






[ Created by: Shane ]
PostPosted: Sat Feb 07, 2015 10:57 pm



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The Samara | Incubus

The Samara are a group of men that seduce and bewitch others, partially through their appearance and wit and partially through illusions. They are a band of travelers that desperately seek pleasure wherever they can find it, while also one of the most diligent military regimes in the world. They are a warband as their second element, bringing with them the tradition of genjutsu and learning from the best masters in each region of the world. They are - assuredly - the most powerful illusionists in the known world, so great in their mastery of illusion that they are entirely unknown: all who see them forget, they vanish into the thin air and with troves of gold and pleasurable stories to tell.

Background Info
At the dawn of every season, they arrive. They come to a town or a village, a large band of attractive and charming young men: the Samara. They sleep with anyone they can find, finding most people quite receptive. They constantly migrate because people begin to realize what they're doing . . . taking their money, and eventually, their children.

Upon every ninth month after every season, they return to the place where they arrived nine months prior: they find the girls they sought out before, looking to see if they bore a son. Using the Qazan, they demanded, all those months ago: carry this child to term, and hand it to me when I ask for it. The daughters are left with their mothers, while the boys go off with their fathers and join the Samaran tribe.

Why is this the case? Well - the genome for the kekkei genkai is a selective one, and it only appears in boys and men. Considering the ability to control others is essential for their debauched lifestyle, they only bring with them their sons. They travel the world scamming and manipulating people to do what they want: give them alcohol, prostitutes, gold, livestock, whatever.

Ironically, this lifestyle of manipulating, appealing and migrating is what kept them alive as one of the last human groups in the world after the rise of the Reanimated. They managed to use genjutsu to conceal their existence from the vicious beasts and wandered the coastline of the continent taking what the dead left behind. Now, after the return of humanity, they continue on.


Rules
• All genjutsu are considered bloodline techniques. Bloodline Sub-Class HEAVILY recommended
• Genjutsu may be placed into a target's system for spontaneous triggering later.
All Samara are male; all are rather attractive, emit pheromones, and unlock their abilities after losing their chastity.
• The Samara are known to remain youthful for most of their lives. They show signs of aging much later; some have been known to appear in their twenties and early thirties until nearly sixty years of age.
• Samaran genes are extremely dominant. Nearly all Samaran males will have this bloodline, and nearly all will look very similar to their fathers. On the opposite side, nearly all females born to a Samaran male will look overwhelmingly like their mother, and will most likely have her bloodline if she has one.
• Must be of the genjutsu class.
• May learn all genjutsu in existence that is not custom (by another character) or limited to a specific kekkei genkai (etc).


Special Rules
• You may choose to start with your bloodline abilities available to you (chastity lost), but you must detail in your background lore who you lost it to, why and the outcome of the experience. You must start at an age of 18 or older in order to start with your bloodline abilities available.
• In order to unlock the Sage Mode for this bloodline, you must bed an [actual RPC], as well as have a tribal heirloom (custom genjutsu weapon) in your possession.
No Japanese names. Virtually all Samarans live with their tribe. They have names based on the Steppe Region, the Caucasus and Russia. Balkans (Serbian, Bosnian, Bulgarian, Romanian, etc) names are also acceptable.
• It doesn't matter what sex or sexuality you fall to. The Incubus can seduce you. He's making you attracted to him, not playing on what might have already been attractive according to you.
• In order to demonstrate that you just cast a latent genjutsu on someone (as per the Samaran passive), you must add ( . . . ) to the end of your post, generally in your OOC section or something of the like. This is kind of troll, but it at least lets them know you've got baggage on them. Which is even more troll.


Strengths
• Multiply rank-based genjutsu bonus; +2 at C rank, +4 at B, +6 at A, +8 at S; this does not stack on top of your rank-based genjutsu bonus. This is a 2x multiplier. The -1 and +0 penalties are not multiplied; they vanish.
• Your genjutsu are boosted in power by one rank.
• Agility and Reaction Time are boosted by [2] ranks.
• Chakra Control is boosted by [1] rank.
• The Samara may not have implants. However, they are rewarded for this. Their own dojutsu - the Qazan - is an extremely powerful genjutsu-based eye.
• At the expense of a summon, you may obtain a "tribal heritage" - a skill list specialized between offense, defense and utility.

Weaknesses
• No ninjutsu. Period.
• No taijutsu. Period.
• No bukijutsu. Period.
• Your strength and finesse are trash; 1 point reduction in each.
• Sole reliance on genjutsu. If somehow your opponent completely counters your genjutsu, you are virtually worthless and will probably die.
• No implants.
• No summon if you possess a "tribal heritage". You may choose to sacrifice your summon for a tribal heritage at any time, but the choice is final.


Dojutsu
The Qazan is a dojutsu possessed only by the Samara. This eye is the basis of their entire bloodline; it is what makes them so desirable and what empowers their genjutsu to the point of near reality-warping. The Qazan has many passive abilities that go into it, as well as a "second stage" unlocked at Jounin rank.

Stage One Qazan
    1. The Qazan allows the Samara to read desire and emotion and see it in the air in the form of visible color.
    - Red: Lust, Pink: Want, Purple: Infatuation, Black: Extreme Lust, White: Love, Green: Fear, Brown: Anger, Blue: Sadness, Gold: Happiness. This is done by quickly measuring the heart rate of an opponent and transmitting a return signal through the brain, thus allowing the Samara to visibly see the heart rate. This ability is honed to the point where heart rate can precisely tell someone's mood.
    2. The dojutsu is always active. It does not cost chakra to activate, it does not exhaust you; it's natural.
    3. If a target makes eye contact with the Samara, their eyes will send an instant alert to their brain so that they may choose to lock them in a genjutsu.
    4. With the Qazan, you can see people's pressure points, nerve bundles, and their general anatomy. This also means you can see irregular changes in their anatomy such as wounds or objects.
    5. The Qazan - directly linked to the brain - assists you in becoming the ultimate conversational prodigy. You can talk your way into and out of virtually any situation. You can read body language and expression better than anyone, and your pheromones also help you persuade people much more easily than anyone else.
    6. Genjutsu - amplified by the Qazan - will disorient virtually anyone. This provides a lasting moment (never more than one post) in which targets literally cannot dispel an illusion. This means that if, for example, the Samara uses Flower Petal Escape, for the duration of that technique you will perceive it as reality beyond all stretch of a doubt (considering it's a brief genjutsu).


Stage Two Qazan
    The stage two Qazan - unlocked at Jounin - adds an entirely new premise to the bloodline. By casting successful jutsu, or making physical or eye contact, you will apply stacks of "Desire" onto someone.
    The Qazan, at this point, has evolved - its effects are within your pheromones, and flow through your blood stream. This means that touch now applies the effect of the Qazan - you can feel heartrate, etc. This also enables "touch" as a method of applying desire.

    All genjutsu the target falls prey to will affect them somehow, even if they're auto-cast genjutsu (such as the Transformation Technique). Auto-cast techniques, ones that do not require triggers, will amplify the stacks applied by "triggered" techniques to a certain degree. Depending on the rank of the auto-cast technique, a flat X(Y) value will be applied.

    Levels determine the multiplier. If a target is under prey to a level seven auto-cast genjutsu, their Desire score will be multiplied by seven upon touch and eye contact. This multiplier lasts for as long as they are under the guise of the respective technique. You may not multiply by 8 or higher, even if the genjutsu is ranked higher than S++.

    Touch - 5 Points. Only triggered once in one post, even if you full-on massage them
    Eye Contact - 4 Points. Only triggered once in one post
    Genjutsu - Level + 1
    Sex: First Base, 8, Second, 12, Third, 16, Fourth, 20 Points

    Desire points don't disappear over time. They accumulate. They only disappear via using "Never Say No". However, the actual state of being in love/longing/desiring will fade away over time and must be rekindled.

    With this logic, touching someone while an active auto-triggered genjutsu of level five is active will add twenty-five desire points to their score. Desire points will do several things:
    1. Decrease their genjutsu resistance. Ten = -1, Twenty = -2, etc
    2. Make them feel literal lust and attraction for the genjutsu user; a reluctance to attack, a compulsion to trust. 10 Points = They're horny for you, 25 = They deeply desire you, 50 = They overbearingly trust you, 75+ = Fabricated Love
    3. Decreases their cohesion; their ability to think and act properly. They enter a state of cognitive dissonance
    4. Upon reaching 75 Desire Points, you may cast a particular technique on the unfortunate target.

    NEVER SAY NO S+
    This technique consumes fifty Desire Points for each command you issue. If you have 100 or more, you may order multiple commands on one cast of this technique. These commands are absolute. If the command is unreasonably unfair, the crew may intervene and ask the Samara to tone it down. If the target half-asses the command, the crew may compel them to reasonably play their circumstances.

    This ability calms a person completely, the Incubus then speaking in soft words what they desire: due to their love for the Incubus, they will completely follow these orders to their full girth. This person will not be willing to kill themselves under these commands, but they will be willing to attack other people regardless of their affiliation. They will not attack targets much more powerful than them. They will relentlessly assault targets to the best of their ability until they fulfill their duty.

    After the duty is completed, they will return to the Incubus and inform them: duty completed. In this state, they will not be angry at the Incubus whatsoever; rather, they will be proud to have done them a service. However, since they are no longer literally controlled, you cannot simply exploit them for Desire Points and re-use this ability again.


Tribal Heritage
If you forsook a summon, you may have a tribal heritage. This is a powerful set of abilities that will greatly enhance your potential as an Incubus.

Most of these abilities are shared, but each chosen family will have one or two prestigious techniques that set the tone of the bloodline.

The families are - Krivejii, Aveev, Thakur, and Ivanov. You are placed into these four families based on which season you were born in. Krivejii is the Winter; field warpers, Aveev the Spring; evasive/utility-based, Thakur the Summer; offensive, Ivanov the Fall; hybrid.

Tribal Abilities


Come Get Me - B
This ability is triggered by witnessing the pale green aura that flows around the Samaran at the start of this technique. Once cast, it lasts for the rest of the battle. If you are within forty feet of the Samaran, you will feel extremely exhausted and weakened. Each post spent within forty feet of them will drain -4 from all stats. Even if you break away, the -1 (and then the rest of the incoming stacks) will return after you get within range of them again. This can get as bad as -4.

The ultimate anti-melee weapon.


Crystalline - B
Auto-Cast. This ability leaves behind a green afterimage, then teleports (within thirty feet) and leaves behind a crystallized energy. The afterimage will remain where it is for the duration of the fight, and can be ported back to at any time. You are not literally teleporting, this is still an illusion. But, you are moving faster than normal while moving between after-images. You can create many of them through successive uses of this technique, disorienting the s**t out of the opponent.

I Will Survive - B
Triggered By Vision of Samaran during casting; creates thick black aura.

This turns the Samaran invisible to inflicted targets for four posts. Whatever the heck they do with that privilege is up to them. This is often a last second escape.

This ability also has a second usage. If you leave invisibility early, the target will feel as if they can't hit you for the remainder of the technique. They'll keep missing their strikes.


Aveev Only

Antinous - B
This lasts for five posts. It is an auto-cast. It makes the enemy envision the Incubus to be the most attractive male they've ever seen, perhaps even beyond human in beauty. It makes them feel drawn to them, trusting of them, and like they're innocent and should be coveted. This is an extreme version of the Qazani manipulation.

Helios - C
Triggers Upon Sight
Fools the enemy into believing that either an intense wash of sun or moonlight is completely covering the battlefield, heavily reducing their vision and straining their eyes for a period of four posts. At this point, the best you would be able to see of the Samara is a brief blur every now and then.


Starvation Overload - C
Auto-Cast
Once the target makes it to a Desire level of thirty or higher, this technique may be used. This immediately adds 20 to their pool and can only be used once a fight.


Ninjutsu

My One Resort - D-S+
If in case you have literally no method of escaping/blocking against a skill or a series of attacks, this technique can be pulled out. This ability is a scaling energy bubble that will block attacks. It will take attacks of up to equal rank, but will disperse at the end of the post it was used. You can move with the bubble active.

Genjutsu

Samara's Trail - Passive
No one is able to pinpoint what or who you are without you telling them. For some reason, you are simply an enigma; background information cannot be found, your class and bloodline cannot be identified, even by dojutsu . . . this gives you a clean slate in every situation.

Forget What They Said About Me - D
This can be used at any point to make someone within your thread completely lose memory of anything someone [else] told them pertaining to the Samara or a specific Samaran, whether a specific secret or the entire history of their conversation. This means that - no - you won't "be warned" of the Samara and thus will have to logically conclude that they're a genjutsuist or get screwed. Also lovely for clearing up adultery accusations! This is an auto-cast technique, but has no actual duration; it makes the target forget, and that is it.

The Spirit is Willing - C
This ability is also an auto-cast, meant to arouse a target. The chakra targets the latent desires in their brain and brings them to life, to an extent; they see fading visions of their deep desires, and envision the Incubus as the one who may fulfill these desires. This genjutsu lasts on surrounding entities for three posts, and will leave targets enticed even afterwards.

The Flesh is Weak - C
This ability fools the enemy into thinking that the Samaran has or is currently engaged in a sexual act with them. This is usually meant to fool them into allowing actual eye/physical contact with the Incubus. This has no trigger, but is somewhat faded and hazy, thus sketchy. It lasts three posts.

If engaged in literal combat with multiple people (not just them and the Incubus) they will simply think that they [once] had sexual relations with the Incubus, and stopped unwillingly.


Lovesong - C
This is triggered by soundwaves. The Samara will let out a roaring warcry that will boom throughout the field. If you are to hear this warcry, you will imagine a massive warband of Samara approaching from your flank and your front. They will be wielding chakra-enhanced weapons and firing arrows on your location. Some of them will be cavalry units.

This illusion lasts for three posts, reinforcements continuously coming during this period of time. If the units manage to damage the genjutsu-affected shinobi, they will feel extreme pain and their cohesion will be reduced dramatically. Ironically, this genjutsu still applies desire points.


Off to the Races - C
The Samaran may use this without a trigger. It makes them disappear into a burst of black butterflies and appear somewhere else, within sixty feet. Considering this disorients foes initially - like all Samara genjutsu - this can effectively be used to totally screw up the trajectory of techniques and dodge them.

Focus, Zeal, Focus, Zeal - B
Upon eye contact, the Samara may trigger a technique that will make the target focus deeply on a specific object for four posts. In fact, they'll be so deeply focused on this object that they will barely notice anything else going on around them. They'll barely be able to hear anything around them, or smell, and everything else will be greatly blurred. They'll be barely able to feel pain, too. A dangerous spell to fall under.

Weirdest Boner Right Now - B
Through eye contact, physical contact or through a wailing screech, the target will enter a disturbed state. They will see all around them as a conspiracy, murderous, monsters, liars, terrible. The faintest whisper will sound as if an angry yell, or a scream. The trees will die and become black. The most innocent, sobbing children will look more like imps and demons. Except, of course, the Incubus - they will appear normal, heroic - and quite dashing. This lasts for five posts.

The XX - B
Eye-contact.
Powerful ability; disarming to an extent. This is almost, essentially, a lower-level version of "Never Say No". The Samara will speak into your mind, whisper to you, butter you up. Their voice will be more powerful and compelling than anything you've ever heard. This will allow them to make two battle decisions for you. These can only be one of three things: attack X target with Y jutsu (can't be more than 1 rank higher than "The XX") cancel X jutsu (chakra won't be refunded), or do basically nothing for the next post.

Since Samara can stack genjutsu on people and use them spontaneously later, generally the best usage for the XX is after-the-fact. So, use it during a peaceful moment, then force them to cancel a bunch of techniques while in an actual battle.


The Monster of the Mist - A
Auto-Cast.
The mist rolls in, and from it, roars. Moans. Not moans of pain or humiliation, no. Moans of absolute serendipity. The mist turns pink, or red, whatever you prefer - it becomes enticing. You see visions of scantily cladded men and women, and they invite you in. They blow kisses and strike a pose. You want to enter the mist.

Well, if you do, you're ********. Entering the mist will act as a substitute for the trigger of literally any genjutsu. This means they can cast any genjutsu they want on you if you enter this mist.

The Samaran may enter the mist without penalty. Usually, they do enter it and tend to hide out for the duration. This ability lasts for five posts; the mist is quite large, but moves slowly so it can be avoided.


What Are You Hiding? - A
Triggered Upon Sight
The Samara will carry a heavy chain. A chair will appear beneath you, a light will flicker and zip back and forth across whichever area you're in. You'll feel surrounded by white, stone walls. The interrogation process begins.
If the Samara asks you a question, you feel inclined to answer it. In fact, unless this question is literally the most important secret in your life, your body will compel you to answer. This lasts for four posts. During this time period, you feel restrained, seated, and suppressed. This makes you quite vulnerable.


Complete Compulsory Evacuation - A
This ability is an Auto-Cast. It is an enhanced, more robust escape technique than the previous ones. The Incubus will completely fade out of reality, disappearing entirely for the rest of the post. Then, he may appear anywhere he wants within the thread. This is essentially a super-disorient that acts as a high level dodge. The enemy wills their technique to miss the target, completely assured in their mind that it won't hit the Incubus. Plus, this ability is ironically something of a NinGenjutsu - the Incubus does in fact become much faster while using this technique.

Knives - A
This ability is sight-triggered by seeing one single knife, dagger or kunai. Upon its usage, daggers, knives and kunai (whichever was witnessed) will rain down in abundance for two posts. Best part: they're all explosive, and some are more explosive than others. Many people have used techniques in order to defend themselves from this ability, wasting chakra in the meantime. Any single hit by an explosion or dagger will send the target into a state of fear and pain. Excessive impact will easily lead them into extreme bouts of fear and anguish; hysteria, breakdowns, even heart attacks are possible.

Mutilation - A
Triggered By Witnessing Blood, Death, or Especially Mutilation/Dismemberment

This ability tricks the target into thinking they've lost a major limb, up to the discretion of the Samara. This will seriously hinder their combat performance. They can barely walk or run with one leg, and can't even use handseals with no two arms. This lasts until they are hospitalized unless they can somehow Kai out of it; or until the Samara wills it last.


I'll Wait For You, Babe - S
Triggered Upon Eye-Contact, or Physical Contact, or Visual Contact with Water, Tears, Blood, Urine, Etc; with water, it must be a decent amount

The ultimate painful nostalgia. The most beloved person of the target is reborn in their mind, crying, pleading for their return. If the target possesses no beloved person or lacks in empathy, the genjutsu will still make them feel the exact same empathy as anyone else. They'll break down, cry for their loved one, who simply says "I'll wait for you."

It's all cry...y, and stupid and s**t, and then most likely after extended periods of blind crying and deaf wailing, they get a blade plunged into their heart. Probably. A death straight out of Shakespeare.


It Don't Mean s**t - S
Triggered Upon Sight of the Samaran

For the next three posts, the Samaran will appear (even in chakra trace/signature) completely off from where they actually are. Good luck actually hitting them.


The Mortal Coil - S+
Triggered Upon Vision of the Tribal Artifact (Custom Genjutsu Weapon)
This skill lasts for two posts. You don't have to say that you used it or even hint at it IRP. Instead, you must tell a VC or the Captain when you used it in a fight. If you did not tell either, then the skill never happened, and you can face the consequences of that in battle. This skill changes reality; the enemy will continue the fight as if all were regular, when it is not. It is an illusion, a fake world. Everything they do is meaningless. They could cut off your head, destroy you, it wouldn't matter. The energy they use in this dream world is still lost even though the spells were not performed. Anyone who enters this thread is also caught in the dream, including you. However, your illusions do not cost you energy while this is active, meaning that you could easily pressure the opponent into defending themselves and blowing ridiculous amounts of energy without the same drawback. You can only use this once in a fight.


Life Beyond - S+
One of the most powerful genjutsu in the world, rivaled only by the Death God's Judgment.

This ability is triggered by physical or eye contact, or without a trigger on anyone with at least 75 Desire Points. This ability stuns the target and allows the Incubus to straddle them, opening their lips, both of them, in unison; the two will create a string of energy between their throats, and that string will then become a dark and ominous shade. The Incubus will begin to wail as if crying for a lost lover, and the target will then see their life force be sucked out in a frenzy of spiritual, ghost-looking apparitions. They will be helpless, afraid, dying, and knowing of it . . . the trauma from watching themselves die in anguish will, quite literally, kill them in real life.


Owners
• Hutar-al-Aveev [Head]





Bloodline by Autokrator/Shane
 

The Wild Hunt

Shirtless Giver

9,625 Points
  • Beta Citizen 0
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  • Beta Critic 0

The Wild Hunt

Shirtless Giver

9,625 Points
  • Beta Citizen 0
  • Beta Explorer 0
  • Beta Critic 0
PostPosted: Wed Feb 11, 2015 9:57 pm


_the dust [eater] クロールのヘビ

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[background];
Based after a strange and carnivorous reptilian species that often graced the oceanside of the Waterfall country; the Dust Eater was quickly practiced and perfected by its only human partaker; Kleine Heiland. The reptilian species had ridiculously long legs and arms, that were far larger than their head and torso, and had long nails that helped them grip objects, yet were also easy to retract from the floor. They were adept at warding off hunters from their territory, for the fact that they easily ousted even shinobi due to their ability to fight and kill without being struck. These creatures were called "the Dust Eaters".

[description];
The "Dust Eater" is a movement in where one anchors their legs to the floor and shifts their head from side-to-side like a pendulum. Their bodies become extremely flexible and their legs gain a massive amount of strength; enough to keep their bodies off the ground effortlessly, except for when necessary. However, this is only the evasion/dodging portion of the style. When the dust eater wants to attack, they lift their body up from the floor and use all of that pent up strength from their legs to propel their bodies, almost like a rocket. The thing is, though; their faces when doing this are only distanced a few inches from the floor, which not only makes it extremely hard to defend/block against this style, but makes it look as if the practitioner was rubbing their face in the ground -- eating dust and dirt. This is only the low-level structure in their style, however. Once the user becomes adept at fighting like this, they can easily use their leg as an anchor while they shift their body -- round and round -- being able to slice from any and all positions. Because of this, they're very, very unpredictable and fighting them becomes much like swatting a fly.

Note, however; their legs may be "anchored" but they can still move just as fast as any other time. This is the ultimate training of the style; perfect balance and the complete loss of human-like movements. In all effect, they become much like the reptiles they strived to recreate.

Notenote: The practitioner will generally be unable to reach the opponent's head at first, unless their blade is very long (not recommended for this style). Because of this; Dust Eaters generally focus first on the legs, then the arms, and THEN the head. Although -- yes -- this means this style is not very great for assassinations; it is one of the most reliable styles when it comes to disabling the opponent before finishing them off. It simply requires patience, caution and awareness; if these three are set and match, then it can become one of the most deadly weapons.



;[stage one -- the stiff / genin]

In the first stage, the newly recognized dust eater is rather pathetic and wobbly. They can hardly keep their body up off the floor for longer than a post or two before their legs give out and they fall. Their upwards propulsion is pathetic, and they often slip and end up ramming their heads against the ground. The pendulum-like swinging of their head is awkward and practically motionless; it looks much more like nodding or shaking. They are -- at this stage -- too human in their movements. They are not yet used to moving like the Dust Eaters; thinking like the dust eaters. And it shows in their every movement.



;[stage two -- the stone / genin]

In the second stage, they're now able to anchor their legs and stay there -- at least for a time -- yeah. But they still can't actually MOVE like this, without losing their balance and falling. For this reason, they are called "the stones" at this stage. After achieving this level of the Dust Eater, they often train by standing up and then leaning back as far as they can -- much like the "limbo" -- (and it is imperative to note that this still is MUCH like playing "limbo") trying to take small and careful steps on a soft ground so that they do not hurt themselves. They still can't kill this way; because they still cannot move or fight. However, they can evade decently well at this stage, at least against someone lacking experience in battle.



;[stage three -- the stalwart / chuunin]

This stage is revolutionary, by all means. The dust eater can now move and evade rather easily, though not while carrying overly large objects such as a broadsword. At this point in time, dust eaters tend to use daggers or other small weapons that do not weigh over-much so that they do not break their balance. They work to achieve the true method of mastering this style; which is the ability to shift their balance into one arm while still maintaining equal balance in the rest of their body. However -- at this point in time -- they are not even close to achieving that. Their pendulum movements become natural, however; perhaps almost even mastered, and their legs become very strong and capable -- their balance becoming more than just a fleeting movement. They become very, very flexible and can twist and turn their bodies more than any other; making this stage excellent for dodging/evading. However, this stage is almost useless when it comes to combat. The only way someone at this level can actually fight is with other methods such as ninjutsu/taijutsu, and that will quickly break their focus and balance and could put them at high risk. It's wise to only use the dust eater if absolutely necessary, in this stage. Otherwise; it could become a problem more than a boon.



;[stage four -- the strong / jounin]

This stage is where the dust eater truly begins to show their prowess in battle. They will be able to hold even the largest of blades/other weapons while still holding their strong sense of balance and conviction. Their speed is just as great as their normal running speed now, and their body is not only flexible but instinctive. Not only is their body trained but their eyes, at this stage; examining almost every motion as if they could slow the time. Their senses become so trained that it is almost as if they are no longer even human in this style, and their movements begin to connect with both speed and grace. The only problem is that they now have trouble with their upward propulsion, for they are too used to fighting as if they were the lizards themselves. The style adapted by humans has a few changes; yet they cannot perform these changes, despite the movements being far more human than reptilian. For this reason, they are not yet at their peaks of evasion, speed or assault. But they are close; very close.



;[stage five -- the storm / sannin]

This stage -- the final stage -- the dust eater faces the largest changes amongst them all. They now master the collaboration of both human and reptilian movements; mastering their upwards propulsion swings and even their pendulum evasion/assault. Their legs are like a life of their own, now, and now they can even jump and evade while jumping yet still land on their anchored feet. They move even faster than they regularly do by a large amount and now slide even closer against the floor than the lizards, making them extremely difficult and unpredictable opponents. They can now easily shift the weight and balance of their bodies, even being able to turn around or turn over to evade an attack. Their eyes are extremely keen and alert, and they can somehow manage to run through each movement in their head before they perform them, at this point. They become much like instinctive animals -- or even machines -- and at this point, there is nothing on their mind but death and blood. Their strength is almost incomparable now, because they attack only at very rare and opportunistic times; holding their strength in that arm until then. Their slashes are easily capable of ripping through stones; cutting flesh and iron (perhaps even steel) as if it were parchment. Their upwards propulsion is very quick and agile, and now they can even propel themselves backwards without flexing their body upwards -- simply by forcing and releasing strength from their legs. And the one thing that signifies these masters as perfect: they never, ever make mistakes. They are always vigilant, always aware of all of their actions. They will not trip, they will not fall, and they will not accidentally shift their balance overmuch. They perform all actions fluidly and conjugate the current with the former; making the once-awkward style not only of beauty but grace.



lightning STEP] サンダー ・ ストライク初級

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[background];
From realizing that the more colossal opponents all fought with speed, reflexes, skill and stamina; the original master of this style -- Kleine Heiland -- created this for one purpose; to be a style that focused on nothing but speed, simple and violent. A movement that only hoped to destroy the opponent in one sweep. This style is not reliable in close-ranged situations, nor is it good for long-going battles. This style simply seeks nothing but to destroy or be destroyed. A movement with no grace, no control, no eloquence; and no compare. A step of ultimate speed beyond that of any style in the world. A step of lightning.

[description];
Focusing all of your strength and energy into your legs for a quick moment, before lightly bending them and then dashing forward at incomparable speed, this style seeks to destroy the enemy in a single hit, and it is based entirely for that one single purpose. The entire style focuses on training your legs; their strength, speed, stamina, balance, etc. It also teaches you to ignore pain and strain from within both your legs and arms. It is a style for one who is mindless; one who can think rationally even in the rush and aggression -- one for those who are willing and ready to put everything on the line to either kill or be killed. However, more than that, it is a transformation. Your legs will begin to change -- eventually -- to the point where they will begin to ignore pain; a strong and reliable footing retaining itself through each step. They will become like a life of their own; a weapon without need for thought or control. And eventually, your arm -- whichever arm you do not wield the blade with -- will change too. However, that goes to say that this style does not allow dual-wielding blades. It simply doesn't work and will make it weaker.


;[stage one -- the weak / genin]

At this early stage, the increase of speed during the dash will still be immense or even colossal; but at this point, it's not even nearly worth it. During the burst of speed you won't be able to see, focus or think; to the point where you may simply end up ramming your skull into a wall. The opponent dodging by even a millimeter could spell your end; or even if you hit the opponent, you may be running into their blade rather than their neck. Simply put; it is speed and destruction that cannot be tamed, cannot be controlled -- and thus, cannot be used. It is pure impulse without course and will often -- if not always -- end in your death rather than the death of the one you wish to destroy. And even for the opportunists; the increase of speed -- at this stage -- is simply not enough to risk your head on the line.



;[stage two -- the meager / genin]

The second stage is hardly a recognizable increase; but it is progress. The speed increases drastically yet the control and confusion is still the same; meaning you are just as likely to get rofl-stomped into a wall as before, yet with more power and speed. Because of this; this becomes a rather opportunistic stage -- where, in return for your own risk and life; you may possibly end theirs. It's not recommended, and it's not advised, but it's a chance -- an opportunity -- that cannot often be ignored. You still can't really see where you're going, but you can at least move other parts of your body at this point -- such as your blade -- to adjust to any movements necessary. As always -- though -- everything, at this point, is all performed in your own risk. The chances are, the opponent will live, but you will die.



;[stage three -- the the strong / chuunin]

A stage for those who have endured both pain and triumph; failure and success -- the third stage is where you will first begin to be able to see and control your movements. You still can't move out of a straight line whatsoever -- not that you ever really can -- but now, to halt your movements (or at least try) in order to prevent yourself from colliding with objects or to falling into bad situations, you now have the control over your body and your legs to sink your arm into the ground; slowing you down and thus not only allowing you to quickly charge right after the initial charge, but to keep your [charge] from falling into a [wall]. At this point, the stage is for the opportunists who still yet fear their safe-coming; a lightning-stepped strike with a lower risk of punishment and end. However, the transformation has not yet begun; and the speed is still overwhelming to control, especially for those tired and overused. It requires complete focus -- at this point -- on one or two objects, or you will see nothing but the retaliation of your own speed.



;[stage four -- the eager / jounin]

From this point -- this time -- the transformation begins. The arm you are not wielding a blade with will begin to turn to a vulgar and hideous visage; a large monster-like arm with a single long and sturdy nail digging deep into the floor. The transformation -- however -- is not yet fully complete, as you basically only have one finger at this point. Please let it be noted that this transformation -- however -- only occurs when activating this style; it is not perpetual nor is it permanent. Aside from the transformation and its ability to quickly halt and control your movements -- however -- you can now see almost completely clearly while stepping, and can focus on adding a bit of strength into your arms rather than lightly slashing. Because of this, it is at this stage where the lightning step becomes very battle-reliable, and the large nail -- sturdy and ironclad as it is -- becomes much as if a second blade. But nothing is yet complete -- yet done. Not the speed, or the strength, or the stability. Which leads us to the two final treks marking the end.



;[stage five -- the lightning / sannin]

In the fifth stage, what was one is now three. Three large, sturdy and reliable blade-like nails come from your now mutated and vulgar arm. They sink deeply into the ground almost immediately after your dash has reached the point where you wish for it to halt; and can halt it almost immediately. Your vision of the opponent is almost completely clear, and the speed has taken a slight increase. Both the strength and endurance of the nails is now highly increased; to where they can easily match blades with even refined steal. The nails are now very much a weapon as they are a sense of stability and balance; and they become even better in the final stage to come. You now move as a blur and strike as hard as if it were your all; and can now do one very important thing this style has to offer: do a backwards lightning step. Indeed, this entire style focuses on training your legs to the uttermost -- even to walk backwards as if it were forwards. It has now become a strong and surprising style and motion; the perfect attempt at an absolute assassination with nearly no risks or repercussions. At this point, it has long-since been settled; this style makes you -- even if only for the short moment of its activation -- the fastest of them all. Now -- as well -- you'll easily be able to turn your arms quickly back into their normal state; allowing you to meld handsigns quickly at will.



;[stage six -- the krieger / sannin]

In this -- the final stage -- you are but a blur as you move. You are faster than anything pictured before -- yet not pictured at all -- and become a rival to even the lightning itself. The nails now become five long and almost indestructible weapons. They are now just as much of an offense and an ally as your blade. However, they grow shorter and pointier -- it is simply your arm that grows longer in this stage. The fingers of this transformation hardly appear much larger than even a normal hands; and yet they are simply that much better. The fingers are now extendable -- up to three feet. As well as this, your sight in the step is absolutely pristine and clear; almost as if normally walking. Your nails can stop your movement immediately as they touch the floor and can be retracted just as quickly, making this much more of a style -- now -- than an assassination. Your claws work to halt your body at an angle -- almost as if turning -- so that you may strike an opponent from both the front, the back and the sides rather than a simple front-back assault; making this only more annoying to compete against. However, it's not really recommended to overdo this style. Not only will it strain your legs, but the chances are: if the enemy can block/evade your strike the first time, he/she can probably do the same every time to come. Although it is useful in many ways, it still always retains its purpose; to be the ultimate style in bringing an unexpected end.



[the] --s l a vedriver[]-- 操り人形師

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The Slave Driver is a style based on the concept of furthering your control of speed once it has already reached near its peak. However, even for those who are slow or generally average in speed, this style can be something phenomenal if used correctly and by a master strategist. This style is not one for someone who seeks simple and pure strength and speed; but the style of a weapon specialist beyond regular degree. Because of this, it's only available to people who specialize in weapons or chakra control, such as:

Puppeteers, Weapon specialists (of course), Sealers, Assassins, Samurai (of course) and Medics. Bounty Hunters may also learn this style.

The style focuses around the premise of balance, focus and control as you manipulate and shift your chakra to certain regions of the field and upon already released blades. The blades -- however -- are obviously not exactly mobile due to their large size, and thus the wielders of this style contain a seal upon the front (the fore-part to the collection of veins) side of the wrist. This seal can miraculously and quickly create the blades that this style utilizes, and the chains that connect to the blades are also created from this seal in the wrist, though the chains may be tied to any part of the user's body (the chains connect by means of a chakra network attraction specific to the user -- they stick to the user like infallible magnets and this is also similar to how the blades work). However, the chains are not always visible -- in higher levels of this style, you can learn to make your "chain" a simple string of chakra.

The style itself is named after the simple concept of how it connects its weapons to chains and forces them to move from their spots, and defend their master. The blades are all lifeless inanimate objects, similar to how many slave-owners tended to see their slaves. Eventually the slave-driver no longer needs chains (at the point where they can just use chakra attraction); because the slaves are so broken that they don't even need a force to compel them to be controlled.

[required rank B] !PHASE beginning --
XXXXXthe defiant

In the beginning, you're sloppy. Because of your most-likely low and generally crappy level of both chakra and your control over it, you're not one who can exactly dish out countless moves and run around acting like you're Mongolian Jesus flying along invisible cords. Nope, you have a few blades, and they're connected by visible, thick chains. Most likely, they'll drag you along and if the enemies blade doesn't kill you first, suffocation will. You start to wonder why you're even using this style, and then you realize that there's no reason you should be using it -- because if you're not simply using this style as a stepping-stone for training, you're dumb. Definitely not a pro, definitely not a master, definitely not Mongolian Jesus. Though you may be under the eye and disdain of the devil.

[required rank B] !PHASE hook --
XXXXXthe rebellious

You suck. And you'll continue to suck for a while. But you're getting better. The main problem you have with your blades and chains at this stage is recoil, and you're still unable to bring your blades back up from the ground. When you try to have them pull you along to help control your speed, help you dodge or even simply make up for your current dwindling stamina, they do pull you at an appropriate speed now, but the issue is that you're still not very flexible with them and it feels like you're being yanked rather than gently pulled. A true master of this style can be pulled at amazing speeds while still being in full control of their body, almost as if they weren't connected to anything at all. The chains -- at this point -- aren't capable as a fall-back resort, and in fact, you shouldn't be using them in the first place. They're still too sloppy right now; and still painfully obvious with how you need to still use sizable chains.

[required rank A] !PHASE intermission --
XXXXXthe obedient

The chains -- at this point -- are dramatically decreased in size yet still pull you along at quick speeds, and because of their size decrease there is little recoil and you are now capable at moving relatively freely, capable of making jumps and evasions while being pulled along to the next point. You can now attach and detach chains at ease because of their decreased pressure and size, and so you can travel around the field lightly. This is sort of a foreshadowing of the future, because soon you'll be able to manipulate several "chains" at once. The speed of the pull is about the same as your regular speed, though this style is still relatively useless unless you're at a point where you can't easily control your speed, can't cover all areas or are currently unable to move due to either a loss of limbs or a loss of energy. The chains can now easily be aimed and left in place, which is very useful in closed areas because it will enable you to use the chains as a form of jump or balance. If you're locked in a deep pit with no escape, your trusty wrist seal can give you the tools you need. But, you're not a mountain climber -- this style is mostly meant for evasive maneuvers in battle. Though soon, it'll be a means of offense as well.

[required rank S] !PHASE climax --
XXXXXthe lifeless

This is the stage when the style finally reaches its moment of offense. Because you can now easily control and manipulate the movement of the blades and the chains, and launch them out with ease while connecting several chains to your body for a useful ability to manipulate, you can now pull the blades around and manipulate their angle, trajectory, speed, the length of the chain they sit upon, and obviously this means that they can successfully battle against the enemy. The field becomes yours. Danger grows constant and seems to be everywhere for the enemy, and the chains don't even seem to appear on the blades until they're already being used. However, the sudden appearance of chains connected by your arm is an obvious warning signal, and can lead to enemies predicting your attacks. But warnings can often be misleading; so a true strategist can use even this weakness to a degree of gain. While not yet able to simply control these things by chakra strings, the chains have become almost microscopic and thus their only downfall is they cannot slip through objects. You also start to become connected to these chains, however, and thus notice even minute differences in their movements and their flow. This was a natural occurrence for the creator of this style but it is very useful; it keeps you from the schemes of enemies who would use the nature of your chains against you. You can easily disconnect from chains or blades if it is really necessary.

[required rank S] !PHASE death --
XXXXXthe husk

Chains. They are gone now, usually. Those who wish may now use highly refined chakra strings. These strings are just like the ones puppeteers use, and they are immune to the lethal transfer of foreign chakra. They do not accept foreign chakra whatsoever, so they cannot be used as a tool to strike upon the opponent. They're invisible and can slip through all objects except for the blades, meaning you're basically floating along the air and it almost looks as if you have some phenomenal power to levitate. You can control dozens of blades at once and because of this, your body can live off of the safe sureness of a second mechanism; these chains exist as both a total crowd-control and back-up. You can move absolutely regularly while even being pulled along by several chakra cords and your manipulation of them is completely natural. Because of your ability to move regularly while still being pulled along, your speed can dramatically increase, though it is detrimentally important to focus. If your speed grows out of control, however, this is what the chains were meant for in the first place; they can halt your movements and re-coordinate your movements and attacks if you are to fumble over or fall.

Because of the degree of your chakra control, you may now easily shift the degree of your movements on ground or even midair simply by adding more chakra circulatory stress to an individual blade or even a group of blades. Your minute-movements are easily altered and your speed has become perfectly refined and controlled, with any slip-ups met with a quick re-adjust of your posture and any movements that you have failed to perform easily cured by an identical movement through means of a planted blade. You can also easily launch these blades and strings and chains through your wrist without any sort of wait-time, though the limit of blades even at this state is only 150 at one current time. If continuing to launch blades while the maximum limit is already reached, the ones in the worst condition will simply shatter. Blades can be shot as a last-moment resistance or a method of defense in these desperate cases, though if that happens, you're likely already in grave danger. The blades can be easily manipulated to even the finest of degrees, however, so opponents assaulting you with melee can easily be met by a back-stab from weapons they didn't even know were there before.
Your weapons can be summoned almost instantaneously, and since they can pull you to them, this can be used as an emergency save.


[the] --phantom xmirage] ファントム

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The Phantom Mirage was a technique made by Kleine for his waterfall shinobi in situations where their speed and reflexes simply cannot compare with the opponents, or in situations where they cannot win by upfront assaults alone. It is a style based almost entirely around dodging by strafing to the side at the last moment, and in higher stages -- flanking with a reversal. The style focuses on keeping your eye on the opponent as you calm your chakra to an almost invisible level before bursting with speed and precision at a point where you can dodge mostly any attack. The entire style revolves around this method; it is not good for blocking and it does not increase your strength. However, it is a safe and precise method of dodging while preparing a counter-attack. But, this requires a certain level of focus that must be trained well into your body. In the beginning stages, you won't be able to dodge with this unless absolutely focused on only this one thing. You don't gain the ability to "multi-task" until much later.

In terms of how the style looks visually, it actually looks as if you really did get hit by the attack (unless you're simply using this to pick up speed) and leaves a phantom-like image of you behind from where you evaded from for only a split-second. This can be used to make opponents think that they did hit you, even though the image looks as if it were fading and evading to the side. The quick burst of energy makes a low "boom" like noise when you use this technique, which also gives its use away. It's not really meant for surprise; it's meant for dominance. Those who wish to assassinate people with superior speed using this style may be met with a rude awakening. It's entirely meant to keep your pace as you plan other methods. It also does not increase your attack speed but you may possibly use the phantom on an individual limb such as the arm to replicate a quick sword strike. One reason this is a weapon style and not a taijutsu style is because the Phantom Mirage is definitely not suited to the hands and fists; it's meant to keep your distance as you strike with a blade or any weapon with a decent length.

[classement de C] !PHASE un --
XXXXXthe ghost

The first stage does not exactly project you as a model of utmost speed and precision. Your dodges aren't all that much faster, you only move a slight bit to the side, and this requires at least a few seconds of focusing before you can use the burst. However, if you're only a genin, it can still be very useful for counter-attacks and simply for a surprise; if the opponent does not hold a trained ear or eye. The quick illusion can leave opponents off-guard but please remember that you still cannot precisely control your movements; you will definitely move to one side or the other, not behind or above the opponent. At this point, you are still unable to use the phantom on individual body parts; it may only be used on your body in general (though more specifically your legs). Because the chakra control is rather messy, you may actually stumble and fall when recovering from the quick burst. The burst of energy may also be extra quiet or extra loud; this all depends on the amount of time given to focus on performing the burst.

[classement de C] !PHASE deux --
XXXXXthe wraith

This stage -- the second -- is much more stable but hardly increases speed or the distance traveled from the burst. This allows you to perform the move with only a second or so to prepare for the movement. It doesn't yet necessarily allow you to multitask, but it does allow you to use this spontaneously and without a thought-out plan; a last-second resort to evade an enemies attack. However, it's best mentioned that it still cannot do any tricky movements, it's a straightforward side-strafe. But you are gaining progress and will be at that moment very soon. The chances of stumbling at this point are low and the chakra control is rather precise, unless you performed this with less than a second to spare. It is at this stage where the mirage images actually become challenging to recognize and do not simply look like a statuette. You generally still can't perform this while blocking or right after a technique, but that's alright.

[classement de B] !PHASE trois --
XXXXXthe banshee

This stage focuses mostly on speed. The user will be able to burst quicker and further in their chosen direction while not only being able to perform bursts during most other movements (still unable to right after or during a technique) but doing so with less than a second to spare. Failing at the burst is almost impossible at this point; and it's very precise, leaving little room for even petty mistakes such as a sound too loud. The user of the phantom mirage -- at this point -- is almost a master of precision and is now capable of [slightly] curving their movements with the phantom. However, this should not get to their head. They still can't do a phantom jump, or leap backwards, or strike with a 180/360 curve. A true master of this style can perform 360 moves, thus allowing them to come right back to where they were after dodging the attack, all in an instant. You will not be at this point. Not for a while.

[classement de A] !PHASE quatre --
XXXXXthe shade

This is a very detrimental point in the growing stages of a phantom. You will finally be able to perform 180 moves, thus appearing behind the opponent by strafing with a curved edge; like an arc. You can now perform backward phantoms and even phantom leaps; though your movements are still specialized in side-ward strafes. Your level of mastery of the side-ward movements are as expected of a near-master while the other movements are at a half-way point. You can perform this at nearly any moment as a quick resort or even as a counter-strike, but it's best to know that at this point and at the final phase above it, the style is very costy in chakra and thus must be used carefully. In terms of aesthetics, this phase has very otherworldly mirage images; they look very benign and then seem to fade into the wind. The sound grows slightly louder; which was actually intended to muffle out sound or place someone's attention to the origin of the noise.

[classement de S] !PHASE cinq --
XXXXXthe phantom

The final stage; the stage of a master. Your movements are precise -- wherever they are, whether a 180 counter-attack, a 360 movement to retain a level of combative stability, a backwards leap, a high jump or a side-ward strafe; all of your movements are that of a true master. You can perform this while doing pretty much anything at an almost last-moment measure. However, it can't be done instantaneously, still; you still need at least even a fraction of a second to prepare the burst -- even if that fraction is very small. The burst can now be done on specific body parts such as the arm or even the head, to move out of harms way. However, no matter how small the body part is, it still costs the same amount of chakra to perform. At this stage, the phantom consumes a great amount of energy; almost equivalent to that of an S-ranked technique. Consider your movements wisely, or you may run out. The speed of the burst is very high; almost comparable with that of the lightning step. However, they are also very focused movements and you will be able to think and see clearly while performing them. This style is a very tactical one; so plan each movement and burst well to chain accordingly with the next. In the hands of a tactical amateur, this style can be almost useless. It requires intelligence to go with your brutal speed.

Please note that your speed is also slightly higher even when not performing the bursts; but since the style focuses around them, there's no reason not to.


XXXXXXXXXXXXlXXXXXXXXELEGANCE

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There's a certain elegance that war always lacks. No matter how precisely you swing your sword, the fact is that it's always bloodied. You can call yourself a perfectionist however much you want, but you are not perfect. Even the styles that teach you to battle as if you dance... those styles don't make you a real dancer. There's no possible way to shed blood and still remain elegant. Elegant bloodshed is an oxymoron. Which is why you have to hide your true nature, and let loose the false truth all over the world. This is a genjutsu made into a weapon style. This is the most elegant lie you can ascertain.

When the master of elegance swings their sword, no one can doubt the beauty. Even as it's bloodied, the appeal to the style isn't lost. When you use this style, you release an energy around your body that shifts your location, according to the mind of everyone else who sees you. Even sensors can't immediately notice your actual location. Essentially, you're invisible, shrouded (and copied) by an image next to you that isn't really... you. The style focuses on gliding (yes, you are actually gliding) into leaps where you strike at the opponent's neck, shoulders, head, etc. You aim for their very upper body. In their mind, it appears as if you are slipping through their body, literally running into their chest, like a ghost, and coming out the other side. But that's just the genjutsu deceiving them. You're simply on either side of them, attempting for a quick and cheap strike to remove their head. This style isn't, however, based on strength; but speed and precision. Your aim is what makes you so elegant. Your strikes are clean and precise. However, they may not be strong enough to cleave someone's head straight off, so you can expect to have to strike multiple times (therefore multiple leaps) before killing the opponent. Furthermore, you can't strike more than once when you leap, or else the elegant disguise disappears, and the genjutsu temporarily disperses. That's the price you pay for precision.

Stage One_ The Clumsy (Genin)
You're not elegant at all. Your genjutsu sucks. It looks like there's someone's mutated body sticking out of your back. And you're still not invisible, at all. Or even lightly cloaked. Your leaps/glide are clumsy, and are barely any better or further than your average Genin's jumps. They're not faster, either. Don't expect to be elegant, or to hit anything using this stage. Don't even fight with it unless you want to look like you were hit on the head as a child.

xxxNUTSHELL
xx >> you suck.

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Stage Two_ The Budding (Genin)
Your fake image is now at least accurate. It looks just like you, and glides beside you. However, the point of the style is that the image is like its own living creature, and that you're concealed beside it. The image doesn't move, so you can't really fool anyone with it. It's a pretty stupid idea to use this in combat, although some people may be confused as to which one is you if you disguise it properly. Your gliding and jumping is getting better, further, and faster. Your aim is more precise, but not much more. You can expect to fail a lot when you try to strike people with this, and rarely succeed. It's still not combat efficient.

xxxNUTSHELL
xx >> slightly faster, more accurate, better at the long leaps/gliding
xx >> the false image (that almost acts as an AI in later stages) is still clumsy, but it actually looks like you instead of an aborted martian


Stage Three_ The Colliding (Chuunin)
You've finally learned how to enter your invisibility while you glide/strike, but only at last second. So, it looks as if you're bursting into their body, but it should be pretty obvious to them that it's a fake. The image is now more difficult to tell from you. In fact, it's almost impossible. It literally makes the same exact movements as you, at the same time. It reads from your brain, since your chakra is commanding it. Your precision is increasing, and your speed, now up to a full number. This style is actually useful now, where it was once useless.

xxxNUTSHELL
xx >> faster (+1 total speed), with increased precision, long leap/glide range
xx >> your false self is now intelligent and responds to your movements, but you can't enter invisibility for longer than a second and a half or so


Stage Four_ The Elegant (Jounin)
This is where people believed the climax of the style was, once. Before it was perfected. Either way, it's still formidable. You're constantly invisible as long as the style is active, even if you're struck. Your elegance clone is entirely indistinguishable from you, and is difficult to notice even with sensors/people with dojutsu. Essentially, your elegant strike is almost assured to hit at least once, although a second success might not be easy. However, since you're not strong enough to simply kill the enemy with that one precise strike, this means the style often can't kill unless the enemy is incapable of learning its weakness quickly enough. You look fully as if slipping through their body, and shortly after, the cut will appear on them, blood spurting out. It won't even get onto your elegant image, looking as if you didn't get bloodied at all. Your leaps are more precise, and very quick. You can cleanly slice through the side of someone's neck, which won't outright kill them, but will kill them if they don't get medical attention. You're so fast and elegant that even the most perceptive of people will have a hard time distinguishing what the heck is going on.

xxxNUTSHELL
xx >> even faster (+2 speed total), longer leaps/gliding, more precision
xx >> full invisibility; almost impossible to distinguish you from the false you
xx >> you will always strike from the same side; right


Stage Five_ The Deceiver (Sannin)
This is where the style goes beyond what it once was. Perfected by Kleine, the style allows for you to nigh-instantaneously switch between the false you and the real you. Essentially, you switch places, but you remain invisible. Or you can even switch visibility between the two, if you want. In an ideal scenario, an opponent who has discovered your strategy will begin to defend their right side rather than what's in front of them. You'll still slip through their body, but the result is instead a shredded body where you assaulted from the torso up. Now, your precision allows more than one strike; you can slice them up as you pass by. They will be ready for an attack to the right, but honestly, there's no way to be ready for the elegant once they've become a deceiver. You're faster, your leaps are longer, and you've become unbelievably deadly.

xxxNUTSHELL
xx >> you're at your peak (+3 speed total), longer leaps/gliding, more precision (enough to slice people up instead of just striking once)
xx >> instant switching between fake and real; the enemy won't even notice that you've traded places. you can also switch visibility, although that's not really necessary (or beneficial)

PostPosted: Wed Feb 11, 2015 9:58 pm


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XXXXXXXXXXXXXXXXXXXXXXX / c r o s s b o w s t y l e

On the most horrific of nights, legends are born. There is no such thing as a hero who has not met with the palms of Death; all of those soldiers, and authors, and leaders... they've all encountered the end of life in some way. Authors fantasize the death and life of their subjects; they want to imagine the challenges of life, redone, as the perspective of their character.

In an old tale that called itself real, there was a man who lived alone. In the forest where he dwelled, he always heard and understood the call of nature. He communed with nature. It was connected to his soul on a spiritual level. This man was a Sage. He was the original Sage, before the time of the Sage of Six paths. This was so long ago, that it can't even be disproved. Only spoken of to your children before their lack of energy sends them off to sleep.

In his forest, he was surrounded by the wildlife, the natural world that loved him. The creatures around him were as brothers and sisters to his almost maniacal mind; his obsession with their happiness was the only fuel to his own. He was selfless, because that was the only way he could live. He was born for that life. The man himself was immortal. Many people believe that he was the first Dragconic, but that is impossible to tell. Whether the first or not, he was one of them. It was the reason that he, as a human, could connect to nature the way he did.

He was the man who set up the platform for the connection between humans and animals for the rest of time to come. The reason summons and summoners can co-exist in kindness and prosperity. He was a legendary man whose lessons can be looked to for the essence of compassion to those less fortunate. However, he was not compassionate towards humans.

There came a time when, in his immortal life, humans had expanded as far as his forest was, deep on the corner of the earth. These humans invaded his forest, murdered his companions. The animals; his friends. They died day by day, but he didn't know what to do. He didn't know violence. He only knew peace in his whole life. His view of nature was only coexistence. There was nothing else. However, deep in the confines of his mind, he knew what he really was. He was a dragon who lived as a human because it was the form that he found beautiful. It wasn't his nature. He had to consider the humans as less than his animal companions; the animals were the ones who needed protecting. He couldn't watch as they were slaughtered mercilessly without ending. A surplus of food for the humans, but death to the forest.

He knew of the power deep inside of him; Dragconic were shapeshifters. Anything he bit, he could turn. As long as it was a living creature, then it could be made into one of his kind. This was the act that created the spread of the race. He turned all of the animals into his forest into Dragconic, and they were filled with power unlike they had ever known. Their intelligence expanded past their simple awareness and they knew things, now, they couldn't put aside. They were corrupted with this ascension. The animals in the forest found the humans to be beautiful, and they shifted into that form. They made peace with the humans. Discussed terms with them. Even bred with them and spread their race to the expanses of the nation.

But the original Dragconic, known as Adniel... he never got over what happened. All of the animals in his forest left him. The humans stole them away. After all he did for them, they didn't even say goodbye. They just disappeared. He felt lonely and sad, and he knew that the new dragons would only spread terror across the earth; they would victimize the other animals, and bring terror to the lands. Out of sheer anger and jealousy, he started to hunt them. It was easy at first; they were not nearly as powerful as he was. And they didn't expect him coming. But eventually, they caught on. They knew someone or something was trying to destroy their species.

Its own patron. The creator of the species. The three dragconic leaders used the bones of their own wings to create a terrible weapon known as Terra Brunswick. And this weapon was said to have been triggered by the hands of all three dragconic leaders, the force increasing and the arrow rising out from the bow shattering the matter it passed.

NOTE: Stage costs are only required if you want the stat boost from the stage. Everything else is independent of the stage, once you've met that mark.

EXTRA NOTE: All Crossbows are made out of dragon bones. This makes them extremely difficult to damage, and almost impossible to destroy. However, humans can only process controlling one dragon bow at a time with their chakra, so wielders of this style can only use one crossbow at a time.
The effects of the fourth stage in general, however (excluding the jutsu), require the style's chakra consumption.

XXXXXXXXXXXXXXXXXXXXXX>>STAGE ONE -- FREE TO (Stat boosts : +1 str/0spd)
The basis of the style was the three arrows loaded into different launch-points. The bow essentially launches by using magnetic force, triggered by pressing the buttons on the handle of the crossbow. There are four buttons; the first three launch arrows from either of the three points, and the fourth launches all three arrows at once. It's easy to press the buttons accurately even during heavy combat, because they're on the other side of the handle, where your fingers grip the bow. It's simple enough to just press down on your fingers. The arrows, at this point, move only as quickly as you'd expect from arrows. Although they are accurate, they're not nearly on the level they rise to from a honed practice in the style.
Reloading the bow is not necessary; this weapon style is very tied in with jutsu and chakra. After the three arrows on your bow have been fired, new ones will quickly form back in place. However, you may only fire three arrows per post unless otherwise stated.

XXXSTAGE ONE JUTSU
BACK TO BOWING Genin
This technique infuses your next shot with a powerful, blunt force. The arrow will weigh down massively whatever it hits, meant to compete with physical weapons by disarming the opponent, or to knock the enemy down with its pure strength.

THREE WINGS Genin
Using pure chakra, and by releasing it into an arrow launched (primarily at the ground), you can either make yourself rise up or knock the enemy away. It possesses a gale of force, essentially pushing anything away from the path of the arrow. This is mostly used for evasion/lifting; it'll launch you up about fifteen feet into the air. If you shoot it in front of you, it'll launch you about fifteen feet back.

THE ACID FLASK 3 chakra per post
The tip of the arrows, infused with chakra, will explode upon impact with a physical object, blasting acid across a one foot radius. This acid is likely not fatal, but it will inflict severe burns on any flesh it touches, and could easily dissolve base (leather, fabric) shinobi equipment. The user of this technique isn't affected by the acid.

XXXXXXXXXXXXXXXXXXXXXX>>STAGE TWO -- FLY LIKE (Stat boosts: +1str/+1spd)
Covering your legs, there are thorns. This style is very connected to nature, and as its user, so are you. The thorns do not pierce into your flesh; even if they were to do so, it wouldn't affect you. These thorns have rooted into the earth and risen out from it to give you its power. They bring life to your legs, and even span to your arms, increasing your movement, and your aim. The thorns reach into the body of the bow, and hold it steady. In this stage, the thorns will hold the bow in place, wherever it was, so you can let go of it to make handseals, or whatever else you plan to do. This display of nature shows that this style is tied in with life. These thorns are living. They want to serve you, their master. Ironically, although this was the style practiced by his offspring who killed him, this style was only made possible through Adniel's connection to nature.
The speed of your arrows has increased significantly, now hard to catch on to. The shots are also significantly stronger; they scale off of your strength, and high strength equals shots easily capable of puncturing steel, and with proper aim, puncturing even harder metals.

XXXSTAGE TWO JUTSU
ORION Chuunin
With the power of your energy, you unleash a bright and burning arrow from your bow. When it meets impact with a target, the tip explodes into a mass of oil, causing a mass of devastation to the area around it. The user of this technique is not affected by the explosion or any of the technique itself. After the initial explosion, there is a second, in which a bright golden globe that looks almost identical to the sun spreads outwards and burns what it touches.

THE PHANTOM DRAGON Chuunin
There is only one thing special about this arrow. That special thing is that it ignores non-human objects. It will literally go through everything that isn't a part of the human body. Trees, shields, armor. It's a deadly ability, especially within close range. And against the unknowing. However, the strength of the shot is not increased by this, so it may not end up fatal; it most likely won't unless you can puncture an organ, at which point the force is deadly enough as to rip the organ apart.

EVOLUTION Chuunin
Most people wouldn't consider it plausible in the chain of evolution for an arrow to become a dragon, and it's not plausible, or possible. However, this shot fired will quickly shift into the silver, ethereal form of a dragon. Although it is only a specter, it has great physical power. The dragon arrow moves at immense speed, and enemies lashed by it will most likely have broken bones. It will keep moving to its designated location even if it hits something, meaning it often forces enemies into corners and obstructions, as well. The movement of the dragon can be controlled, although not that intelligently. It's controlled simply by refocusing your chakra. The dragon can be mounted by the user before it launches as a method to get to a destination quickly, or to close the gap to a foe.

XXXXXXXXXXXXXXXXXXXXXX>>STAGE THREE -- THE BIRDS (Stat boosts: +1str/+2spd)
You no longer have to suffer the effort it takes to press the trigger. The bow, its form, and even the thorn vines spanning your skin have evolved. The bow is now strapped onto your arm, with no trigger. It sits above your wrist, trailing behind the top of your fist. The shots are controlled by your will; your chakra speaks for you, and tells the bow when to fire its bolts, and where to fire them, though it must be in a direction your fist is facing. The arrows are unleashed quite quickly, and their speed of movement is beyond what most eyes can follow. They run across like shooting stars. The arrows are laced with a bright blue light; they possess a power. This power lets them pierce the most sturdy of metals with ease. They can barb their way through the human body ruthlessly. The vines around your body have transformed into straps, covering your arms, your legs. They give you a greater freedom of movement; they bestow power into your body. This power flows through your veins. It relaxes you. It makes you feel like you're in control of all of the energy surrounding you. This was the feeling that Adniel lived with. A connection to nature. Some believe that this style was gifted by the Gods to enlighten its wielders. That may be true, or it may not be. Either way, it possesses a great power, in this stage... this power has been awakened.

XXXSTAGE THREE JUTSU
THE BODY OF THE DRAGON Jounin, lasts up to 2 posts
Instilling a powerful force of energy into your bolt, but not allowing it to leave its quiver, you use this arrow to guide your body around the field at immense speed; although it's not instant, it is very hard to catch up with. The arrow creates a massive red and teal shield of energy in front of your body that bulldozes through objects with unwavering strength. Humans hit by this "shield" are likely to have their entire body damaged to the point of bone fracturing, et cetera, if not worse. This will take small pauses in movements whenever they want to change their direction, but the only way to actually stop it before its time limit has ended is to destroy the shield.

THE BLACK HORIZON Jounin
After unleashing this arrow from your bow, and either after it first meets impact or flies for at least two seconds, it will begin to draw everything within 20 feet around it (discluding you) into its center. It distorts the energy around it, its powerful wave of chakra making it a center of surrounding gravity. This effect will last for a few moments after it has started. Once caught in its gravity field, you'll be unable to move until the effect has ended.

Considering the gravity field pulls to the center, anything that actually hits the center will begin to be pulled and pushed from infinite directions; death is certain. Techniques may also be dismantled this way, though very powerful techniques may survive the process, even though they may be mostly dwindled.

XXXXXXXXXXXXXXXXXXXXXX>>STAGE FOUR -- IN THE SKY (+2str/+2spd)
The bolts from this bow are meant to try and rival lightning. Although it didn't quite meet the mark, the shots fired move like bullets. Speed unfathomed by the limited human perception. Only those with perception far beyond normal can contest against this most deadly and illusive of styles. The straps around your body radiate energy; this energy gives you the ability to glide relative distances in the air, at a quick speed. The strength, the pierce and the force of each shot has increased; arrows are likely to kill their target outright, if not leave them to a horrible and painful agony. The most powerful part of this stage, though, is its techniques.

XXXSTAGE FOUR JUTSU
THE FALLING FLEET S
After firing a golden arrow into the sky, there is a pause. Quickly followed by the sound of thousands of marching warriors; an over-exaggerated effect made by the roaring energy. Just moments later, thousands of arrows fly down from the sky with a speed most people can't translate. This will cover hundreds of yards around and rain death upon the land. Although this was always primarily used in wars, and with consistently efficient results, results just as efficient can be found between two shinobi. The one who used the technique will not be touched by the arrows; they will avoid proximity from this special person.

THE KISS OF AN ANGEL S
Okay, this is pretty much the complete opposite of what it's named. Basically, one of your designated bolts will unleash a massive torrent of flame that goes on for about a hundred feet, and possesses tremendous width. This arrow can be kept in its quiver, or unleashed. Either way, surprisingly, it's actually meant for defensive purposes; a massive shield of flame covering the entire area in front of you. At the end of this flame's duration, a bright and blinding flash is unleashed, and if the enemy witnesses this, they should be unable to see anything for almost a full minute.


The Wild Hunt

Shirtless Giver

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The Wild Hunt

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PostPosted: Thu Feb 12, 2015 2:11 pm


Academy Student

Okkuu Chiri no Jutsu (Annoying Dust Technique)
Description:
This simple genjutsu makes a person feel as if there was a speck of dust in their eye, irritating it. Although not damaging, it can cause the victim to lose concentration and also make him continually rub his eyes in an attempt to get the nonexistent dust speck out.

Tsutaurushi no Jutsu (Poison Ivy Technique)
Description:
A genjutsu inspired by the poison ivy and oak plentiful in the forests of Earth Country, it causes the victim to feel as if he was touched by poison ivy. The user feels irritating itching and pain on his skin, and begins to scratch away.

Itsuwari Doton Bunshin no Jutsu (Fiction Earth Clone Technique)
Description:
Similar to Doro Bunshin no Jutsu and the original Bunshin no Jutsu, this genjutsu creates false clones that appear to be Doton Bunshin.

Iwa no Jutsu (Rock Technique)
Description:
A simple genjutsu that makes the victim see a rock protruding out of the ground at the last minute, causing the victim to trip over the “rock” and fall.

Doro Shissaku no Jutsu (Mud Slip Technique)
Description:
A genjutsu similar to Obtrusive Rock, the victim feels “mud” right beneath his feet, causing him to slip and fall backward.


Genin

Kyuukai Nikutai Oshuu no Jutsu (Rotting Flesh Foul Smell Technique)
Description:
A genjutsu that makes a person imagine the smell of rotting flesh permeating through the air. This causes a loss of concentration, nausea, and sometimes vomiting.

Sekkin Kyoushoukoku no Jutsu (Approaching Allies Technique)
Description:
A simple genjutsu in which the opponent hears the sound and feels the chakra of approaching shinobi, presumably allies of the user. This jutsu is used as an intimidation tactic.

Shonben no Jutsu (Urine Technique)
Description:
A genjutsu which simply makes the opponent feel the urge to urinate badly.

Sei Kyuuten no Jutsu (Gender Sudden Change Technique)
Description:
A rather humorous genjutsu, this genjutsu makes it so that opponent imagines everyone he sees as the opposite gender. This can cause major confusion to the opponent, as well as shock.

Fuketsu Koromo no Jutsu (Dirty Clothes Technique)
Description:
A jutsu in which the opponent sees a large amount of dust rises up into the air and attach to the opponent's clothes. The clothes then become incredibly uncomfortable to wear and move around in, making the opponent lose mobility and speed.


Chuunin

Jisuberi no jutsu (Landslide skill)
Description:
When in some sort of a low altitude area, such as a valley or a canyon, the user of this skill can make his opponent see, hear and feel large boulders sliding towards them at a very fast rate. This does not only confuse and distract an opponent, but makes them waste their chakra and stamina trying to defend themselves from the non-existing boulders.

Chiri Magai Bunshin no Jutsu (Dust Imitation Clone Technique)
Description:
This genjutsu allows the user to create a Bunshin which, to the opponent, is a loved one. The user does not know who it is the opponent views, but he can make the bunshin attack the opponent. This causes disorientation, confusion, and a desire to cease fighting so that the opponent doesn’t hurt his/her loved one. Only one bunshin may be made at a time.

Doro no Gekiryuu (Raging Rapids of Mud)
Description:
Similar to Jisuberi no jutsu, the user can cause the opponent to see, hear, and feel a huge river of mud come crashing forward at a high velocity. This confuses, distracts, and, if the “river” hits the opponent, cause the body to believe it is drowning and being hit by mud from all sides.

Zeppeki Gisou no Jutsu (Cliff Disguise Technique)
Description:
A genjutsu which can only be used if the user and opponent are on a cliff. The genjutsu makes the opponent see solid ground where the cliff truly is. If the user is careful, he can manuever the opponent to where there is supposedly solid ground, but is in reality empty air, and cause the opponent to fall.

Iwahara no Jutsu (Rock Plain Technique)
Description:
A genjutsu that is large only in scope of vision. It causes the opponent to suddenly view a large, neverending plain full or rocks and small bits of grass. The opponent can see only this, and hear, smell, and feel nothing else but the "plains".

Jishin Genjutsu (Earthquake illusion skill)
Description:
The user performs a short row of hand seals and then slams his hands on the ground. If the opponent sees the hands on the ground, then the illusion begins. The user appears to transfer chakra into the ground, causing the ground to shake. The opponent begins to feel the shaking, and lose balance of their body.

Kousho no jutsu (High altitude skill)
Description:
An advanced genjutsu technique in which the user uses hishers chakra in order to make an opponent think that they are on the very verge of an incredibly high cliff, always a few inches from falling down the abyss. The effects of this genjutsu are difficulties to breath (The mind believes that it's in a high altitude, meaning the air is very thin in oxygen), the body is suddenly very cold due to the winds blowing, vertigo etc.

Konrinzai no Jutsu (Deepest Part of the Earth Technique)
Description:
The exact opposite of Kousho no Jutsu, the genjutsu forces the opponent to believe that he is in a deep, dark pit, with the opening to the pit a hundred feet away. The walls of the pit are slimy, so impossible to climb. The causes the opponent to panic, to become claustrophobic, to suffocate etc.

Hitoiki no Chiri (Breath of Dirt)
Description:
This genjutsu makes the opponent feel as though they are swallowing dirt instead of air when they breath. The opponent’s breathing with gradually become more and more rapid as they struggle to get in a breath of fresh air and they will faint.

Kyouboku Toukai no Jutsu (Forest Destruction Technique)
Description:
A genjutsu that can only be used in forests (ie. the redwood forests of Earth Country etc.). The opponent sees, hears, and feels trees falling all around him, threatening to crush him. He moves out of the way, making himself open to attacks. He can even hit standing trees by accident, because he sees them as falling and crashing, not standing still.


Jounin

Ishi Karada Tenka (Stone Body Transformation)
Description:
This genjutsu makes the opponent feel as if their body is slowly turning into stone, from the feet on up. It takes a short while for the victim to feel as if his entire body was turned into stone. The victim is unable to move his body, and even the breathing slows down until it is nearly gone. Unless Kai-ed, the user can lose consciousness because of lack of air.

Tokeru no Tai (Dissolving Body)
Description:
With the use of this the victim gets to watch it horror as their body suddenly starts to turn into a bloody, acrid smelling pile of earth. They can feel their body breaking but no pain, only a simple helpless sucking feeling as their body’s insides falls out from everywhere.

Iwa Senshudan no Jutsu (Rock Team Technique)
Description:
A genjutsu in which the user can cause a person to suddenly view a teammate as transformed into stone. The genjutsu blocks the hearing of the victim as well, so that he cannot hear the calls of the teammate, who is in reality perfectly fine. This causes panic, fear, and intense anxiety. Obviously, there must be a teammate present for the genjutsu to work.

Kiretsu no Jutsu (Fissure Technique)
Description:
The user performs a short row of hand seals and then slams his hands on the ground. Then, the target, if seeing the user's hands, begins to see the ground cracking and opening up. This fissure begins to look as if it is going to swallow the opponent.

Musebu no Jutsu (Smothering Skill)
Description:
Used in combination with other known genjutsus. The victim suddenly starts to experience claustrophobia, a side effect that the genjutsu is about to start. Then it precede that the genjutsu starts to work. They are given the feeling of suffocation, very oppressive which tricks them into not breathing. Although it becomes ineffective as soon as the victim passes out.

Anoyo Kiretsu no Jutsu (World of the Dead Fissure Technique)
Description:
The user makes the opponent see a fissure appearing in front of him. Then, voices begin to come out of the fissure, voices of people that the opponent knows and can recognize. The voices lament their "deaths" and call out to the opponent to join them in hell. This is a genjutsu which can scare the opponent immensely, as well as distract him and psychologically hurt him.

Genkaku no Juuryoku (Illusion of Gravity)
Description:
A genjutsu which affects the brain in such a way, the user's opponent feels as if they are walking in an environment of higher G, meaning in a place which has stronger gravity than normal. Consequently, muscles are strained since the body thinks they should work harder to compensate on the higher G-force, causing fatigue.

Chiridaruma Kuuchuu (Dust Covered Sky)
Description:
The user begins a series of seals. The victim sees dust cover everything, then rise up into the air. More and more dust goes up, and begins to cover the light coming from any light source. Pretty soon, there is so much dust that it is dark and impossible to see. It can be used on multiple people, although all must be looking at the user’s hand seals when activated.

Gaishuukketsu Tsuchi no Jutsu (Bleeding Earth Technique)
Description:
The user begins a series of seals. The victim sees blood begin to come out of all rocks, earth, mud etc. The blood is incredibly real to the victim, who can see, smell, and even touch the blood. The blood continues to flow, sticking everywhere, including the victim. It causes loss of movement, fear, panic, disorientation, and disgust. It also obscures vision and scent.

Mujuuryoku no Jutsu (Zero Gravity Technique)
Description:
An advanced jutsu which is the successor of the Genkaku no Juuryoku, the genjutsu causes the victim to believe gravity has disappeared. The body believes that it is floating, causing disorientation, nausea, panic, a fear of not returning to the ground, loss of natural senses etc. Although the victim can see for himself that he isn’t floating, the body refuses to believe the eyes.


Kage/Sannin

Iwa Semeku no Jutsu (Rock Torture Technique)
Description:
The user performs a powerful genjutsu on the opponent by first performing a series of seals. The opponent suddenly feels and sees himself chained naked to a large rock. Unable to move, the opponent sees a large flock of crows and ravens come swooping down. They land on and around the opponent and beging immediately ripping out bits of flesh from the body of the opponent and eating the flesh. The user feels immense amounts of pain. This is a jutsu used specifically for torture, and it is incredibly effective.

Yougan Kiretsu no Jutsu (Lava Fissure Technique)
Description:
The user performs a short row of hand seals and then slams his hands on the ground. If the target sees the user's hands, the illusion continues. The target than sees a fissure opening coming towards them. But, as the fissure continues to follow the target, the traces of the fissure begin to spew lava from within the cracks. Fear of the lava takes hold of the target.

Hitokiri Jutsu: Tsuuda Tsuchi (Assassination Technique: Crushing Earth)
Description:
As the user performs this jutsu they appear to absorb into the earth. Earth and stone erupt around the victim, surrounding them and encasing them up to their neck. While this happens the victim's body slowing becomes tighter as the genjutsu tricks them that they are being slowly crushed to death making breathing nearly impossible. This leaves the victim open for being easily eliminated. However with each use it puts hefty amount of stress on the user's mind.

Chiri no Ittenshikai (World of Dust)
Description:
The user begins a series of seals, and while the user does so, the victim’s vision begins to waver. Pretty soon, everything looks to be covered in dust to the victim. At the first slightest movement of the victim, the dust begins to rise up into the air, obscuring the victim’s visions and clogging up their air holes (ie. Nose and mouth). Also, the vicitm begins to feel the dust gathering around him, enclosing him and making it impossible to move. The victim begins to panic and to stop breathing. Falling unconscious is a normal effect of the genjutsu, along with inability to move and see.

Muhen Ishi no Jutsu (Infinite Stone Technique)
Description:
An advanced, and terrifying, genjutsu that forces the eyes of the opponent to see everything around him begin to age, except for rocks and stones. The entire world changes before their eyes at a fast rate, in which a year can pass in one real second. A decade passes in 10 seconds, and so forth. It can literally cause a person to go insane if held long enough, since to the victim the world changes at a rate that is fast and horrifying. Even if the victim doesn’t go insane, he is heavily traumatized. The owner’s permission must be granted before using this jutsu.


Academy Student

Name: Kumo Monokage no Jutsu (Cloud Cover Technique)
Description:
This jutsu involves the simple creation of a small illusionary cloud, about 1-foot in diameter, that has to stay on the ground. Its true purpose is to conceal something that might be hidden in a particular spot, such as a sharp rock, or a small hole.

Name: Hekireki Koe no Jutsu (Thunder Voice Technique)
Description:
This genjutsu is very simple. Upon its execution, the target is made to hear the user's voice at an astoundingly amplified level. This is a genjutsu often used by academy teachers to awaken students that fall asleep in class.

Name: Raimei Wana Fuu (Thunder Trap Seal)
Description:
A basic genjutsu in the sense that what it does is very simple, however it is an illusion that is set up for the target, but also an illusion that the user himself self notices. Flashing a series of signs the user "primes" an area or object with a conditional genjutsu. Whenever someone crosses the said area or tampers with said object loud thunder is sounded and can be heard well from everywhere. While partially unsettling for most people who were just walking around or touching something the genjutsu does nothing more then alert the setter of this genjutsu that someone set off one of his signals.

Name: Hibanahouden no Jutsu (Discharge Technique)
Description:
The target of this technique feels a tingle all over their body; their hair even seems to stand on end. Whenever they try to touch an object they receive a painful jolt of what seems to be high-end static electricity. The pain is not so severe that they cannot function but it is distracting to say the least. The key to realizing that this effect is an illusion comes in knowing the nature of static electricity. Triggered by touching the opponent.


Genin

Name: Kumo Bunshin no Jutsu (Cloud Clone Technique)
Description:
The user creates a genjutsu-based replication of himself, although assuming the speed of a user (if not faster sometimes) this clone is unable to attack an opponent as it is not a physical replication. In return however instead of the bunshin dissipating when hit like a standard bunshin the attack goes through the clone, at the most causing it to separate and then recombine. Can eventually cause overexertion of the target.

Name: Tendou no Ashi no Jutsu (Cherub's Foot Technique)
Description:
Considered one of the more auspicious moves in the repertoire of a Cloud Genjutsu specialist. After performing a couple of seals while maintaining eye contact with the target, the target will see a giant foot of cloud descending from the skies to step on him. Generally the entire concept of a foot about to descend on the shinobi is enough to make him disturb any particular action he had planned and instead he braces himself for the giant foot to crush him. However the moment the foot is about to touch the target it immediately dissipates into nothingness, leaving the target confused and open to attack.

Name: Kumo Yotogi (Cloud Watching)
Description:
Once this genjutsu is cast, colors from the target’s perspective lose their harshness and a peaceful, serene feeling washes over him or her. The target feels completely relaxed and at ease, and then the user triggers the second stage by saying something along the lines of “The clouds are so nice and free…” When this happens, the target begins to get the feeling of becoming a cloud, and rising up to join the others in the sky. This genjutsu is useful because it can make the target off-guard.


Chuunin

Name: Fukyuu no Jutsu (Immortality Technique)
Description:
This simple skill make it so no matter how much the opponent damages the user, the user will not show any sign of injury. It will hide limping or any other sign that something is wrong even the smell and sound of blood dripping. The genjutsu will only affect those who were the intermediate area when the genjutsu was used, those who the user wishes and those who are just arriving are not affected. The jutsu is initiated via a bit of theatrics. The user forms a few handseals and gathers electricity in his or her hand. However, this electricity is actually illusionary. Then the user presses this hand into his or her chest and the electricity wraps around the user’s body and seems to dissipate into it. Finally, the user claims to have performed a rapid regeneration jutsu that will heal his body as he fights. With that, the genjutsu is fully cast.

Name: Hitoshirenu Shikaku no Jutsu (Hidden Assassin Technique)
Description:
Upon casting this genjutsu, the user claims to have gained superhuman speed, and then seems to vanish in a puff of clouds. The user is actually still standing right where he was before, but the target cannot see him. However, an illusionary version of the user appears behind the target and rushes straight at the target with unbelievable speed, piercing the target’s heart with a kunai, and then saying something like “It’s over,” or “You’re finished.” The feeling is real, but it does not cause actual injury. The target will begin to realize that they are under an illusion when they are not suffering any further effects from being stabbed.

Name: Keizokuteki Enmu no Jutsu (Continuous Fog Technique)
Description:
An offshoot version of the original Cloud Clone Technique that is generally used to cause a diversion giving the user time to run away. The user creates around 6 or so roughly generated Cloud Clones, these clones have the same capability as the previous Cloud Clones do. However, when a Clone is hit instead of going through the clone, like it normally does in the technique, the clone instead explodes into a spread of smoke-like fog that becomes denser, stronger, and harder to dispel with every clone that is.

Name: Kumo ni Shikkyaku (Falling from the Clouds)
Description:
A multiple part technique, in the first post the user begins performing hand seals and calls forth a large fog. In his next post he then shows one final hand seal the target of the genjutsu then all of a sudden notices the fog coming toward him encasing him into a cloud. The victim(s) then feels himself ascend into the skies, or so it seems. Then, when brought up high enough, the cloud begins a rapid descent towards the ground, enabling the user to see what is happening. Overall the effect is quite horrible as the body begins to feel itself reaching a Negative G-Force level of 1 which includes nausea, wasted adrenaline, possible blurry vision, definite tunnel vision, and if the genjutsu is not dispelled quickly enough total red out of vision. The genjutsu finishes as the ground is shown and the opponent wakes up on the ground.

Name: Denkou Hachidori no Jutsu (Electric Hummingbirds Technique)
Description:
Creating a real thunderstorm, the user raises his hands into the air and declares that they shall show a sound of lightning. The humming of hummingbirds fill the air and while it does, a large amount of hummingbirds fly from within the thunderclouds and home in on the target(s). Nothing is required from the user at this point in the Genjutsu. Once hitting the target, the feeling that something is drilling into their stomach is felt.

Name: Raikou Ame no Jutsu (Lightning Rain Technique)
Description:
This skill calls on a true lightning storm. Lighting appears to rain down everywhere just missing the target. The lightning appears to respond to movement by the target and will strike closer if they should dare to move. This technique is highly effective as it seems to produce all the smells, sounds, and effect of actual lightning. Its most dangerous aspect comes in to play if and when the target makes a lot of movements. The lightning will ‘strike’ the target causing pain and even seeming to cause burns, along with the smell of burnt flesh.

Name: Go Kasho Fuu: Raikou Seki no Jutsu (*Five Point Seal: Lightning Barrier Technique)
Description:
A technique similar to Thunder Signal but proves to be stronger by manipulating the senses of the target, by flashing a number of seals the shinobi primes an area or object with a genjutsu. However unlike Thunder Signal when a target attempt to walk through the area or tampers with the object that has been primed he receives an awfully realistic illusion of being electrocuted that even includes the smell of burning flesh. Specifically if the genjutsu was primed on an object the target may have difficulty letting go. One can simply dispel the genjutsu to remove the barrier.

Name: Kukan Hyouketsu no Jutsu (Body Freeze Technique)
Description:
This genjutsu, like Fukyuu no Jutsu, starts with the user gathering a small amount of illusionary electricity in his hand, but then must physically contact the target in order to fully initiate the genjutsu. When the user hits the target, the electricity seems to discharge and the user tells the target that he has reduced the target’s metabolism, reducing the amount of body heat that will be generated. Soon after, the target begins to feel very cold, and afterwards they will start to get the symptoms of hypothermia: shivering, slurred speech, loss of coordination and sluggish movements. Applying a suitable amount of heat to the body defeats the Genjutsu.


Jounin

Name: Hibanahouden no Jutsu (Discharge Technique) - Level Two
Description:
A stronger, more potent version of the discharge technique. This version literally makes the target feel the hair on their head stand up and float around in the air, their clothing will crackle and pop with every move they make and if they touch anything the resulting jolt is sufficient to make their whole body reel backwards from the pain.

Name: Hyudora Bunshin no Jutsu (Hydra Clone Technique)
Description:
At first targets of this illusion may believe they are fighting against Kage Bushin clones but as when a clone is hit, it splits into two clouds which reform into two new, separate clones. When one of these is hit, the same process occurs. In short order the target of this technique may quickly come to believe that fighting back against the clones is only making things worse for them and they may attempt to flee or simply defend. A kai will dispel all clones.

Name: Doku Kumo no Jutsu (Poison Cloud Technique)
Description:
When this technique is used against a target the first thing the target will see is a cloud descending from the sky and blanketing the battlefield. The target immediately begins to smell a very strong chemical stench that burns at the eyes, nose, and throat. Shortly after that the targets skin will begin to feel the effects of the cloud, a sensation not unlike that of weak acid burning away at the skin and/or clothing. The pain is terrible, and attempts to run out of the cloud or blow it away somehow will only provide short periods of relief as it returns.

Name: Kumo Gokusha no Jutsu (Cloud Prison Technique)
Description:
To some degree a torturous move, after flashing a number of seals the user lays his hand on the target. The target then begins to see a number of cloud's surrounding him much like a prison technique, however with every post he begins to feel more and more constricted as the clouds begin to wrap around him very tightly. As long as the genjutsu user keeps his hand on the target the user continues seeing and feeling this illusion. By the end of the technique, if it has not been dispelled by any means the targets feels himself suffocating and loses consciousness.

Name: Keizokuteki Raimei no Jutsu (Continuous Thunder Technique)
Description:
The user of this technique creates in the ears of the target one never-ending series of thunderclaps. The sound seems to roll over the target from random directions, coming rapidly and endlessly. The thunder is so loud that it causes pain in the target’s ears and it is almost impossible for the target to resist clamping their hands over their ears in an attempt to block it out. For added effect, the target can also feel the vibration of the sound in the body.

Name: Kakou Kouten no Jutsu (Descending Heaven Technique)
Description:
After performing a couple of seals and maintaining necessary eye contact the user of this jutsu disappears from the sight of his target. After a post of noticing this sudden disappearance the target may notice a breach in the clouds with sunlight/moonlight breaking the clouds. Then all of a sudden a huge hand comprised of clouds descends from the sky slamming down onto the ground, causing a massive sound of thunder to the user. The hand will then attempt to grab the target and squeeze him, if the target is unable to dispel this genjutsu he could possibly lose consciousness.

Name: Zettai Tenkou Kansei no Jutsu (Absolute Weather Control Technique)
Description:
The user of this technique appears to be able to control the weather. The possibilities are nearly endless. The user could create what appears to be a sudden driving blizzard that rapidly coats the area in snow and blasts the target with freezing winds, or they could create a torrential downpour that seems to saturate the ground to the point that it becomes a thick mud river, causing trees and other objects to fall over. The user could initiate a firestorm, or call up a hurricane. Really, the user can create any form of extreme weather that can be imagined.

Name: Hitoshirenu Shin'i no Jutsu (Hidden Mind Technique)
Description:
A genjutsu that is actually mistaken for Raiton ninjutsu, the shinobi forms a series of hand signals and as such a series of clouds form in the sky and immediately discharged a thin but well curved arc of lightning that hits their suspected target. However this is only a mere distraction for the real genjutsu, after being hit the user's sight becomes overexposed to light, and then immediately notices that the world has gone still. If he attempts to move he discovers he is unable to, caught in the single moment that has occurred. Talking or thinking causes an echo and soon the target begins to realize that the world has gone still and generally panics.


Kage/Sannin

Name: Makihige no Reikon (Spirit Tendrils)
Description:
For this technique, the user forms some handseals and seemingly calls forth a number of glowing golden tendrils that emerge from behind the user, as if protruding from the user’s back. These tendrils then, however, fly towards the target and stab him in various places, but then “lock” into the wounds, and twist them slightly, then begin delivering excruciating and massive electric shocks. Of course, this is all in the target’s head, in reality the target suffers no real wounds, but the mental feeling of pain is so intense that it can cause the target to enter an unconcious state.

Name: Raikou no Kami (Lightning God)
Description:
For this genjutsu, the user is seemingly struck by a massive bolt of lightning, which then seems to be sucked into the user’s body, causing a transformation. The target imagines the user has awakened into an advanced form of seiryuu, their eyes turn red, their hair goes white, their steps generate thunder, they attract lightning to their very being, and even touching him makes the target feel like their chakra is being drained. Fighting this person makes it seems impossible to be beaten, this combined with additional effect that the genjutsu induces a feeling of futility in fighting the user. Overall the genjutsu causes strong amounts of fear and uncertainty, only the strongest in resolve would most likely stand strong against this illusion the rest would most likely find better tactical advantage in retreating. Additionally this illusionary technique is highly classified, very few have actually seen a person use it. Those who have learned this technique are considered the most loyal in the shinobi ranks and know better then to use it in public places.

Name: Kiwamarinai Kutsuu no Jutsu (Boundless Pain Technique)
Description:
An illusionary technique that causes the target to think the user is faster then he really is, for every attack the user performs on the target it actually feels like he has been attacked five times. While granted this is nothing if someone was getting punched, it could start causing problems if the user was using a weapon or technique of some sort.

Name: Kioku Shoumetsu no Jutsu (Lapse of memory Technique)
Description:
An advanced genjutsu that is able to cause horrible damage after numerous exposures. Showing a number of seals the user brings out his hand, now visible to the target, and snaps. The target then hears not the snap but instead the sound of thunder, which triggers a sudden lapse of memory. The first time a target is exposed to this genjutsu he instantly forget what he had been doing. The second exposure he forgets what he had been doing for the last 10 minutes. A third exposure, and he forgets what he had done for the last hour. The fourth time of exposure the target forgets the last hour. The fifth and last possible time of exposure cause the target to generate a temporary form of amnesia. However the target slowly regains his knowledge of jutsu stages after every 5 minutes.

Academy Student

Shihouhapou (All Directions)
This jutsu distorts the hearing of the opponent, causing the sounds of the user to appear to be coming from every direction. Commonly used to confuse the target concerning his foe’s location, or used to intimidate the one’s adversary by convincing him that he is surrounded.
Base Duration: 2 posts

Okuyuki Katawa (Depth Distortion)
This jutsu adversely affects the depth perception of a target, making them unable to accurately judge the distance between themselves and an object. For example, an opponent under the influence of this technique would have trouble determining the speed of an incoming projectile, or may misjudge a quarry’s position as being further away.
Base Duration: 1 post

Kuuden (Static)
Description: This jutsu targets the sense of hearing of a foe. While under the affect of this skill, the victim constantly hears the sound of static in his ears, making it difficult for one suffering from this affliction to hear sounds over the annoying noise. Often used to hamper communication between foes, as well as a distraction.
Base Duration: 2 posts

Shimaru Shikaku (Closed Sight)
This jutsu targets the peripheral vision of the target. While under the affects of this jutsu, the victim's range of vision will be reduced from roughly 160 to 60 degrees; essentially causing them to see only what is directly in front of their eyes. Due to this, the afflicted will find themselves unable to register attacks coming from either flank, and will in turn also find targeting foes for attack more difficult than normal.
Base Duration: 1 post


Genin

Kugurinukeru Meikyou (Through the Looking Glass)
With a few hand seals the user shatters their opponent's vision. For the next 4 posts the target will see the world as if they were looking through a pane of broken glass. This type of compound vision tends to make it a lot harder to decide exactly where something is by presenting a multitude of images and if nothing else it is extremely annoying but it isn't inherently dangerous.
Base Duration: 2 posts

Youma Tacchi: Ghost Touch
This simple genjutsu shifts the target's perceptions of the world two feet forwards and two feet to the left. While they are affected they will believe that they just pass right through whatever they try to touch like a ghost trying to make contact with the real world. This jutsu works best if people just ignore the target and any sort of forceful contact will snap the target out of this state.
Base Duration: 2 posts

Kenbou no Jutsu (Forgetfulness Technique)
This advanced genjutsu affects the portion of the victim's brain that governs memory and recollection. When invoked, this jutsu allows the user to cause the afflicted forget one ninjutsu or genjutsu of the users choice for a certain duration. However, for the user to force the jutsu to be forgotten, he must have seen him perform the skill in the past, either earlier in the current thread, or in a previous encounter. The victim's memory returns to normal following the end of the thread. This jutsu can only be used once per thread.
Base Duration: 4 posts

Suzu Senbon no Genkaku (Illusion Bell Needles)
A technique that uses special bells attached to throwing needles. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create minor illusions.
Base Duration: 1 post

Chuunin

Mokugeki (Pantomime)
For the next 3 posts, the target will believe they are trapped in a small, invisible and soundproof box. They will be granted the full abilities of a mime and as such they can trace the walls, bang on the sides, and scream without making a sound and with perfect accuracy. The jutsu is also dispelled if anything enters the box.
Base Duration: 3 posts

Atama Kusari No Jutsu (Chained Mind Technique)
This technique uses intricate hand movements and subtle chakra waves to render the target hypnotized and incapable of movement. However, if the target cannot see the shinobi's hands, the technique will not take hold. This effect will only last as long as the shinobi continues to perform the technique and the target can see the shinobi's hands. In other words, while performing this jutsu, you are helpless, but so is your target. (Similar to the Shadow Bind technique, but this genjutsu uses far less chakra). Ideally, this technique would be used as part of a team strategy.
Base Duration: 3 posts

Mimiuchi no Jutsu (Whisper Technique)
Description: The user can create a sound or a word (not a full sentence) and direct it to the target, so only the target can hear it, inside his mind, while thinking the sound comes from right next to him.
Base Duration: 1 post

Jouho no Koe (Voice of Compromise)
The user focuses a small amount of chakra into his vocal chords as he speaks, allowing it to escape with his voice. This technique does not affect the sound of the user’s voice directly, but rather affects how any listeners hear the message. While using this technique, anything the user says will be perceived by listeners as a positive message. It can have numerous effects, such as endearing the speaker to his audience. The power of this jutsu is quite limited, however. It tends to have very little effect on established enemies, or people in a high state of emotion, although it has been known to calm down agitated people.
Base Duration: 2 posts (After user has ceased speaking.)

Ataeru Kanjoo no Jutsu (Inflict Emotion Technique)
This is a fairly high level genjutsu where the shinobi temporarily changes the emotions of the target to his/her liking. The emotions imparted can be anything from ecstasy, despair, overconfidence, grief, etc. One would be advised against using this technique on teammates, however. After the effect has passed, the victim remembers the one who used the technique, and almost always with hostility.
Base Duration: 4 posts

Nouzui Momiryouji (Brain Massage)
Through sound hypnosis and a form of Himei no jutsu, the user can make the opponent see some form of images and is able to bind him/her in place. Although the opponent is not actually bound, it is usually because the opponent’s body feels numb and is under genjutsu that he feels he is numb.
Base Duration: 2 posts

Tokitsukeru no Koe (Voice of Persuasion)
This jutsu applies all the effects of Jouho at a heightened level. In addition, the user can now make requests of his listeners and, assuming they are not too unreasonable, they will be favorably considered. However, this technique is still limited in its level of influence. For example, someone using this technique may be able to convince an enemy to retreat, but probably not to surrender. Also, the jutsu remains much less effective against impassioned people, especially if the anger is directed at the user.
Base Duration: 4 posts (After user has ceased speaking.)

Jounin

Kin'atsu no Shujouteki (Emotional Suppression)
Description: This genjutsu affects the mind of the target, rendering them numb of feeling and void of emotion. This skill is typically used to calm ones own emotional panic, or to play havoc on the minds of a foe's allies. However, this skill has also been known to be used an effective tool against emotionally driven opponents.
Base Duration: 3 posts.

Kurayami no Oii (Shroud of Darkness)
Description: This jutsu calls into being a sheet of inky darkness over an area of roughly five hundred square yards in length and 40 yards in height. This mass of darkness cancels all forms of natural light, causing the area to become a perfect inky black. While inside the shroud, individuals are essentially rendered blind by the complete lack of light. However, the creator of the shroud is able to see clearly and unhindered. An active doujutsu can see through the darkness of the shroud, and the shroud is dispelled if any form of attack strikes the user.
Base Duration: 3 posts

Eikyou no Koe (Voice of Influence)
By now, the user has gone far beyond the limits of normal persuasive speech. The scope of commands or requests that the user can make has broadened considerably. For example, team members that have not worked together for long could easily be made to fight each other. It takes quite a high amount of resistance on the part of the victim to overcome the effects of the jutsu. The jutsu can last as long as the user remains speaking, however, due to the high level of concentration required, the user cannot effectively keep the jutsu up for more than 3 posts.
Base Duration: 5 posts (After user has ceased speaking.)

Sameru (Dampen)
A rather unique genjutsu, that focuses the illusion on the user rather than an opponent. This jutsu disrupts the user’s brain signals, causing the nerve endings of the user to become less effective. As a result, the user is able to block out pain much easier. However, this dampening of the nerve endings is a double edged sword, as it can make discerning the amount of damage one has taken very difficult, and also greatly hampers the user’s ability to grip his own weapon.
Base Duration: 3 posts

Kokuangyo No Jutsu (Bringer of Darkness Technique)
This Genjutsu adversely affects the portion of the victim's brain that regulates vision. While the brain is disrupted, the victim is effectively rendered blind. Also, due to the fact that the darkness is brought about through an affliction of the user's own mind, rather than eyes, doujutsu users are not immune to this particular form of blindness.
Base Duration: 3 posts

Shibirekan (Numbness)
Similar to the skill Sameru, this jutsu weakens the brain’s connection with nerve endings. Unlike Dampen, this skill may target others. As a result, the victim finds himself unable to grip his weapons well, and the act of running can become difficult. However, the victim’s own sense of pain is also hampered, therefore allowing them to concentrate through wounds that would normally make rational thought difficult; though this also can cause the victim to misjudge the severity of his own wounds.
Base Duration: 3 posts

Kamei no Koe (Voice of Command)
Users of this jutsu are, by now, quite skilled at manipulation. Using the same process as in lower levels, they may make requests, or even give orders to their listeners. These listeners hear the user’s voice as a pleasant, well-spoken voice. Any that speak against the user sound harsh and crude. The listeners may even begin to feel hostility toward such people. However powerful the effects, though, they will still wear off after a period of time.
Base Duration: 6 posts (After user has ceased speaking.)

Kage

Hakike (Nausea)
This jutsu affects the target's sense of smell. By shutting down all but the most unpleasant of the nose's regions of scent, this technique effectively overloads the foe's brain with rancid, rotting, and unbearable smells. Due to the utter strength of the smells that are being perceived, it is not uncommon for even those with the strongest of stomachs to begin vomiting uncontrollably, and combat is in all cases greatly hampered by the overwhelming feeling of sickness that now dominates their body.
Base Duration: 4 posts

Kyoufu no Koe (Voice of Terror)
The user begins to take his vocalization skills down a different path to use this jutsu. The jutsu employs a combination of the concepts of Kamei no Koe and many other visual genjutsu. The user begins to tell a story, while keeping eye contact with the target. As long as the contact is held, the victim sees and feels himself acting out the events of the story. This jutsu may also be used on someone who is asleep, not requiring eye contact in this case. While asleep, the victim begins to dream the scenerio that the user plays out. This jutsu can be Kai’d if the victim is awake.
Base Duration: Ends when user ceases speaking or if successfully Kai'd.

Fuyasu (Amplify)
This rather insidious Genjutsu greatly distorts the hearing of the target, causing them to hear all noises to be roughly 150 decibels. When under the affects of this technique, even the most simple of sounds, such as the scrapping of your finger against a kunai, can become unbearably painful. The affects of this technique last for three posts, and the victim is then left disoriented and hard of hearing for an additional three posts.
Base Duration: 6 posts (See description for special rules.)

Gyokuon (The Emperor’s Voice)
Gyokuon is the ultimate realization of vocal jutsu potential. The user, by appealing to logic, emotions, morals, or any other mental filters of the victim, can weave complete fantasies and force the victim to accept them as true. A user could convince someone that the sky is yellow. The happiest man on earth could be made to detest his life, or the most worthless being made to think that his life had great meaning. The most frightening aspect of this jutsu is its permanency. The victim typically goes on believing what he was told for several months or years. It could even last until the end of one’s life.
Base Duration: 2 threads, including the one in which it is used. May last longer (possibly permanently), by victim's permission. The post count determines how long into the second thread the genjutsu lasts. For second thread purposes, the base duration is 4 posts.

Academy Student

Kanraku Kibun (Sinking Feeling)
Description: This makes the mind of the person getting hit think that he or she is stuck in the middle of the sea and is starting to sink and despite their force they continue to do so. The person hit feels rather exhausted afterwards.

Kani Hokou (Crab Walk)
Description: A fairly simple jutsu but can ruin many strategies, this switches how the brain works on moving and causes those hit by the genjutsu to walk around like a crab.

Bakuretsu Kunai (Exploding Kunai)
Description: Whenever the target touches a weapon it seemingly explodes. Even if it’s there own.

Doro Bunshin no Jutsu (Mud Clone Skill)
Description: This jutsu creates the illusion of bunshins that try to reassemble themselves after being hit. They are, however, complete illusions incapable of any real action, and are often used to tire down the unsuspecting opponent.


Genin

Suirou no Jutsu (Water Prison Technique) - Illusionary Version
Description: A move used to trap the victim inside a prison of water; it is very difficult to escape. This Genjutsu variation of the original is for lower-level shinobi. The user performs the hand seals and places his hand near the opponent. If the hands are seen, the Genjutsu proceeds, and a hollow ball of chakra forms around the target. By seeing the hand, the target believes that he is in the Water Prison, and cannot move their body, and the hollow ball creates an image of water around the victim.

Atsubottai Mizu no Jutsu (Heavy Water Technique)
Description: Their weight under water makes if feel like they are 7 times their own weight. Thus they feel like they can't swim.

Aranu Atsubottai Kyouatsu no Jutsu (False Heavy Pressure Technique)
Description: Using it one can apply a constant heavy pressure from just a touch. Like the thumb that stopped the human tank Shinobi.


Chuunin

Tsuiraku Nami no Jutsu (Crashing Wave Technique)
Description:
The shinobi, confident of his "skills", makes a short row of hand seals and raises his hands up, calling a large wave of water from behind them. It is then possible to use a Suiton Ninjutsu which is hidden within the "wave" that hits the target as if the wave itself can hit them. When the "wave" does look like it's about to hit, the illusion breaks, giving the shinobi a limited amount of time to get through with it. This jutsu is not complex, and a Ninjutsu capable of such a task wouldn't be a problem either. The objective of this Genjutsu is to let shinobi perform a Suiton Ninjutsu with a heightened rate of success. (Note: It is up to the shinobi to convince the target that the Genjutsu performed is possible.)

Tsukaeru no Jutsu (Choke Technique)
Description:
Another low level technique, one that makes it feel like the target is choking on something.

Chikan no Jutsu (Displacement Technique)
Description:
A skill where what the target sees is not where there user really is. The displaced image of the user is a few feet away from their real body leaving the user totally invisible where he truly is.

Suishi Hitokiri (Drowning Assassination)
Prerequisites:
Suirou no Jutsu - Illusionary Version
Description: The user puts his other arm into the prison. At that moment, the target will then believe that he is indeed drowning, and will feel as if water is in his throat and begin to suffocate. If the user of the Genjutsu is interrupted by either a jutsu or just attention altogether, the illusion breaks.

Awa no Jutsu (Bubble Technique)
Description:
Traps the target in a bubble, every time they breath, they believe that they use up some of oxygen, after a few minutes, the air is completely gone and they feel extremely light headed.

Mizu Taremaku (Illusionary - Water Curtain)
Description:
A curtain of water from a nearby water source (either body of water, rain or mist) surrounds the attacker and the opponent making the latter believe he is trapped. The water starts rushing down, and this makes the opponent believe that if he rushes out, the water pressure will break his bones.

Kioku Fukikesu (Memory Wipe)
Description:
A spying genjutsu that makes the target forget whatever they saw recently. This may only be used twice on a target and then they become immune to its effects.

Kiridoku (Poisoned Mist)
Description:
The jutsu uses chakra to form mist around the opponent. The opponent then is made to believe that the mist is poisonous. This time around there is the scent of Kodoku – a poisonous substance. This would buy the attacker time to attack and or escape.


Jounin

Teppoumizu no Jutsu (Flash Flood Technique)
Description:
Makes the target think a flash flood is sweeping through the area.

Suishibari no Jutsu (Water Bind Technique)
Description:
A Genjutsu technique where the user appears to turn into water before their opponent's eyes, and then induces the idea that they have been caught and bound by a large stream of water from the ground that swirls around them, which the shinobi then emerges from for a swift kill. A variation of the Kishibari.

Kachuu no Jutsu (Maelstrom Technique)
Description:
The ground under the user turns into vortex that appears to suck anything down deep into the ground through the user of summoning water... Touching the genjutsu water is what causes the target's senses to be completely fooled. Makes them feel like its not smart getting near the target For your ranged shinobis. The size of the vortex gets bigger as the shinobi's power increases.

Hokkyokuyou Shaku (Arctic Ocean Dip)
Prerequisites:
Kanraku Kibun (Sinking Feeling)
Description: This is a more advanced version of Kanraku Kibun. Throwing someone in arctic waters instead of normal ones, hypothermia is possible due to how much the mind is tricked during the middle of the jutsu. Even feeling frostbitten, but once the jutsu is done, the person feels extremely cold and exhausted slowing down their movement. Weaker people may fall unconscious.

Mizu Gyakuryuu no Jutsu (Water Reverse Flow Technique)
Description:
The target suddenly feels like a water is finish up their lungs. Every time they exhale water flows out giving them only small gasping breahs of air. A torture teachnique. They fill like they're drowning and sputtering water out every few seconds when its really a genjutsu.

Museigen Enkai (Limitless Ocean)
Description:
This drops a person in the middle of an ocean. And leaves them feeling stranded entirely alone. There are no terrors in this ocean though, except for the fact that you see nothing but water for miles around.

Pirania Sesshoku (Piranha Food)
Description:
This genjutsu starts with the ground shaking under your feet. Then all of a sudden you start seeing small fish jump at you. They are very dangerous piranha's once you fall you see yourself in a pool of murky water surrounded by them. They start to eat away at you and when you think you are dead you awaken and the genjutsu stops.

Ika Sukuizu (Squid Squeeze)
Description:
The ground starts to shake where all of a sudden four tentacles come out and start to squeeze you. The ninja hit will feel all of the blood rush to his head from the force and his body cracking like a wood chip. When they are about to he ripped apart the jutsu ends leaving them in a heap of pain.


Kage/Sannin

Gufuu Fuuun (Typhoon Winds and Clouds)
Description:
This one is centered on a small area; about 15 feet and all ninja caught in that small field are all of a sudden attacked by an F-5 typhoon. It now sends them looping madly trying to survive with all of their power and dealing with the power of the typhoon. Ending it all with a tidal wave crushing them to the ground and it ends there.

Hajikikaesu (Repel)
Description:
Anyone under the effect of this technique suddenly can no longer walk on water or walls. Why? Because the genjutsu tricks them into using too much chakra.

Fukuzai Senjou no Jutsu (Hidden Battlefield Technique)
Description:
Warps the target's senses. All of them, after they move around enough they come upon a battle zone. Bodies everywhere. The great thing is that the user can be any one of those bodies. And the user can make some of the bodies come to life that act just like the mud clone technique. They seem more real. When you hit them, you can feel them being hit and they just fall apart.

Shishigotai Tokasu (Body Melt)
Description:
A technique that causes the target the start watching their body turn into water and melt away.

Fukai Oshi (Deep Pressure)
Description:
This multilayered genjutsu takes complete concentration to do and has the ability to end a ninja's career if it is not broken quick enough. If it goes too far the effects become too severe on the mind and body. There are three stages.
Stage 1: Water sinks in through your pores and starts to pop your joints and bones. The body also starts to feel pressure.
Stage 2: The bodies fluids start to get disordered and the organs start to move around.
Stage 3: Your body either implodes or explodes and then the genjutsu ends.
If this is kai'ed before stage two any permanent damage is avoided. If during the second stage the ninja will need to take some time off. If beyond that there will be brain damage that may not be repaired unless it is done by high level medical jutsu.
PostPosted: Thu Feb 12, 2015 2:17 pm



Academy

Aquatic Ambience- The user targets the enemies sense of hearing during the midst of any sort of Rainfall. The moment the user comes into contact with the Rainfall after the genjutsu was activated the enemies hearing will begin to amplify the sound of falling rain. The sound of Rainfall will become louder and louder until thats the only thing that the enemy can hear. This technique is great for concealing the sound of movement, and creating confusion.The only way to escape this genjutsu is by releasing out of it.

Aquatic Tides- The user targets the enemies sense of sight during the midst of any sort of rainfall. The moment the user looks upon the rain/ water the rainfall will seem to drastically increase until the user is completely submerged in water. While submerged, the targets vision will have a wavy aquatic blur to it, making it extremely difficult to clearly see anything outside a seven foot radius. As an added bonus, the targets movement will feel the resistance of being underwater. The only ways to escape this jutsu is by releasing out of it, or by coming into ontact with another person.

Aquatic Chill- This genjutsu takes effect within the midst of any rainfall, and is activated through a sense of touch. With each passing second the rainfall will get colder and colder. The enemy will begin to see their breath as their body temperature steadily decreases with their surroundings. Overtime the enemies body will begin to feel so cold, that they will start to feel the symptoms of hypothermia, causing coughing, shaking, and decreased//delayed movement. The only way to escape this genjutsu is by releasing from it, or an alternative source of pain.

Aquatic Stench- The genjutsu can only be activated through the midst of rainfall, and only takes effect through the users sense of smell. Almost instantaneously the cool blue waters of the rain will fade to red, and develope the stench of blood. This smell is almost overwhelming to all, and disrupts all clans that use smelling// tracking jutsu. This genjutsu has been known to slightly distort a persons vision. This genjutsu can be escaped only by releasing from it.


Genin


Substituting Rain- This genjutsu takes effect on impact with the user. Once the target is hit by a physical attack he will dispurce into raindrops; thus vanishing completely from sight. After impact the user will reappear within the given radius of the rainfall.

Piercing Waters- The genjutsu can be ctivated only in the midst of any sort of Rainfall. The user concentrates on the enemies sense of touch, making each and every drop of rain feel like a falling senbons. Each raindrop will have the equivalent pain of a pin p***k, making it quite distracting. However, this genjutsu only lasts up to three posts unless Released.

Condescending Puddle- This genjutsu effects the enemy through their sense of sight. Upon the next step the user makes after entering the gentjutsu it will appear as if he splashed through, and sank, into the ground, like a rain puddle. Once sinking through the ground the enemy will begin to sink deeper, and deeper into the floor when in reality they are simply squirming on the ground. The only way to escape the genjutsu is through contact with another person, or if Released.

Storm Cloak- A genjutsu that effects the enemies sense of sight. Within the midst of any sort of rainfall the user is capable of fading into the rain, like camouflage. However, if the user moves while cloaked it will reveal his outline within the rain; giving away his location. Although this jutsu can't be kai'd, it will stop if the rain ceases.


Chunin


Reflecting Pool- A defensive Genjutsu that can leave a devastating mark on the enemy if used correctly. The user creates a spinning shield of water, in the shape of a cylinder, around themselves that is capable of blocking weapons, physical blows, and jutsu of an equivalent rank. However, the illusion part of the jutsu takes place at those who look/attack the shield. By looking at the shield the enemy will see their own reflection. If they hit their own reflection they will feel pain equivalent to their attack, and see scars equal to the damage.

Scalding Rain- This genjutsu takes effect within the midst of rainfall, and takes effect through the sense of touch. Typically rain is suppose to be cool, and refreshing, but after being hit by a single raindrop that is clearly not the case. For each drop of rain will have a hot, scalding feeling that will begin to dehydrate the body. Outside the genjutsu the enemies body temprature will increase, sweat perfusely, and become extremely fatigued. The only way for the enemy to escape this genjutsu is through physical impact by an outside source, or through releasing.

Rain Dance- The genjutsu can only be activated in the midst of rain, and affects the enemy the moment they hear te sound of rain. The sound of Rain becomes seductive, and bordeline exotic, as it entraps the enemy in its bewitching music. Once the hypnotic rhythm of the rain is heard the enemy begins to sway from side to side as they raise their arms out, away from their body almost in a sense of praise. The user can only be freed of the Genjutsu the moment the rain stops, or if they come in contact with another person. However, if the user used Aquatic Ambience is still in effect during the use of this genjutsu than the genjutsu can only be escaped is by escaping the rain.

Demonic Illusions: Phantoms in the Rain- This genjutsu can only be activated within the midst of rainfall, and effects the enemies sense of sight and/or hearing. The enemies surroundings will grow dark, leaving nothing but rain and darkness. The rainfall will then proceed to conjure demonic visons of the enemies greatest fears, as well as traumatic events from their past. Furthermore, the user is alloud to interveine with the enemies illusions, or even attack them mentally within the genjutsu. The only way to escape the genjutsu is through an outside source, or by defeating the castor within the genjjutsu.

Boiling Blood- The user targets the enemies sense of sight/touch. Upon making eye contact with the enemy the target's skin will appear to bubble up like boiling water. On a side note the target will feel a scalding pain throughout his body when in reality their body is just in a cold sweat. Although it can be a useful distraction, the sole purpose of this jutsu is to torture the enemy.


Jounin

Quenching Thirst- An adaptation to the Rain Dance, the genjutsu takes effect in the midst of rainfall, and effects the enemy through their sense of taste. The hypnotic waters of the rain causes the enemy to look to the skies, and open their mouth for a drink of rain water. The moment the first raindrop hits their mouth, the enemy will feel as if they are twenty-feet below the ocean, and begin to feel a drowning sensation. In reality the enemy is just refusing to breath, and will eventually sufficate himself if the proper action isnt taken. The only ways to escape this genjutsu is if the enemy recieves and outside source of oxygen, or if released out of.


Storm Waltz- The illusive sister jutsu to Mirrors of the Rain. The user can only use this jutsu in the midst of rainfall. The user creates a series of mirrors all around his//her opponent. The mirrors cannot be harmed by flames and not destroyed by lightning due to being made of chakra. The user can step into the mirror but instead of having his or her reflection cast on all the mirrors they appear to have vanished. While in here the user can strike similar to demonic ice mirrors, traveling at very high speed. While inside the Mirrors the user will begin to play tricks on the enemies minds by casting not only the users reflection, but also the reflections of the enemy, and their allies. If the enemy attacks their own reflection, or the reflection of an ally, the genjutsu will create an illusion that will reflect that damage onto that target.

Mind Shatter- An illusion designed to affect the users mind. The user can only use this on a restrained target. Once the target is restrained the user will create a mirror from a source of water, showing the target his reflection. Upon seeing his reflection the target will begin to have flashbacks of important moments in their lifetime. Upon having these flashbacks the mirror will begin to crack, and eventually shatter, erasing all of the targets most recent memories. This will leave the target with a sense of Amnesia, that will clear up over the course of five posts. This is a technique used to erase any unwanted memories of spies, and assassins

Watercolor Maelstrom- This genjutsu targets an enemies sense of sight, sound, and touch. This genjutsu can only be used if the enemy is in a source of rainfall. Upon entering the genjutsu the target will start to lose their hearing to the sound of consistent rainfall. Then, with each drop of rain, the enemies surroundings will begin to smear, like watercolors, leaving the targets sight extremely distorted. Accordingly as the ground becomes distorted with watercolor, the user will begin to sink into the watercolor, and into an infinite abyss.

Frozen Minefield- The user focuses on the enemies sense of touch, and can only be used on targets either in a source of rain, or a wet target. The user makes a single handsign that sends out a pulse that freezes a source of water into ice. This leaves rain to be perceived as sharp pieces of floating ice, and wet targets to be frozen in place. If frozen the target will begin to feel the symptoms of hypothermia when in reality its just a cold sweat. To escape this genjutsu one must come in physical contact with an outside source.


Sannin


Reflection in the Rain- This genjutsu can only be used by those of the genjutsu class, and is the most reknown genjutsu that the Rain Village can possess, capable of affecting anyone within the rain, and within twenty-five feet of the user casting the genjutsu. The genjutsu takes effect the moment the enemy looks into the rain. After a few breif seconds they will begin to notice a figure, identical to themselves, take shape within the rain. Eventually it will make an exact replica of the enemy, that will match the exact speed//strength of the enemy when the genjutsu activated.

This Reflection clone will be capable of using everything that the enemy knew at the point that the genjutsu was activated. However, when in combat with the original copy the reflective clone will tend to mimic the enemies movements, fighting style, and even their jutsu; just like a reflection.

The only way for the enemy to defeat this genjutsu is to defeat the reflective clone, or by simply releasing out of the Genjutsu itself. However, releasing from the genjutsu will come at a cost, due to the fact that the Reflection will Kai you aswell, leaving you both to fade away with the rain.

Washed Away- This genjutsu takes effect the moment the user feels a source of water touching their skin. With each and every drop of rain that touches the users body they will begin to notice that the outline of their body structure will begin to wash away, like when water is added to paint. The enemy will begin to feel their body wash away into complete nothingness, until there is nothing left standing. However, in reality the enemy encased in this genjutsu is merely standing there in a petrified state. This genjutsu can be escaped by releasing out of the genjutsu. However, you can only release from the genjutsu as long as your hands havent been washed away.

Academy Student

Name: Kumo Monokage no Jutsu (Cloud Cover Technique)
Description:
This jutsu involves the simple creation of a small illusionary cloud, about 1-foot in diameter, that has to stay on the ground. Its true purpose is to conceal something that might be hidden in a particular spot, such as a sharp rock, or a small hole.

Name: Hekireki Koe no Jutsu (Thunder Voice Technique)
Description:
This genjutsu is very simple. Upon its execution, the target is made to hear the user's voice at an astoundingly amplified level. This is a genjutsu often used by academy teachers to awaken students that fall asleep in class.

Name: Raimei Wana Fuu (Thunder Trap Seal)
Description:
A basic genjutsu in the sense that what it does is very simple, however it is an illusion that is set up for the target, but also an illusion that the user himself self notices. Flashing a series of signs the user "primes" an area or object with a conditional genjutsu. Whenever someone crosses the said area or tampers with said object loud thunder is sounded and can be heard well from everywhere. While partially unsettling for most people who were just walking around or touching something the genjutsu does nothing more then alert the setter of this genjutsu that someone set off one of his signals.

Name: Hibanahouden no Jutsu (Discharge Technique)
Description:
The target of this technique feels a tingle all over their body; their hair even seems to stand on end. Whenever they try to touch an object they receive a painful jolt of what seems to be high-end static electricity. The pain is not so severe that they cannot function but it is distracting to say the least. The key to realizing that this effect is an illusion comes in knowing the nature of static electricity. Triggered by touching the opponent.


Genin

Name: Kumo Bunshin no Jutsu (Cloud Clone Technique)
Description:
The user creates a genjutsu-based replication of himself, although assuming the speed of a user (if not faster sometimes) this clone is unable to attack an opponent as it is not a physical replication. In return however instead of the bunshin dissipating when hit like a standard bunshin the attack goes through the clone, at the most causing it to separate and then recombine. Can eventually cause overexertion of the target.

Name: Tendou no Ashi no Jutsu (Cherub's Foot Technique)
Description:
Considered one of the more auspicious moves in the repertoire of a Cloud Genjutsu specialist. After performing a couple of seals while maintaining eye contact with the target, the target will see a giant foot of cloud descending from the skies to step on him. Generally the entire concept of a foot about to descend on the shinobi is enough to make him disturb any particular action he had planned and instead he braces himself for the giant foot to crush him. However the moment the foot is about to touch the target it immediately dissipates into nothingness, leaving the target confused and open to attack.

Name: Kumo Yotogi (Cloud Watching)
Description:
Once this genjutsu is cast, colors from the target’s perspective lose their harshness and a peaceful, serene feeling washes over him or her. The target feels completely relaxed and at ease, and then the user triggers the second stage by saying something along the lines of “The clouds are so nice and free…” When this happens, the target begins to get the feeling of becoming a cloud, and rising up to join the others in the sky. This genjutsu is useful because it can make the target off-guard.


Chuunin

Name: Fukyuu no Jutsu (Immortality Technique)
Description:
This simple skill make it so no matter how much the opponent damages the user, the user will not show any sign of injury. It will hide limping or any other sign that something is wrong even the smell and sound of blood dripping. The genjutsu will only affect those who were the intermediate area when the genjutsu was used, those who the user wishes and those who are just arriving are not affected. The jutsu is initiated via a bit of theatrics. The user forms a few handseals and gathers electricity in his or her hand. However, this electricity is actually illusionary. Then the user presses this hand into his or her chest and the electricity wraps around the user’s body and seems to dissipate into it. Finally, the user claims to have performed a rapid regeneration jutsu that will heal his body as he fights. With that, the genjutsu is fully cast.

Name: Hitoshirenu Shikaku no Jutsu (Hidden Assassin Technique)
Description:
Upon casting this genjutsu, the user claims to have gained superhuman speed, and then seems to vanish in a puff of clouds. The user is actually still standing right where he was before, but the target cannot see him. However, an illusionary version of the user appears behind the target and rushes straight at the target with unbelievable speed, piercing the target’s heart with a kunai, and then saying something like “It’s over,” or “You’re finished.” The feeling is real, but it does not cause actual injury. The target will begin to realize that they are under an illusion when they are not suffering any further effects from being stabbed.

Name: Keizokuteki Enmu no Jutsu (Continuous Fog Technique)
Description:
An offshoot version of the original Cloud Clone Technique that is generally used to cause a diversion giving the user time to run away. The user creates around 6 or so roughly generated Cloud Clones, these clones have the same capability as the previous Cloud Clones do. However, when a Clone is hit instead of going through the clone, like it normally does in the technique, the clone instead explodes into a spread of smoke-like fog that becomes denser, stronger, and harder to dispel with every clone that is.

Name: Kumo ni Shikkyaku (Falling from the Clouds)
Description:
A multiple part technique, in the first post the user begins performing hand seals and calls forth a large fog. In his next post he then shows one final hand seal the target of the genjutsu then all of a sudden notices the fog coming toward him encasing him into a cloud. The victim(s) then feels himself ascend into the skies, or so it seems. Then, when brought up high enough, the cloud begins a rapid descent towards the ground, enabling the user to see what is happening. Overall the effect is quite horrible as the body begins to feel itself reaching a Negative G-Force level of 1 which includes nausea, wasted adrenaline, possible blurry vision, definite tunnel vision, and if the genjutsu is not dispelled quickly enough total red out of vision. The genjutsu finishes as the ground is shown and the opponent wakes up on the ground.

Name: Denkou Hachidori no Jutsu (Electric Hummingbirds Technique)
Description:
Creating a real thunderstorm, the user raises his hands into the air and declares that they shall show a sound of lightning. The humming of hummingbirds fill the air and while it does, a large amount of hummingbirds fly from within the thunderclouds and home in on the target(s). Nothing is required from the user at this point in the Genjutsu. Once hitting the target, the feeling that something is drilling into their stomach is felt.

Name: Raikou Ame no Jutsu (Lightning Rain Technique)
Description:
This skill calls on a true lightning storm. Lighting appears to rain down everywhere just missing the target. The lightning appears to respond to movement by the target and will strike closer if they should dare to move. This technique is highly effective as it seems to produce all the smells, sounds, and effect of actual lightning. Its most dangerous aspect comes in to play if and when the target makes a lot of movements. The lightning will ‘strike’ the target causing pain and even seeming to cause burns, along with the smell of burnt flesh.

Name: Go Kasho Fuu: Raikou Seki no Jutsu (*Five Point Seal: Lightning Barrier Technique)
Description:
A technique similar to Thunder Signal but proves to be stronger by manipulating the senses of the target, by flashing a number of seals the shinobi primes an area or object with a genjutsu. However unlike Thunder Signal when a target attempt to walk through the area or tampers with the object that has been primed he receives an awfully realistic illusion of being electrocuted that even includes the smell of burning flesh. Specifically if the genjutsu was primed on an object the target may have difficulty letting go. One can simply dispel the genjutsu to remove the barrier.

Name: Kukan Hyouketsu no Jutsu (Body Freeze Technique)
Description:
This genjutsu, like Fukyuu no Jutsu, starts with the user gathering a small amount of illusionary electricity in his hand, but then must physically contact the target in order to fully initiate the genjutsu. When the user hits the target, the electricity seems to discharge and the user tells the target that he has reduced the target’s metabolism, reducing the amount of body heat that will be generated. Soon after, the target begins to feel very cold, and afterwards they will start to get the symptoms of hypothermia: shivering, slurred speech, loss of coordination and sluggish movements. Applying a suitable amount of heat to the body defeats the Genjutsu.


Jounin

Name: Hibanahouden no Jutsu (Discharge Technique) - Level Two
Description:
A stronger, more potent version of the discharge technique. This version literally makes the target feel the hair on their head stand up and float around in the air, their clothing will crackle and pop with every move they make and if they touch anything the resulting jolt is sufficient to make their whole body reel backwards from the pain.

Name: Hyudora Bunshin no Jutsu (Hydra Clone Technique)
Description:
At first targets of this illusion may believe they are fighting against Kage Bushin clones but as when a clone is hit, it splits into two clouds which reform into two new, separate clones. When one of these is hit, the same process occurs. In short order the target of this technique may quickly come to believe that fighting back against the clones is only making things worse for them and they may attempt to flee or simply defend. A kai will dispel all clones.

Name: Doku Kumo no Jutsu (Poison Cloud Technique)
Description:
When this technique is used against a target the first thing the target will see is a cloud descending from the sky and blanketing the battlefield. The target immediately begins to smell a very strong chemical stench that burns at the eyes, nose, and throat. Shortly after that the targets skin will begin to feel the effects of the cloud, a sensation not unlike that of weak acid burning away at the skin and/or clothing. The pain is terrible, and attempts to run out of the cloud or blow it away somehow will only provide short periods of relief as it returns.

Name: Kumo Gokusha no Jutsu (Cloud Prison Technique)
Description:
To some degree a torturous move, after flashing a number of seals the user lays his hand on the target. The target then begins to see a number of cloud's surrounding him much like a prison technique, however with every post he begins to feel more and more constricted as the clouds begin to wrap around him very tightly. As long as the genjutsu user keeps his hand on the target the user continues seeing and feeling this illusion. By the end of the technique, if it has not been dispelled by any means the targets feels himself suffocating and loses consciousness.

Name: Keizokuteki Raimei no Jutsu (Continuous Thunder Technique)
Description:
The user of this technique creates in the ears of the target one never-ending series of thunderclaps. The sound seems to roll over the target from random directions, coming rapidly and endlessly. The thunder is so loud that it causes pain in the target’s ears and it is almost impossible for the target to resist clamping their hands over their ears in an attempt to block it out. For added effect, the target can also feel the vibration of the sound in the body.

Name: Kakou Kouten no Jutsu (Descending Heaven Technique)
Description:
After performing a couple of seals and maintaining necessary eye contact the user of this jutsu disappears from the sight of his target. After a post of noticing this sudden disappearance the target may notice a breach in the clouds with sunlight/moonlight breaking the clouds. Then all of a sudden a huge hand comprised of clouds descends from the sky slamming down onto the ground, causing a massive sound of thunder to the user. The hand will then attempt to grab the target and squeeze him, if the target is unable to dispel this genjutsu he could possibly lose consciousness.

Name: Zettai Tenkou Kansei no Jutsu (Absolute Weather Control Technique)
Description:
The user of this technique appears to be able to control the weather. The possibilities are nearly endless. The user could create what appears to be a sudden driving blizzard that rapidly coats the area in snow and blasts the target with freezing winds, or they could create a torrential downpour that seems to saturate the ground to the point that it becomes a thick mud river, causing trees and other objects to fall over. The user could initiate a firestorm, or call up a hurricane. Really, the user can create any form of extreme weather that can be imagined.

Name: Hitoshirenu Shin'i no Jutsu (Hidden Mind Technique)
Description:
A genjutsu that is actually mistaken for Raiton ninjutsu, the shinobi forms a series of hand signals and as such a series of clouds form in the sky and immediately discharged a thin but well curved arc of lightning that hits their suspected target. However this is only a mere distraction for the real genjutsu, after being hit the user's sight becomes overexposed to light, and then immediately notices that the world has gone still. If he attempts to move he discovers he is unable to, caught in the single moment that has occurred. Talking or thinking causes an echo and soon the target begins to realize that the world has gone still and generally panics.


Kage/Sannin

Name: Makihige no Reikon (Spirit Tendrils)
Description:
For this technique, the user forms some handseals and seemingly calls forth a number of glowing golden tendrils that emerge from behind the user, as if protruding from the user’s back. These tendrils then, however, fly towards the target and stab him in various places, but then “lock” into the wounds, and twist them slightly, then begin delivering excruciating and massive electric shocks. Of course, this is all in the target’s head, in reality the target suffers no real wounds, but the mental feeling of pain is so intense that it can cause the target to enter an unconcious state.

Name: Raikou no Kami (Lightning God)
Description:
For this genjutsu, the user is seemingly struck by a massive bolt of lightning, which then seems to be sucked into the user’s body, causing a transformation. The target imagines the user has awakened into an advanced form of seiryuu, their eyes turn red, their hair goes white, their steps generate thunder, they attract lightning to their very being, and even touching him makes the target feel like their chakra is being drained. Fighting this person makes it seems impossible to be beaten, this combined with additional effect that the genjutsu induces a feeling of futility in fighting the user. Overall the genjutsu causes strong amounts of fear and uncertainty, only the strongest in resolve would most likely stand strong against this illusion the rest would most likely find better tactical advantage in retreating. Additionally this illusionary technique is highly classified, very few have actually seen a person use it. Those who have learned this technique are considered the most loyal in the shinobi ranks and know better then to use it in public places.

Name: Kiwamarinai Kutsuu no Jutsu (Boundless Pain Technique)
Description:
An illusionary technique that causes the target to think the user is faster then he really is, for every attack the user performs on the target it actually feels like he has been attacked five times. While granted this is nothing if someone was getting punched, it could start causing problems if the user was using a weapon or technique of some sort.

Name: Kioku Shoumetsu no Jutsu (Lapse of memory Technique)
Description:
An advanced genjutsu that is able to cause horrible damage after numerous exposures. Showing a number of seals the user brings out his hand, now visible to the target, and snaps. The target then hears not the snap but instead the sound of thunder, which triggers a sudden lapse of memory. The first time a target is exposed to this genjutsu he instantly forget what he had been doing. The second exposure he forgets what he had been doing for the last 10 minutes. A third exposure, and he forgets what he had done for the last hour. The fourth time of exposure the target forgets the last hour. The fifth and last possible time of exposure cause the target to generate a temporary form of amnesia. However the target slowly regains his knowledge of jutsu stages after every 5 minutes.

Academy Student

Nirami no Kage (Shadow Glare)
Description:
Manipulating what a shadow looks like is no large feat for the shinobi of Leaf. But at this level, the most basic, they are only able to increase the depth by which a person might perceive a shadow. For example, a shadow can either be lengthened or shortened, giving off the impression that a person is closer or father. When used in large expanses with abundant shade, this jutsu can prove quite worrisome.

Etainoshirenai no Fugou (Mark of the Unfamiliar)
Description:
Another fundamental jutsu, this one changes a person’s writing, mark, or even an inscription to that of another. By doing this, simple directions can be misread or pathways can be changed. It is all up to the discretion of the person reading the sign, though, since merely touching the word or mark in question can easily break the spell.

Etainoshirenai no Tsuujite (Through the Unfamiliar)
Description:
Strange in its uses, this genjutsu is fairly harmless. What it does is makes any opponent who falls into its area of effect imagine that they have just undergone a certain sense of déjà vu. That is to say, they begin to question whether they are following the right path or direction since the one in front of them seems too familiar to be the right way.

Etainoshirenai no Oto (Sounding the Unfamiliar)
Description:
Another harmless genjutsu, this one simply makes an opponent imagine that, in dark places, different animals begin to call out from all around them. This can range from a cat’s meow just behind them to an owl’s hoot above. The user’s own voice is what makes these sounds and then he/she manipulates them with chakra. Therefore, it goes without saying that this genjutsu affects ones sense of sound.

Etainoshirenai no Tacchi (Touch of the Unfamiliar)
Description:
This jutsu, by its name alone, obviously takes into account a person’s sense of touch. Much unlike the rest of these jutsu, this one is activated once a person touches a particular object that the user has ‘charmed’. It can be as obvious as a kunai being sent at an opponent from any distance, or even the leaves of a tree. In short, what it does is it makes the user question whether or not the particular item existed or not. So if a person were to be stabbed with a kunai, they would seem to not feel the pain of the kunai, but would realize it much later since the effect of the jutsu is quite short. In the example of leaves, a person could pass through a veil of leaves and only have their other four senses to rely on as to whether or not those leaves even truly existed, causing a very distinct sense of confusion.

Genin

Chouba no Kage (Shadow Taunt)
Description:
In this jutsu, the user visually manipulates a shadow into taking another form aside from the one it actually is. For example, what was once the shadow of a short male can be shaped into that of a voluptuous woman. This technique, however, is fairly easy to see through since it cannot really be used on a shadow that a person is currently looking at. Whatever the case, though, it does tend to cause some confusion within those who are weak in perception.

Dokuji no Kaori (Scent of Peculiar)
Description:
This jutsu makes use of the as-of-yet popular sense of smell. It has been known for ages past that there are certain scents that excite different emotions. Scents in this area can make something as simple as dust smell endearing, or make crushed leaves give off a toxic aroma. By this, both traps and warnings can be made of simple objects, not to mention the handy note of covering up ones tracks.

Dokuji no Gyoushi (Leer of the Peculiar)
Description:
A somewhat harmless jutsu, this one is made through eye contact. A form of intimidation, this one seemingly communicates malicious intent upon a victim and is often used to open up attacks from teammates. Not necessarily stunning, it does provoke an opponent into thinking twice before engaging in battle.

Dokuji no Gisou (Camouflage of the Peculiar)
Description:
Here is one of the many techniques used to hide shinobi from their pursuers if even but for a short while. Taking in natural components to their attire (leaves, twigs, dirt, mud, etc.) a person is able to lie still in an area of similar settings and remain completely impervious to detection. By strewing together chakra and a visual illusion, whatever the user takes onto their clothes bind to them and become a literal part of their appearance, changing it to suit the environment. Simply touching the user will cancel this jutsu, though.

Dokuji no Onsei (Voice of the Peculiar)
Description:
This is a complimentary technique to the Chouba no Kage, though can stand alone as well. A verbal aid, it manipulates a person’s voice and makes them seem either more or less imposing. When coupled with the Chouba no Kage, it can make the user seem possessed: changing both their voice and their shadow to those more intimidating. By itself, it can used as a very noteworthy distraction and can also deter opponents from engaging the user right away. Skilled shinobi can make their voice sound like that of other people they have encountered rather than just changing pitch and tone.


Chuunin

Minagiru no Kage (Shadow Swell)
Description:
This is a rather useful technique despite its simplicity. Visually expanding a shadow, the user is able to cover a large area in pseudo-darkness and thus forces an opponent to rely on their senses aside from sight. Not to say that this completely blinds a person, but it can easily make day seem like night in certain settings, thus causing both great confusion and making direct combat difficult to an extent.
Note: This only visually manipulates shadows. Jutsus that rely on shadow as a form of attack (like Nara jutsu) cannot exploit this technique.

Boufuu no Jumon (Spell of the Gale)
Description:
A sharp whistle within of the wind is nothing of particular concern to a shinobi. Natural settings like these are, in fact, what tend to mask a shinobi from harm. However, this genjutsu acts in a very different way than ‘natural’ wind would. Here the jutsu makes an opponent or group both feel and hear the wind coming from every direction. It causes a very definite effect and tends to put people on alert. Prolonged exposure to this jutsu interferes a person’s ability to hear around them properly.

Konoha no Jumon (Spell of the Leaves)
Description:
This is a visual jutsu that takes advantage of nearby foliage. Without moving, a user is able to make themselves appear within the blink of an eye behind a veil of leaves. That is to say, they can make a bunshin-like apparition that has their form but also manipulates the greenery around them. When they are destroyed, they pop in and expose a flurry of leaves. This technique can be compared to Oboro Bunshin no Jutsu, except that its effect is dependent on plants.
Note: Can be used continuously so long as the user remains motionless.

Kyouboku no Jumon (Spell of the Trees)
Description:
This jutsu, clearly, requires the presence of trees to work. Its effect is simple enough but valuable when trying to escape an opponent. By altering the surrounding trees in an area, the user is able to create a path by which an opponent is ‘forced’ to take. So, rather than being followed into one area, the user can force their opponent to follow another, possibly into a trap. This jutsu is hard to detect because there is very little difference between these imaginary trees and the real thing. Except, of course, if the pursuer is clumsy enough to run or leap into the illusion. That or, of course, they are following the user by any other means besides sight and sound.

Kyouchikutou no Jumon (Spell of the Oleander)
Description:
The first truly offensive jutsu, this technique makes use of imagery to cast both fear and doubt in an opponent. With a pile of leaves or even shred paper, the user blows them into an opponents face and thus activates the genjutsu. The leaves or paper are ‘charmed’ and release the effect upon making contact with the opponent. At first the opponent is merely annoyed by these fragrance-filled, white petals being blown in their face. But then, after a few seconds, the techniques effect kicks in and makes the opponent think and feel that they’ve been poisoned. Nothing serious, of course, but just the thought of being poisoned and having only a few minutes to live can cause so much stress on a person that it may cause them to faint. This causes obvious hindrances to combat.

Kagemazeru (Shadowmeld)
Description:
This jutsu allows a person to visually manipulate shadows in a manner that essentially combines all the previous ones like it. The user is able to create shadows of any proportion out of thin air and even, in good conditions, become near-invisible within them. They do this by making eye contact with an opponent and locking them in this very subtle genjutsu. Other senses, most especially touch, override this technique though.

Meiryou no Hibiki (Echo of Clarity)
Description:
In this jutsu, the user is able to tap into the mindsets of their allies and not only clear them but also protect them. Acting as a mental form of Kai, it also sets a lingering defense which aids in blocking opposing genjutsus from affecting four of the five of the person’s senses. However, if the user is currently under the effect of an opposing genjutsu, then they cannot use this technique.

Aki no Hibiki (Echo of Autumn)
Description:
Yet another jutsu that makes use of imagery, this one takes into account both plants and wind. By making eye contact with the opponent, they are able to rearrange the scenery around them to their needs. They cannot create an entirely new environment; merely shape the existing one in any way they see fit. This allows for a multitude of options in tactics and serves to easily confuse even the most perceptive of opponents. The wind aspect here is secondary option for most user’s since they can simulate the sensation of wind in an opponent’s mind as well. The use of this ability can be very misleading.

Aitou no Hibiki (Echo of Lament)
Description:
A technique fashioned for defense, this one takes a rather different approach. It is, in fact, fashioned for reversal and is quite dangerous in effect. Preparing the jutsu ahead of time, it is passive until activated with precise chakra control. Through any of the senses, the genjutsu is passed on and it quickly alters the image an opponent sees. What appears to the opponent is a direct hit on their target. Whether it be as simple as a kunai plunging into their thigh or a genjutsu immobilizing them with fear, an opponent will see this outcome played out as exactly as if it would have really happened. Yet it is the ability of this technique to make one think that and thus leave a very critical opening in any person’s defense.

Chousen no Hibiki (Echo of Defiance)
Description:
With this technique, the user wears down an opponent’s resistance to genjutsu by attacking one of the five senses. Using an item of their choice, or even a set of items, they imbue their chakra into them and use them to release specific reactions. The reactions are psychologically inhibited and occur in the span of a few seconds, activated by both sight and touch. An opponent merely imagines themselves going through one of these reactions in quick spurts: blurred vision, delayed motor reaction, dulled sense of hearing, and trouble breathing. When used over and over again, they wear an opponent down and make other genjutsus more invasive.


Jounin

Akumu Kage (Nightmare Shadow)
Description:
This technique forces an opponent to believe the shadows around them act independent of the light cast in the particular setting. They shape and form various objects of likewise varying proportions. What is actually happening here is that the user is recreating scenes or things from their past which have caused them harm to some extent. It can range as being as complex and morbid was witnessing the birth and slaughter of a newborn, or even to something as trivial as clown-shaped figures surrounding the opponent from all sides. The shadows, of course, have no face or actual presence. They are merely shapes which hint at the aforementioned events. The user must remain unseen in this jutsu, however, since he or she would blur and disturb the images which the shadows are creating in the opponent’s mind.
Note: This technique can affect more than one person. Individual reactions to the technique may vary.

Nemuri (Sleep)
Description:
A simple jutsu in which the user first concentrates for a few moments on both the target and themselves, meditating before initiating the jutsu. To activate this jutsu, direct contact between the user and a victim must be made. An open-palmed wrap on the shoulder, back, or chest will almost instantly force the victim into a state of unconsciousness. The last thing the victim sees before falling asleep are white, ethereal bird feathers floating down in front of them. This technique, however, has literally no combat use since it takes an ample amount of time to prepare the necessary amount of chakra.
Note: Cannot be used combatively and must also have victim’s consent before being used.

Kenbou (Forgetfulness)
Description:
A somewhat whimsical and fanciful technique, this one is most often familiarized with mind control but is very much different. Using only a pre-designated seal as the focal point, the user is able to alter their chakra to affect memories to a very basic extent by creating new ones which replace or block out anything current. For example, an enemy might come up to the user and try to interrogate their purpose. With this technique, the user will ‘suggest’ that the victim has mistaken him as somebody else and should carry on with his duties. Most often, the user wins out in these cases but it will not work against all. Another way to use this technique is by making a victim suddenly remember that they have something to do. Another example would be like making a guard recall that they have to check the keys in at the barracks and must return to do so. The limits of this technique are obvious. Actual memories cannot be recreated, only suggestions which would allude to real memories. Also, these memories can be so false that a victim will realize immediately that there is something the matter and will see this as a sign of provocation.
Note: If the sum of the user’s primary attributes exceed the sum of the victim’s primary attributes then this technique can be successful. This does not go to say, however, that this technique works every time. Judgment of whether or not this technique works on a victim will be done on a case by case basis.

Chototsu (Recklessness)
Description:
This technique is quite powerful even for this stage of learning, but has certain drawbacks which help convey both its seriousness and fallouts. Using the necessary amount of the seals, the user begins to hum as if in meditation. This sound carries out across the field of a battle and affects everyone in its vicinity; including allies. Once activated the jutsus inhibits certain extents of rational thought by portraying the user as overly skillful. This, in turn, causes them to become overly brash and confident. And though this doesn’t necessarily improve combat effectiveness, it does block out certain skills from a victims memory. In short, it makes them ‘forget’ to use certain techniques and only allows to them use more simple ones. In allies, this works exactly the same. However, in allies, the most usual case is that they know the user has this technique at their disposal and will recognize it in time so as to mentally block it with Kai.

Narisumashi no Hotaru (Firefly Masquerade)
Description:
Drawing upon the somewhat slender mysticism that surrounds the firefly, this technique pushes for emotional reactions to the extent in which almost any victim can be affected. Holding a seal in place and hopefully within sight of the opponent (note that this isn’t eye contact), the opponent immediately begins to see one or two fireflies enter the field as the environment begins to suddenly darken. Next, the technique subtly reaches its crux by the addition of more fireflies entering the dimmed field. They begin to surround both user and victim and provide nothing more than a lightshow at this stage. The last act of the technique forces the opponent to realize hidden fears when the fireflies suddenly converge upon the user and takes the shape of whichever person or thing the opponent fears most. Swiftly, the scene around them becomes blurred as hundreds more fireflies spin around the two and seemingly lock them within a chamber of light. At this point the user can ‘travel’ between all the light around them and speaks instances which would provoke the user’s mental stability. These illusions are most obviously self-induced, but the user simply manifests them through this technique.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
Description:
An offset of Nemuri, this technique is instead increased tenfold and can affect a large group of people. Once more ineffective in combat, this also does not require physical contact to be made between the user and a victim to be initiated. Instead, this one is more easily recognized because the victims imagine feathers to be dropping down out of thin air for a few seconds before the technique actually settles in, providing a few precious moments to counter it.

Magen: Haitai Chihyou no Jutsu (Demonic Illusion: Decaying Earth Technique)
Description:
This jutsu makes the user seem as if they are like dust being blown away by the wind. A visual effect which only serves to hide them, the bulk of the genjutsu begins with the ground underneath the opponent collapsing and acting almost like quicksand. But much unlike quicksand, it is not the ground itself that is dragging the opponent down, but half-skeleton replicas of ghosts or victims from the opponents past. Mothers, fathers, sibling, and rivals; anyone of significance in the opponent’s life hopes to drown them in the now stagnant-looking earth, a vision of their hellish demise just below them.
Note: This technique can affect more than one person. Individual reactions to the technique may vary.

Magen: Kishibari no Jutsu (Demonic Illusion: Tree Binding Technique)
Description:
A genjutsu wherein the user disappears from an opponent’s eyesight. Then, in the few moments of confusion that ensue, the opponent seems to be entangled within the confines of a tree. It’s not as if the tree grew out of the ground and around the opponent, no. It’s almost as if the user had just grown out of the tree itself. In this state, the user undergoes a slight version of the Kanashibari no Jutsu in that their body becomes momentarily paralyzed. This, however, is a misconception. In this instance, the user has instead numbed the opponent’s sense of touch to the point where they only think they are paralyzed. Then, in an extra feat of illusionary skill, the user appears to materialize from within the tree as well and may do as they please to the opponent.
Note: The actual illusion of this jutsu lasts for only four posts. The ‘binding’ aspect, or the point in which the opponent is completely paralyzed, lasts only for the first post in which they are under the effect of this jutsu. In this way, it only allows an ally to take advantage of the opening, not the character that performed this jutsu.

Magen: Kyouran no Me kara Kyoufu (Demonic Illusion: Fear Through the Eyes of Madness)
Description:
A rather harsh jutsu, this one forces an opponent to not only face their fears, but to succumb to them. Trapped within the technique, the user believes themselves confronted by whatever person or thing they fear most in life, ready to do battle and oppose it. But despite any efforts they make, their fear remains immune and imposing. And for every attempt to defeat this manifestation of fear, the user only fails and is instead paid back their efforts tenfold. Stabbing their illusionary opponent in the chest with a kunai would only result in the user being impaled, for example. Once the opponent realizes this give and take relationship they begin to slowly realize their weakness and fall prey to an extreme sense of paranoia and the terror begins to consume them.

Buin no Senkusha (Harbinger of Silence)
Description:
This technique is another of three which completely disables one of the major senses. In this case, it’s ones sense of sound. A lengthy row of handseals begins the process, followed closely by, strangely enough, eye contact. Upon this, a looming figure of a hooded villain rises up behind the user and unsheathes a dagger from the bowels of its robes. And although this doesn’t bind an opponent in place like some of the more potent genjutsus, it is instead fast-acting. As soon as the apparition appears, it lunges forth at the opponent and screams maniacally. At this point, the opponent ‘seems’ to have lost their hearing and is disabled in this way till they realize that the mysterious figure was purely imaginary.

Kage/Sannin

Magen: Katsu no Gongen (Demonic Illusion: Avatar of Thirst)
Description:
An arid desert sets the scene for the beginnings of this technique, withered trees and dying patches of grass littering the area around the user. Meant to only somewhat mimic the area in which the opponent once stood, the scene is used only to represent what is about to occur within the user. From wherever the user was last seen, a man cloaked in rustic and disheveled brown arises with staff in hand. Looking up slowly from sunken eyes and clearly diseased skin, he screams out with such force that it pushes against the user. At this the scene quickly swirls around the opponent and all their senses are drowned out by the howling wind and sand. When they come to, a severe sense of dryness erupts from their throat and mouth. They lose the ability to speak under such stress and every breath taken is sharp to the touch. Difficulty breathing follows this pain, and a lethal sense discomfort forces the user to break down.

Magen: Jifu no Gongen (Demonic Illusion: Avatar of Conceit)
Description:
Pride has always been the downfall of many great men. The inability to accept the truth because one’s personal merit contradicts it can prove quite devastating when controlled properly. By this technique, the user distorts the scene at hand by reserving it to only black and white. Then, a man garbed in elegant cloths and sallow skin arises from just in front of the victim. From within his robes he takes a brilliant ruby and literally embeds it within the victim’s head. From that point forward, the illusions desist and the victim suddenly feels elated and able to do even the most impossible of feats. This sense of pride, however, blinds them from the fact that their movements are now clumsy and their senses dulled due to the mind-numbing focal point in their head. In effect, their battle effectiveness drops considerably.
Note: This technique decreases all of an opponents stats by three points for the remainder of the thread. However, they cannot decrease past 0. If it does, the user’s total in each statistic instead becomes 1. Despite all factors which affect the duration of genjutsus, this technique lasts for only four posts. This technique can only decrease an opponent’s stats once per thread. Every use afterward does not include the ability to decrease stat points. Kai will restore all points back to normal.

Magen: Tentan no Gongen (Demonic Illusion: Avatar of Apathy)
Description:
Laziness and idleness have also led many men to ruin during the course of history. But even more dangerous is not the inability to act, but the choice not to. Through this technique that point is proven to the utmost by using false images to create doubt and an even greater scope of sluggishness in a victim. The setting begins in a darkened forest littered with cobwebs and the general sense of dread hanging over everyone present. Then, a child is heard weeping in the background as it finally reveals itself from within the shadows. A boy barely over the age of 10; his clothes depict a struggled life and the bags under his eyes hint at depravity. But his most prominent feature is the word “Choice” carved deeply into his forehead. After observing the boy for a few moments and drinking in the words he communicates by his very presence, he lets out a scream which plunges the victims back to reality. From here on out they are faced with hesitance in every action they take, their vision and reflexes dimmed considerably. The lesson they take from this experience is that their actions directly decide whether people live or die, that their actions carry so much weight as to decide to fate of an innocent child.
Note: This technique acts quite unlike every other genjutsu thus far in that it makes it so that, for the next two posts, the user is unable to use any tree (even taijutsu and unique ones) for two posts. This does not, however, deactivate bloodlines. Curses or any other sort of secondary stat modifier also shut down and the user returns to their normal state. Anything else that might affect a character’s performance will be judged on a case by case basis.

Magen: Gekijou no Gongen (Demonic Illusion: Avatar of Fury)
Description:
A prime human emotion which is both quite powerful and also a great weakness is one’s own temper. Anger can be as liberating as it is blinding, and in a battle of cunning can bring about swift defeat. This technique embodies the mental state of fury and puts the opponent into a frenzy showing them various self-images and experiences. A spirit racked in archaic armor befriends the user as the technique begins. Then, after a few moments, the image seemingly breaks into the users mind with its own icy hands and brings about the jutsus effects. Bitter defeats, times of struggle, loss of loved ones, anything that is already present in the opponent’s mind are distorted and amplified to shroud the user’s thoughts in utter rage. They become self-absorbed and can think of nothing but that solitary moment that replays over and over in their head. It is so engaging that they lose all sense of self and slip into mindless fury. Eventually, however, this technique wears off and the user is left only with a lapse in memory (which can prove dangerous on its own).
Note: Despite all factors which affect genjutsu, this technique lasts for only four posts. During this time, the character quite literally falls into a trance which cannot be broken unless they have Kai. There is no other alternative. But because of that, the cost to break this genjutusu is Kai and Willpower greater than or equal to half the Control of the user. The character, when under the effect of this genjutsu, may only use physical attacks.

Reikoku no Fukumen (Mask of Cruelty)
Description:
This is a unique and powerful jutsu which is supremely hard to master. Much unlike other genjutsus, this one affects an opponents mind very differently in that it causes hallucinations based on situation. Quite unique in this respect, it makes it so that every time the afflicted were to cause harm to another person, they would envision themselves being harmed instead. For example, an opponent making a lunge at the user would cause the afflicted to envision themselves in their place; visions of masochism, as it were. There have been stories of people too afraid to make any offensive attempts after being placed under this genjtusu, unable to either defend or attack their opponents out of utter fear.
Note: As far as explaining the actual genjutsu, it’s quite simple. In the above example, the person under the effect of this genjutsu will always picture and ‘feel’ that they are dealing themselves some sort of pain. So when they try to stab an opponent with a kunai, they will instead feel as if they are being stabbed with a kunai, regardless of the outcome of their attack. The same goes for ninjutsus or even other genjutsus: they are simply reflected back on the user. Confusing? Contact a mod to evaluate the usage of this jutsu if you have any questions.

Kokuangyo no Jutsu (Bringer of Darkness Technique)
Description:
An ancient technique created and mastered by the late Nidaime Hokage, it utilizes the foremost creator of fear: darkness. By creating a complete and impenetrable darkness around the user, the actual affect is not to scare them, but to disable them. Doujutsus are especially hindered by this technique because it affects the nervous system in such a way that it deactivates them. Indeed, there is very little that can pierce that jutsu, not even interference from allies. The only way to break this jutsu is by throwing the user off guard or if the user wills it.

The Wild Hunt

Shirtless Giver

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The Wild Hunt

Shirtless Giver

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PostPosted: Thu Feb 12, 2015 8:39 pm


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xxxxxxxxxxInuzuka
[ beastly. instinctual. wild. ]

xxxxxHISTORY
The Inuzuka clan (犬塚一族, Inuzuka Ichizoku) or Inuzuka family (犬塚家, Inuzuka-ke) is a family of shinobi in Konohagakure known for their use of ninken as fighting companions and are easily identified by the distinctive red fang markings on their cheeks.


xxxxxDESCRIPTION
The members are given their own canine partner(s) when they reach a certain age. Thereafter, the shinobi and their dog(s) are practically inseparable. The shinobi and canine allies fight using collaboration jutsu, such as the Fang Passing Fang amongst others that take advantage of their teamwork. The clan members are also able to communicate with canines even if unlike Kuromaru, the dogs cannot talk. The members of this clan, much like their canine partners have greatly enhanced senses especially the sense of smell. By concentrating chakra to their noses this is amplified to an even greater extent allowing the user to be able to detect, track and monitor targets from a fair distance away. The clan's fighting style primarily revolves around their enhanced speed, strength and agility granted by the Four Legs Technique and other canine-based attacks, in conjunction with the tactical advantages granted by their heightened senses.



xxxxxRULES
• You must have a dog and it must be applied for. May use a summon, like the Wolf summons as your companion.
• Your character will care deeply for their companion. Sending them to die will not be easy.
• You may only have one companion at Genin and Chuunin rank. After you make your first dog, you can't get rid of it for another.
• At Jounin rank, you may have a second dog. At Kage Rank, you may have a third.
• Must be a semi to fully physical class: Cannot be Genjutsu Specialist or a Puppeteer.



xxxxxSTRENGTHS
• Other than the animal tamer class, this is the only other thing that allows you to fight with another companion.
• Due to your great cooperating skills, Summons and Combination jutsus are one rank stronger.
• Speed is increased by two full ranks.
• Strength is increased by one rank.



xxxxxWEAKNESS
• If your companion goes down, it becomes harder for you to fight.
• Due to your enhanced hearing and sense of smell, sound jutsus and jutsus that involve odors are one rank stronger.
• No one of this style can specialize in Genjutsu or Puppets. This class needs to be physical.



xxxxxPASSIVE ABILITIES
Dōbutsu-teki hon'nō (Animal Instinct)
Due to all animals knack for sensing danger or disaster, you can feel danger approaching, making it hard for sneak attacks to hit you. You can smell things before anyone else can, you can hear things that no one else could hear. Your ability to literally sense hostility is unmatched. You can feel the malice radiating from someone who intends to do harm.



xxxxxTECHNIQUES
Bakuretsu Koinu (Exploding Puppy) Academy
Using a clone of one of their dogs, the user will force their companion clone to go as close to the enemy as possible before detonating with the force of 5 paper bombs.

Tsuuga (Piercing Fang) Genin
This skill uses the user's companion to perform a rotating attack that heads straight for the opponent. Meanwhile, the ninja can move to another angle and attack in case if this skill gets avoided. This piercing attack may break Chuunin Ranked barriers.

Hito-jū Bunshin (Beast Man Clone) Genin
Simlar to the stronger jutsu, Beast Man Clone, the user is able to transform into their companion. This allows them to use any skill their companion may use, or simply go on a reconnaissance mission. While using this jutsu, it is impossible for anyone to tell that the user is really a human. Not even the Madking's Gaze can see through this jutsu.

Gatenga (Fang Rotating Fang) Genin
Similar to the Akimichi's Human Boulder, the user and their ninken partner roll at a ferocious speed in a buzz-saw like shape, and deliver many powerful beast-like attacks when contact is made with the target.

Dainamikku Maakingu (Dynamic Marking) Genin
When their canine partners release a stream of chakra infused urine on their target, the clan member can use their excellent sense of smell to locate their target no matter where they are. The urine itself is more dangerous than normal urine, because of its burning and strong sticky qualities. Once marked, it never wears off. Once marked, while using any of the "Tsuuga" techniques, it is nearly impossible to miss because the user will always know where the opponent is.

Garouga (Fang Wolf Fang) Chuunin
Man and beast transform into a single two-headed, gigantic animal thanks to the Human Beast Combination Transformation: Double-Headed Wolf technique, and have their body spin in a violent assault against the enemy. The ultra-violent rotation creates a vacuum vortex in its surroundings, that tears the enemy apart even without touching them directly. The excessively high speed of the rotation strips the user of their field of vision, but marking the enemy beforehand makes it possible to tail them with the sense of smell. The power is great enough to break a Rashomon gate, or Jounin ranked barriers.

Jinjū Konbi Henge: Sōtōrō (Human Beast Combination Transformation: Double-Headed Wolf ) Chuunin
A Combination Transformation where man and beast become a single entity. It is a specialty of the Inuzuka clan, a clan that has been walking side by side with ninken for generations. They coalesce into a bicephalous wolf, thus drastically increasing their power. In their direct attacks, they demonstrate great efficiency. Furthermore, using techniques in addition to this gives birth to an extraordinary power of destruction. In height, the user becomes almost 50 feet tall. When the user obtains two dogs, this can be used with just the two dogs, allowing the user to remain in their own form.

Juujin Bunshin (Man Beast Clone) Chuunin
First, acting in conjunction with the clan member, the canine familiar will transform themselves into a copy of the clan member. While in this form they are capable of using every clan skill that the user is capable of using, however their stats remain the same.


Shikyaku no Jutsu (Beast Mimicry: Four Legged Technique) Jounin
After forming the needed hand seals, chakra begins to emit from the body of the clan member and they take on a more canine-like appearance. These body changes give them increased speed and agility by one rank. It also increases the power of Gatsuuga, Garouga, and Tsuuga by one rank. Lasts for 5 posts. The users own claws will have enough strength to even cut into stone.

Gatsuuga (Dual Piercing Fang) Jounin
Gatsuuga is a supreme Taijutsu technique of the Juujin Bunshin style of combat. After the familiar transforms into a copy of the clan member, both the familiar and ninja will begin a spinning attack. The preferred time to attack is when their opponent is showing an opening. Using this chance the fast rotating of the two attackers will cause a damaging impact on their opponent when they connect with their claws. While using this technique, both attackers are able to rotate and strike from multiple angles. The power of this technique is great enough to pierce S Ranked barriers, shattering them upon contact while continuing on.

Jinjū Konbi Henge: Toripuru sōtō-jū (Human Beast Combination Transformation: Triple Headed Wolf) S Rank
The strongest jutsu in an Inuzuka's arsenal, this jutsu allows for both of the users wolves to merge with the user. Bigger than the Double Headed Wolf and much stronger. Garouga may be used with this jutsu as well, however it's power has been bumped up to that of a S Rank technique, for the original amount of chakra. With three dogs, the user may have the three dogs transform instead of them doing it., allowing the user to stay in their own form.


xxxxxADDITIONAL COMMENTS
Please... try to incorporate your animal side in the RP. I don't mean sniff other people's butts, but growl a bit or flash your canine teeth in anger. Something like that.


xxxxxRULES REGARDING COMPANIONS
• Ninjas dogs are capable using ninjutsu, however, not as well as the user.
• Your companions stats are not your own. While your dog may be faster than you are,
• All companions have their own chakra pool, but it is limited. The companion grows with the user. At Genin. the most the users dog may have is 30 cp. At Chuunin, 50 cp. At Jounin, 75 cp. At S Rank, 125. At SS Rank, 150 cp.



xxxxxMEMBERS
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[ Clan revamped by Hiro ]
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