Page 2 of 2 « First 12
Results 21 to 25 of 25
  1. #21
    Scorps's Avatar
    Status
    Scorps is offline
    Gender
    Join Date
    May 2008
    Posts
    18,633
    Location
    Jigoku
    LOVE THE SARA FOREVER!
     



    Re: ±± The Chest of Endless Wisdom ±±


    Ryūhariton | Dragon Glass Release




    Custom element Japanese name: Ryūhariton
    Custom element English name: Dragon Glass Release
    The element is based on: Fire + Earth + Chakra Control

    The true idea for this element was actually real life Obsidian glass, which is essentially a volcanic glass. Felsic lava, extremely thick but also rich in silicate minerals, cools down rapidly without forming (or forming low concentrations of) crystals, giving birth to a dark, normally green tainted glass. However, after watching Game of Thrones and talking in the Staff Chat with Skorm, instead of attempting a literal custom element name, which would literally be something like Volcanic Glass or simply Obsidian Release, the idea came to name it Dragon Glass to give it a more “narutoverse feel”; a more interesting naming. Dragons are creatures connected with fire and earth and, in many mythologies, they are seen as responsible for volcanic eruptions and anything born from fire. So, naming it Dragon Glass became fitting. Despite naming it Dragon Glass and referring to it in the submission as Dragon Glass, the element itself is Obsidian glass. As I dwelled deeper and deeper into the mythology behind Obsidian and, overall, most volcanic glasses, it seemed to be universal the relationship between them and otherworldly “powers”. Sought out for their beauty but also, in the case of obsidian, its incredible sharpness (used to produce bladed weapons and tools), it was also believed to have cleansing properties that made it able to protect people from some diseases or from evil spirits. It was also, in some cultures and cults, believed to be able to channel and empower magical abilities and even awaken spiritual powers. All of this plus the naming made me quite interested in transforming it into a CE.

    In terms of what is on its basis, this element is based on the ability to use Fire Natured chakra to meld and manipulate Earth (or Earth Natured chakra )in order to form a new earth based element, in this case, Dragon Glass. By melding together Fire on your left circulatory flow and Earth on your right, combining them together afterwards, you are able to create a new element by using the fire portion to manipulate and transform the earth portion, using chakra control to control the ratio between both natures and be able to extrude the needed minerals and composites that will then cool down in a controlled manner and form Dragon Glass.


    Facts that prove the element to be possible (in the manga context):

    In the manga so far, we’ve seen that combining Earth and Fire natures can produce different earth based elements. The main element behind the combination of both natures is Lava Release, which has 3 variations (Hot Molten Rock (literal Lava), Rubber and Quicklime), but we can also take into account Steel Release, that combines Earth and Fire to produce a metallic element.

    Taking this into consideration, in the manga, its then possible to use both Earth and Fire natures to produce various Earth based elements that originate from the application of heat onto earthen substances. In this specific case, you apply heat to transform the earth and in the process giving birth to a new element: Dragon Glass.

    Normal, silicate glass (the one most commonly found in most domestic glass usage in RL) itself is present in narutoverse in windows, drinking glasses, etc so its not farfetched to conclude that the process through which a hot, molten, high silicate concentrate material turns into glass is the same as it is in our world or at least based on the same principles and factors in narutoverse also, allowing the theoretical feasibility of Dragon Glass.

    How it works:

    The element itself is fairly simple. You apply Earth chakra (which gives the primary source or “raw material” to the element; in this case it produces a high silicate content earthen raw material) with Fire chakra (which is used to transform and meld the “raw material”; it melts the raw product at the needed temperature and moulds it into the given form, allowing it to cool in a controlled rate and manner) producing Dragon Glass.

    Dragon Glass itself is actually real life obsidian (simply with what you can call an "RP cosmestic touch" in terms of name), a type of volcanic glass, and takes all of its properties. It’s a glass, incredibly hard but also brittle ("A material is brittle if, when subjected to stress, it breaks without significant deformation (strain). Brittle materials absorb relatively little energy prior to fracture, even those of high strength. Breaking is often accompanied by a snapping sound. Brittle materials include most ceramics and glasses (which do not deform plastically) and some polymers, such as PMMA and polystyrene. Many steels become brittle at low temperatures (see ductile-brittle transition temperature), depending on their composition and processing." - definition of what means to be brittle because I was under the assumption it meant it was fragile), which means that when it fractures it produces very sharp edges; some of the sharpest amongst all known natural materials. The element is formed by a controlled, rapid (but not too rapid), cooling of molten high silicate earthen products. The element produces black, green hued glass, which, like most glasses, is translucent (at times almost transparent), with a vitreous lustre, though not crystalline in its essence (thus why it’s a glass). Because of the process through which it’s made, where the cooling rate must be very specific and controlled though somewhat rapid, it’s also a very temperamental element. If it cools too rapidly, it shatters into rock instead of allowing the glass to form. Once hardened and formed, the glass is very resistant to high temperatures but very susceptible to low temperatures.

    In terms of jutsu application, the element is divided into two uses, depending on the use from an existing earth or dragon glass source or from the users body:
    • Existing Source Usage: The user will focus the earth and fire chakra into the earth, creating finished constructs of Dragon Glass to erupt from the ground. Basically, the user produces the hot raw by-product of the combination of Earth and Fire chakras beneath the surface, forcing it to erupt upwards. As it erupts it cools so that as it fully emerges from the ground, it’s already in its cooled glass form. If used from a dragon glass structure or source, the process is similar. In the core of the source, the user will focus earth and fire chakra in a way that actually makes dragon glass emerge from that source in its finished form. These constructs are black, slightly translucent, with green hue noticeable when light insides in certain angles. This application is generally associated with the Snake, Rat and Ox Handseals.
    • Self Source Creation Usage: The user will focus the earth and fire chakra inside himself, exhaling or extruding from his body constructs of either blunt or sharp Dragon Glass. These can be used for a multitude of purposes and act as a alternative form of usage when the user has no earth source available. Additionally, and making use of the Earth aspect of Dragon Glass, the user can also imbue into his body the hardness of Dragon Glass in the same way one can with Earth release through the user of techniques like Earth Release: Earth Spear.. This application is generally associated with the Tiger, Ram and Horse handseals.


    General Characteristics of Dragon Glass

    -Ageless: Dragon Glass, like all glasses, is a very resilient and durable material. Its resilience to aging makes it able to last until destroyed or dispelled.

    -Sound Interaction: Because its not crystalline but actually a glass, Dragon Glass is very resistant to low frequency Sound based techniques, which rebound off of it or are absorbed into it, depending on the technique used to clash with sound. Much like normal, daily life glass, Dragon Glass is a very good sound proofing material for audible frequencies. However, high frequencies can shatter it same as they can do any hard material. Dragon Glass itself can also be used to produce sound same as any type of crystal or crystalline material such as normal glass.

    -Sharpness: once fractured, Dragon Glass produces immensely sharp edges. This allows the user to produce sharp constructs or weapons but also to make it dangerous to directly facture Dragon Glass as it will invariably produce sharp, cutting edges. The sharpness is such that it’s described as capable of cutting through anything, although that is not the case, just folklore. In reality, obsidian glass, the core idea behind this element, is described as one of the sharpest materials known to Man. When it fractures, due to its hight brittleness, it produces such fine and sharp blades that they can be only 2 to 3 nanometers thick (1nm = 1/1 000 000 000 m = 1/1 000 000 mm). All dragon glass techniques produce sharp edges when fractured and specific techniques can be made to have this sharpness right from its creation.

    -Hardness: once cooled, Dragon Glass is harder than most Earthen materials and elements, capable even of playing in equal ground with some metals in terms of hardness. This hardness makes it a very durable material for most physical interactions but also means it lacks flexibility.

    -Vitreous Lustre: as a glass, Dragon Glass has a certain translucent and transparency to it despite being dark in color and having a green tint or hue. This transparency can be regulated in certain techniques to become almost transparent (although always greenish) but will normally mean its a dark green construct, almost black.

    -Heat Resistance: Dragon Glass, as all glasses, is incredibly resistant to high temperatures once it’s formed. This makes the element very useful against fire-based elements and other hot elements. Coupled with its cleansing properties, dragon glass can be used as a medium to channel, absorb and even contain and negate high amounts of heat. In return, it’s weak to low temperatures, which make it more brittle and fragile. Despite Dragon Glass being resistant to heat all together, only specific techniques can be used as heat siphoning mediums.

    -Radiation Resistance: Like most known glasses, Dragon Glass is largely resistant to Radiation effects. However, this resistance is not towards elements that might be radioactive but actually towards the radiation they release.

    Usage Examples:

    (Ryūhariton Taibu No Jutsu) Dragon Glass Greater Technique
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description:
    The user will do the Ox+Snake hand seals, focusing his chakra into an earth or dragon glass source to create gigantic constructs made of Dragon Glass ,which can be sharp or blunt, depending on the users needs.
    Note: Usable 4 times


    (Ryūhariton No Jutsu) Dragon Glass Technique
    Type: Offensive/Defensive
    Rank: B-Rank
    Range: Short-Long
    Chakra: 20
    Damage: 40
    Description:
    The user will do the Ox hand seal, focusing his chakra into an earth or dragon glass source to create constructs made of Dragon Glass ,which can be sharp or blunt, depending on the users needs.

    (Ryūhariton: Ryū Midori No Jutsu) Dragon Glass Release: Green Dragon No Jutsu
    Type: Offensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    The user will do the Tiger+Horse Handseals while focusing chakra on his core. From his body, a lustrous dragon made of dragon glass, similar to that of Wood Release: Wood Dragon, rampages outwards. The dragon can be used to attack or defend and will stay on the field for 3 turns or until dispelled. Its scales are incredibly sharp.
    Note: Usable 3 times


    Conditions to be able to use it:
    -Mastery over Earth
    -Mastery over Fire
    -Above Average Chakra Control

    Is weak to:

    Wind – Despite Dragon Glass’s sharpness being superior, wind is the element that is described as responsible for cooling down other elements or for inducing temperature-lowering effects. Because of this unique property, Wind techniques are able to easily cut or fracture through Dragon Glass techniques.

    Lightning – Because Dragon Glass is so densely rooted in Earth Release, it shares its unique weakness towards Lightning, which can cut and fracture it easily. The same weakness extends towards Storm Release, Dust Release and other Lightning based custom elements.

    Harder Physical Elements – Any element defined as harder than Dragon Glass is physically able to overcome it. This is true for most metallic elements (unless unusually soft metals like Lead or liquid ones like Mercury) and all crystals harder than Quartz.

    Ice and Cold-Based Elements – Cold makes Dragon Glass more brittle which makes it more fragile and weaker in terms of physical strength, making it fracture more easily.

    Quake – Its ability to destroy Earth based elements extends to Dragon Glass, which easily fractures when facing Quake release techniques.

    Is strong against:

    Earth – Because it’s harder than Earth and an advanced element based on it, it’s stronger than earth in any of its cannon forms and most of its custom forms (unless they are harder than Dragon Glass).

    Water – As a very hard solid, Dragon Glass is stronger than Water and all it’s custom forms unless they somehow possess severely low temperatures.

    Fire and Hot Elements – Due to its ability to withstand high temperatures, Dragon Glass is very resistant to Fire and most heat-based elements, which include Lava Release and most types of special Fire.

    Radiation – Dragon Glass constructs are themselves resistant to radiation as is the case of most glasses. If the radioactive element is physically harder than Dragon Glass, its still stronger than Dragon Glass as its resistance is only applicable towards the radiation itself.

    Decay – Dragon Glass cannot be aged or deconstructed easily because it isn’t “constructed” but is simply a different chemical structure of an amalgam of minerals, mainly silicate and derivatives. So, like most similar materials, it is strong against decay release.

    Softer Physical Elements – Its high sharpness and its high hardness make Dragon Glass effective against any element softer than it is. These include Quicklime and Rubber Lava Variations, Caramel, Bubble-gum, Marshmallow, Chocolate, Mushroom, Plant, etc.


    Co-creator: Skorm

    Students I passed this custom element on too: ? & ?


    P a t e n t C e r t i f i c a t e

    I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei and Zise, give you the following:

    Scorps, our loyal member, gave on the date December 24th 2013 a request for a Patent on his custom element (Dragon Glass); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;


    Ryūhariton
    Powered by Caliburn
    Copyright 2014, Scorps, NarutoBase.net


    1.
    ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Monogatari no Kuro Kanashiki || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Tales of the Black Anvil
    Type: Offensive/Defensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    Through the Tales of the Black Anvil, one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing one simple handseal (Snake if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.


    2.
    ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Tsuyoi Gizō no Chō || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Bowels of the Strong Forge
    Type: Offensive/Defensive
    Rank: S-Rank
    Range: Short-Long
    Chakra: 40
    Damage: 80
    Description:
    Through the Bowels of the Strong Forge (essentially, a stronger version of the Tales of the Black Anvil), one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing two simple handseals (Snake+Rat if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.
    Note: Usable 4 times per battle, once every 2 turns


    3.


     
         
    Last edited by Scorps; 07-10-2014 at 10:11 PM.

  2. #22
    Scorps's Avatar
    Status
    Scorps is offline
    Gender
    Join Date
    May 2008
    Posts
    18,633
    Location
    Jigoku
    LOVE THE SARA FOREVER!
     



    Re: ±± The Chest of Endless Wisdom ±±


    Edo Tensei


    1.
    ±± Dan Kato Biography ±±

    DNA gathered in this fight.

    Ritual done in this thread.


     
         

  3. #23
    Scorps's Avatar
    Status
    Scorps is offline
    Gender
    Join Date
    May 2008
    Posts
    18,633
    Location
    Jigoku
    LOVE THE SARA FOREVER!
     



    Re: ±± The Chest of Endless Wisdom ±±


    Hakke Magenken | Eight Trigrams Demonic Illusion Fist


    Hakke Magenken: Primera no Kata | Eight Trigrams Demonic Illusion Fist: First Form
    Hakke Magenken: Primera no Kata | Eight Trigrams Demonic Illusion Fist: First Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user forms a circle with one of his hands, which will place the target in a Genjutsu where time will seem to slow down as the hand moves, to finally stop completely when the circle is complete. As time seems to become slower and slower, the target will gradually become unable to move his body, to finally become totally paralyzed as the circle becomes complete. It's important to notice that the opponent as the time to react accordingly as he notice the effect taking place. As the target gets captured in the Genjutsu, the user will appear in front of the target and place his hand in front of the targets eyes, which will place him in another Genjutsu where the target feels the users presence behind him. As the target gets captured in the second Genjutsu, the user gathers chakra in two fingers and thrusts them into the targets eyes with great force.
    -Both illusions are C-ranked in strength.
    -Can only be used 2 times per battle.
    -Can only be taught by Zero Kelvin


    Hakke Magenken: Segunda no Kata | Eight Trigrams Demonic Illusion Fist: Second Form
    Hakke Magenken: Segunda no Kata | Eight Trigrams Demonic Illusion Fist: Second Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses wind chakra into his hands or weapon and gestures towards the target. The gesture places the target in a Genjutsu, where the target sees the user dashing towards him while performing several slashing motions with his hands or weapon, which causes several small blades of wind to seemingly shoot out from his hands or weapons and race towards the target. In reality, the user simply focuses chakra into their feet and vanishes in a blur of speed, after which he appears right in front of the target and stabs his weapon or hand into the targets abdomen. The stab is usually aimed at vital organs.
    -The illusion is C-ranked in strength.
    -Can only be used 2 times per battle.
    -Can only be taught by Zero Kelvin
    http://www.youtube.com/watch?v=ty02JFvT5bw
    1:12 – 1:22
    Learnt Here


    Hakke Magenken: Tercera no Kata | Eight Trigrams Demonic Illusion Fist: Third Form
    Hakke Magenken: Tercera no Kata | Eight Trigrams Demonic Illusion Fist: Third Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user performs a simple hand gesture, which immediately places the target in a Genjutsu, where he will feel nothing but absolute terror, fear and dread. First, the target will see the users hand begin to glow ominously, after which, the users body will disappear into a complete darkness and only his two hands will remain visible. The users two hands will immediately seem to form a box with the thumb, index and middle finger of each hand and as soon as the box is complete a glowing red eye will appear in the middle of the box and quickly begin to multiply. The target will feel as if thousands of glowing red eyes are racing past him with high speed. The only feelings the target will be able to feel is fear, paranoia, sadness and hopelessness. In reality, the user simply focuses chakra into his feet and earth chakra into his hands. The user will then disappears in a blur of speed; he quickly reappears behind the enemy and delivers a devastating dual palm thrust to his spine.
    -The illusion is B-ranked.
    -Can only be used 3 times per match.
    -No S-ranked or above illusionary techniques during the next turn.
    -Can only be taught by Zero Kelvin.
    http://www.youtube.com/watch?v=8-0DH7DLMVs
    2:21 – 2:34
    Learnt Here


    Hakke Magenken: Cuatro no Kata | Eight Trigrams Demonic Illusion Fist: Fourth Form
    Hakke Magenken: Cuatro no Kata | Eight Trigrams Demonic Illusion Fist: Fourth Form
    Rank: A
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses wind chakra into his hands or into a weapon, this will causes the wind chakra to extend itself from the chosen object and thereby increase its range. The extended wind chakra is invisible to the naked eye. As the user focuses wind chakra, he performs a simple gesture with his hand or holds eye contact with the target, either one of these will cause the opponent to be trapped in a Genjutsu. Inside the Genjutsu, the target will see the user disappear in a blur of speed and feel his presence behind him a moment later, the feeling of having the user behind him will be extremely realistic and include both the smell, the sense of danger, etc. The second the target becomes captured in the Genjutsu, the user will dash towards him with incredible speed and perform two incredibly fast slashes with his weapon or hands. This technique is based on Asuma Sarutobi’s Hien (Flying Swallow)
    -The illusion is C-ranked.
    -Can only be used 3 times per battle.
    -Can only be taught by Zero Kelvin
    http://www.youtube.com/watch?v=6-_6ZAkwLYw
    5:40 – 5:47
    Learnt Here


    Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
    Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
    Rank: S
    Type: Offensive
    Range: Short/Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user gathers a large amount of earth chakra in his hands and forms a pair of thick gloves made of very compressed and extremely durable minerals. The user gains eye contact with the target or performs a gesture; either method works and places the target in a Genjutsu. Inside the Genjutsu, the target will see the user jump into the air, where he lifts his arms above his head and uses the momentum he gains from his fall to deliver a devastating punch. The illusion will feel completely real, so if the punch makes contact, the target will feel the massive power of the punch as he will feel his bones break, but he will receive no actual damage from the illusion. In reality, the user simply disappears in a blur of speed and reappears close to the target, where the user will deliver an uncountable number of incredibly fast punches. The user will increase the speed of his punches, by using his long experience with Taijutsu and knowledge of his own body, to release the ATP stored in the users’ muscles and to release a dose of adrenaline from the glands just above the kidneys.
    -The illusion is B-ranked.
    -Can only be used 2 times per battle.
    -No A-rank or above illusionary techniques during the next two turns.
    -No S-rank Taijutsu during the next turn.
    -Can only be taught by Zero Kelvin
    http://www.youtube.com/watch?v=cAuWP3PRk4w
    0:47 – 1:03
    Learnt Here


     
         

  4. #24
    Scorps's Avatar
    Status
    Scorps is offline
    Gender
    Join Date
    May 2008
    Posts
    18,633
    Location
    Jigoku
    LOVE THE SARA FOREVER!
     



    Re: ±± The Chest of Endless Wisdom ±±


    The Force



    Force Control

    5.
    Kyōsei Kyūshū/Gesuidō | Force Absorb/Drain
    Type: Offensive/Defensive
    Rank: B-Rank
    Range: Short
    Chakra: 20
    Damage: N/A
    Description:
    One of the most basic skills a Force Sensitive can have, it pertains to the ability one has to infuse himself and become as one with the force. The force exists all around and is an undeniable participant in the universe. All Force Sensitives are already part of the force but by using this ability they can actually manipulate and perfect their connection with the force becoming a much more perfect conduit to it and channeling a deeper and more open connection to it. By doing this, the Force Sensitive can take nourishment from the Force and gain power from it. Depending on which side of the force the binkan uses, he can gain different empowerments or different effects:
    Force Absorb/Kyūshū: Used by users of the Light Side, the Force Absorb is used by passively absorbing into oneselves the natural force the exists in the world around the user. By opening themselves up to the force completely, the user will overflow with it, with his eyes glowing in a bright blue color. This enables the user to regenerate his chakra (100 chakra points per turn) and to negate any physical drawbacks that would come as a result of fatigue, pain, etc. While it will not heal the user, the influx of force will empower his body in a way that will enable a stronger chakra regeneration which will decrease the users fatigue and other negative aspects, while purifying his body from external agents such as poisons or toxins as well as illusions or mental hindering techniques (up to the same rank). Upon usage, the user can empower a single physical technique (either physical like taijutsu or belonging to a physical element such as Water or Earth) by one rank using the influx of chakra to do so.
    Force Drain/Gesuidō: Used by users of the Dark Side, the Force Drain is used by actively absorbing into oneselves the living force that exists in every living being. By making direct physical contact with another living being, the user will absorb force potential and energy from that user into himself, draining the target of his force potencial (which needs to be another sentient being such as an Animal Summoning A-Rank and above or another Ninja), during which the users eyes will glow a light red. This will temporarily weaken the target (making him hazed, tired, and otherwise depleted of vitality and stamina for a moment) while empowering the user. While the target recovers rapidly (unless he is a force sensitive, he doesn't depend on the force and as such will not suffer long lasting effects from its depletion), this enables the user to regenerate his chakra (150 chakra points upon usage) by having the force power his chakra regenration and to negate any physical drawbacks that would come as a result of fatigue, pain, etc. While it will not heal the user, the influx of force will purify his body from external agents such as poisons or toxins while also boosting his awareness of living beings. Upon usage, the user can empower a single energy technique (either made from raw chakra or belonging to an energy element such as Lightning or Fire) by one rank using the influx of chakra to do so.
    Note: Each application can be used 3 times, but the user can only use one of them per battle.
    Note: Force Absorb works during 2 turns. While using Force Drain the enemy cannot mold chakra or move but can't also be attacked as that will break the Force Drain.
    Note: Only Grand Masters can use this ability and it needs to be used to enable the usage of Force Awakening | Kyōsei Mezame


    1.
    Kyōsei Abunai | Force Acrobatics
    Type: Supplementary
    Rank: A Rank
    Range: N/A
    Chakra: 30
    Damage: N/A (+10 Taijutsu)
    Description:
    The most basic application of Force Control, the user will use the Force to use enhanced hand to hand skills. As such, the user will take advantage of his Force Control abilities and will use it to enhance his movement abilities and acrobatics in a series of different simple applications:
    Acrobatic Jump|Chōyaku- The user will use the force to execute a powerful jump which can bring him up to insanely high heights in a flash for speed. He can also use it mid air to dodge an attack while airborne by executing an air jump. The user can also execute a Dash Jump by combining both applications into a powerful long range low heigh jump which enables him to move at 3 times his normal speed. This application counts as two moves and, while fast, prevents the user from attacking on arrival due to the momentum he carries.
    Acrobatic Dash|Sattō- The user will use the force to execute a dash in one direction (with or whitout a simple flip or roll). The dash is fast enough to dodge small incoming techniques or catch a nearby enemy off guard. The user moves, in that small time frame, 3 times faster than he can run. However, the dash is done in one simple direction through a linear movement and in a short length, meaning the user can only go from Short-Mid of his initial position with one use and cannot attack while using it. The technique, by relying on the force, can be executed mid air.
    Acrobatic Movement|Undō- The user will use the force to execute a multitude of acrobatic free form movements at insanely high speeds (twice his normal base speed) which can be used to dodge techniques (if small scaled) or taijutsu, or to attack through Taijutsu. The user will execute the movements with great fluidity and agility, enough to do acrobatics that would otherwise be impossible to perform even by Taijutsu experts. When used with offensive Taijutsu techniques, it increases their damage but not its speed as the user will be concentrating in strength and not speed. And that is the real limit: the user can only concentrate in either speed or strength but not both at the same time. The user cannot use the technique to move more than from Short range of his initial position.
    Note: Can be used and combined with Taijutsu Styles (if feasible) or free form Taijutsu, enhancing it and adding the acrobatic effect to them
    Note: As the user grows stronger in the clan he becomes more adept at spending less focus into the technique.
    Note: Can only be used once every two turns.
    Note: Upon reaching Grand Master level, the skill doubles the Taijutsu bonus damage.


    2.
    Kyōsei Ochitsuka/Gekido | Force Calm/Rage
    Type: Supplementary
    Rank: A-Rank
    Range: N/A
    Chakra: 30 (-5 per turn)
    Damage: N/A
    Description:
    An unique Force Control technique that influences the users force sense abilities as well, Force Calm and Force Rage oppose each other but revolve around the same ability: the influence of emotions into the force sensitives abilities. The natures of both Jedi's and Sith differ immensely, with the jedi's mostly focused on calm and logic, seemingly controlling their own emotions and sith's relying on their passion and anger to rampage aggressively in savage moves. While a Jedi cannot use Force Rage, a Sith cannot use Force Calm.
    Calm|Ochitsuka- The Jedi will clear his mind of any harmful techniques or effects (such as negative emotions, mental stress, etc) and increase his reactions by focusing on his surroundings and controlling his emotions and his senses. This calming effect leaves him immune to low rank Genjutsu (C-Rank), mental influences (B-Rank Yamanaka Abilities) or emotions and increases his agility and reflexes. The user becomes able to perceive and at times foresee (once every two turns) incoming taijutsu and weapon attacks, as well as other jutsu, increasing his reaction speed by calming his mind and focusing on the force and the "now". His sensing abilities become much more acute and perfected.
    Rage|Gekido- The Sith will focus on his rage and anger and will let it control his senses and his mind. The rage powers his physical strength and somewhat his speed but diminishes his precision. The user becomes a rampaging aggressive brute, capably of mauling on anything he sets his eyes on. His Taijutsu, Melee Ninjutsu (that is related to the users physical strength such as Rasengan) and Kenjutsu (physical melee ones) increase in power and speed, gaining a concussive effect that adds +20 damage to them. However, he becomes clouded and loses precision in his sensory abilities, having diminished reflexes during the use of this ability, being left able to react at the same level as a normal ninja. While the technique is in use, the user becomes immune to emotional manipulation such as Killing Intent effects and highly resistant to the stress produced by physical pain, taking power from it instead of losing stamina and focus. Because of the immense rage fueling his mind, he becomes immune to low rank Genjutsu (C-Rank), mental influences (C-Rank Yamanaka Abilities).
    Note: Jedi can use only Calm and Sith can only use Rage.
    Note: When activated, Padawans and Apprentices can keep it activated for 3 turns while Jedi Knights, Sith Lords and Grand Masters can keep it active for 4 turns
    Note: Cannot be stacked with the effects of other Force Techniques or similar techniques.
    Note: Can only be used twice per battle with a 2 turn cold down time.
    Note: Grand Masters can use either variations but only one application per battle.


    4.
    Kyōsei Machigai/Mageru | Force Mind Trick/Will Bend
    Type: Defensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description:
    A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:
    Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.
    Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, appropriate dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. As the target descends into the despair filled pit that is the Sith's maniacal mental games, the lack of focus and will sustain them clears any mental cleansing or boosting techniques cast before by the target and makes him release techniques such as Sage Mode, EIG, Susanoo, clones, etc that he might have used to boost himself or other he might otherwise currently have active. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu chakra cloaks and incomplete transformations. Once the effect ends, the enemy immediately recovers. Restriction-wise, the target will suffer any effect he might have suffered had he released the technique himself, on his own free will. Due to the nature of the technique, the user is unable to differenciate from friends or foes while using will bend and will effectively do the same effect to nearby allies, summons or even his clones, dispersing them.
    Note: Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
    Note: Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
    Note: Cannot use Force related techniques in the same and next turn.
    Note: Grand Masters can use both abilities but only one application per battle.
    Note: The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka techniques.


    Force Alter

    3.
    Kyōsei Sōsa Suru | Force Grip
    Type: Offensive/Supplementary/Defensive
    Rank: C-S-Rank
    Range: Short-Long
    Chakra: 15-40 (15-40 per turn to sustain)
    Damage: 30-80
    Description:
    The most basic application of the Force Alter skill; it pertains to the ability the user has to use the Force to kinetically manipulate the world. By using willpower to influence the Force into affecting the world around them; Force Sensitives can "grab" or "grip" anything around them and, through focus and concentration, move them around. This ability has several applications and its power correlates with the users rank within the clan. To perfectly control its usage; the user must focus and use hand or body gestures. The size of what can be grasped is irrelevant for highly-ranked Force Sensitives, as what counts is the user’s mental focus and willpower, which are honed more and more as the user climbs the ranks of the clan. This skill has several applications, depending on how it’s employed, but always follows the same principles:*
    Grip Push | Atsuryoku – The user moves one or both palms, producing a directional push that moves whatever is targeted away. The application’s area of effect is dependent on the user’s rank within the clan and can even be large enough to push a boss summon backwards. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank
    Grip Pull | Unpan – The user moves one or both palms, producing a directional pull towards him of a given target. The size of what can be pulled is dependent on the user’s rank within the clan and can even be large enough to move a boss summon towards the user. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank. The pull is mainly a supplementary or defensive application as it cannot damage an enemy directly. It can, however, be used to damage structures or techniques if applicable.
    Grip Flight | Hikō – The user grab themselves with the Force and lift themselves above ground. If used correctly and with enough skill; the user can effectively achieve a form of flight. The limitation of the application is the focus needed to sustain it, which prevents the user from using other techniques at the same time. This application is unlocked at Jedi Knight/Sith Lord rank. Grand Masters can share this ability with an ally byt gripping them at the same time but adds a double chakra cost in return.
    Grip Control | Seigyo – The core application of the ability, the user grips something with the Force and moves it around through the use of willpower and focus upon the Force. If used on inanimate targets; it can destroy equally-ranked structures if the user wants to and applies enough chakra and force. However, the focus and concentration needed for this application prevents the user from using it to directly harm an enemy in that same manner, instead needing to direct him at nearby hazards or physical structures, producing physical damage as the enemy is "thrown" against it. The momentum one can produce, however, inflicts damage proportionate to the chakra spent. While all users require the use of hand or body movements and gestures to control and sustain the technique, Grand Masters can grip and move several objects simultaneously. However, even Grand Masters have trouble using this application against multiple, small targets, as is the case of sand/powder based techniques, fire, or Aburame Clan bug techniques (the more individual objects, the less effective the technique is). This application is unlocked at Jedi Knight/Sith Lord rank.
    Grip Shield | Bōei – The user will focus and produce a spherical, blunt, physical almost "repel-effect" that can protect him from physical attacks. It’s the user grabbing whatever is thrown or fired and stopping it or diverting it from its path. To the outside observer; it’s as if an invisible, spherical solid barrier is protecting the user. Through the use of each hand, the user can produce a 180º field of effect, whereas both hands are needed to achieve a 360º effect. This application is unlocked at Grand Master rank.
    Note: S-Rank usage will lead to a 2 turn cool down before the ability or any Force technique can be used again.
    Note: Grip Shield can only be used twice per battle.
    Note: The strength of the technique is directly related to the amount of focus and chakra one spends on it as well as his rank within the clan. Padawan/Apprentice can use it as a C-Rank on one target by using both hands, Jedi Knight/Sith Lord can use it as a B-Rank by using one hand or A-Rank by using both, Grand Master can use it up to S-Rank on multiple targets.
    Note: When Grand Masters use it on multiple targets, the power of the technique is divided amongst the targets, meaning that more targets equals less power in each.
    Note: The scale of the technique increases as its power does, keeping in consideration the logic and reasoning of the narutoverse.
    Note: Cannot fully interact with energy or intangible targets.*
    Note: The ability can be kept if chakra is expended (same as the initial use per turn) to sustain it, but as long as the technique is being used, regardless of its application, no chakra can be molded for other techniques and focus must be maintained.
    Note: If the user specializes in Force Alter, the technique can be used with less effort and doesn't require hand gestures within short range.
    Note: Multiple applications of the technique can be used at the same time as long as the user spends the required chakra, though each application counts as a move.


    6.
    Kyōsei Mamoru/Settoku | Force Protect/Persuasion
    Type: Defensive
    Rank: S-Rank
    Range: N/A
    Chakra: 40 (-20 per turn)
    Damage: N/A
    Description:
    The dichotomy of the force manifested in its truest form in those who dwell only in one of its shades. For those who dwell on the light side, the force can be used to protect themselves from harm. For those who dwell on the dark side, the force can be used to influence the world into attacking their enemies. As such two opposite abilities are possible:
    Force Protect/Mamoru: A simple application of the ubiquitous power of the force and the defensive, passive nature of the Jedi, the user will focus on the force and allow it to protect him, for a short time duration, from a given harmful factor. The user can choose to be protected from an element, a skill, a technique, a poison, etc. As long as the user knows it exists, he can will the force to protect him from it. Off course, conscious input is still needed as well as chakra output to sustain it. The protection is simply the inability of said harmful factor to affect the user for the duration of the technique.
    Force Persuasion/Settoku: The application of the sheer brute will power that Siths wield is shown through Settoku. Its the use of the force and one's will power to take control of enemy "entities" in the field, sever their connection to their user and turn them against their user. It can target Clones, Summoning Animals, Elemental Familiars, Edo Tensei Summons, etc. This control is limited as the user cannot force the clones or summons to simply dispel themselves or simply negate the technique and if his control is broken, the technique, if feasible, will be once again under its original user's control. He also needs to keep focus and conscious control over the technique to sustain its influence. The technique can also be applied to sentient-like techniques such as a Wood Dragon or Earth Dragon (basically elemental familiar techniques where the element is shaped into an animal of sorts, an entity which, even if control from the user is needed, will still be controlable by the user of Settoku) or even Edo Tensei summons. A rather specific and more advanced use is that the user can also target a Genjutsu and turn it against the opponent who used it. By using his will, the user can control and illusion and reverse it back into the opponent while releasing himself from it. The technique is limited into the aspect that the user cannot control other ninjas or non sentient beings or techniques such as Aburame Bugs or simple elemental techniques which aren't familiars or similar.
    Note: Each application can only be used twice and the user can only use one application per battle.
    Note: To use Mamoru, the user cannot have used any Dark Side abilities until that point in battle. To use Settoku, the user cannot have used any Light Side abilities until that point in battle.
    Note: Lasts only a max of 2 turns (both Settoku's Controling and Mamoru's Protective effects).


    7.
    Kyōsei Mezame | Force Awakening
    Type: Supplementary/Offensive
    Rank: Forbidden
    Range: Short
    Chakra: 50 (-15 per turn)
    Damage: N/A (-20 to the user)
    Description:
    The epitome of all Force Techniques, Force Awakening stands as the materialization of the Binkan’s connection with the Force and is a skill mastered upon reaching the highest rank within the clan: Grand Master. By having used Force Absorb or Force Drain before hand, the user will act as a perfect conduit, a vessel for the Force, essentially making him become an "avatar" of the Force; a pure embodiment of the Force. Reaching this state, where the user becomes the Force itself, is referred to as "awakening". The user will shine in a clear yet bright blue (or red, depending on which side of the force was used to fuel the technique) light, seemingly losing his physical body to become a seemingly energy entity. This isn’t, however, the case, as its simply the force making itself noticeable as the user and it become one, with its overflow creating the “glowing” effect. The Force flows through the user like fire, unleashing the power within him and awakening his complete force potential. As the user activates this ultimate technique, the force influx is such that upon activating, it pushes anything around the user (up to short range) away from him (A-Rank strength). The user will feel a surge in power equal to nothing, with the force granting him a much stronger usage of all its abilities as well as imbuing some physical and additional abilities to the user.

    Abilities:
    -Once the user awakens, he will shine in a bright either red or blue color all over, seemingly made of pure energy, becoming immune to the damage of regular weapons and low rank (D-Rank and below) Taijutsu and Kenjutsu.
    -The user gains flight through the use of the Force, passive and active at all times during the awakening.
    -All Force Techniques will cost half of the chakra they normally cost and the influx of vitality into the user boosts his chakra pool by 350 points, which are lost when the technique ends.
    -The user becomes able to use all force abilities with no light or dark side limitations or restrictions (essentially, the user can avoid and simply ignore all restrictions linked to the dark or light sides of the force in any force technique, like those that state the user can only use one application of a given technique per battle), as he becomes himself the true embodiment and manifestation of the force and all its sides
    -Force Alter techniques gain +20 damage to their offensive abilities and gain one rank in boost to its defensive abilities. They become much faster and stronger overall and if the user specializes in Force Alter, he will be able to use them without the need for hand gestures.
    -Force Control techniques will become much stronger, becoming able to affect multiple enemies if offensive. If the user specializes in Force Control abilities, he can use them at any range and with no need to focus or concentrate.
    -Force Acrobatics doubles in speed and power, making the user much faster and stronger than he was before when using them.
    -Force Sense becomes much stronger as the user becomes able to even read the opponents thoughts as they are formed. This is something most force sensitives can already do if they focus enough and specialize in force sense but this will make it a passive ability, as the user will not need to focus or even control it to be able to use it.
    -The user loses all his “organic” senses as he embodies the force. The awareness given to him by his enhanced force sense will be his only “information source” while he is awakened. As such he will not hear, see, feel, taste or smell through his body but thorugh the force. His body’s senses will be detached from him as the link with the force becomes so strong it overcomes the link to his own flesh. Because of this, he is immune to aspects such as fatigue, pain, etc and cannot be placed under an illusion (immunity to Genjutsu doesn’t include MS/EMS Level Genjutsu).

    Restrictions:
    -Once the user awakens, he can only use 2 elemental ninjutsu fields: the ones in which his bio specializes in. The influx of the force and the dramatic surge of power makes it impossible for him to imbue more elemental natures to his chakra a part from those in which he specializes. This includes special elements.
    -Once the user awakens, he cannot use any type of self empowering modes, cannon or custom, until it ends.
    -Once activated, it will last only up to 5 turns.
    -To activate, the user will need to have used Force Absorb/Drain | Kyōsei Kyūshū/Gesuidō beforehand.
    -Can only be used once per battle.
    -Once it times out, the user cannot use any force techniques for 3 turns as his force connection is temporarily severed (negating his force sense, vitality, etc) and will suffer physical damage due to the rampaging influx of the Force within his body. This will leave him slightly hazed and exhausted for 2 turns, unable to mold chakra above A-Rank and unable to use Taijutsu above D-Rank. As this isn't the result of damage to his body, healing techniques cannot help the user recover his abilities faster.
    -Only Grand Masters can use this ability.


    Force Sense
    N/A


     
         
    Last edited by Scorps; 12-19-2013 at 12:49 PM.

  5. #25
    Scorps's Avatar
    Status
    Scorps is offline
    Gender
    Join Date
    May 2008
    Posts
    18,633
    Location
    Jigoku
    LOVE THE SARA FOREVER!
     



    Re: ±± The Chest of Endless Wisdom ±±


    Iryo & Doku Ninjutsu


    39.
    Gutai Tenohira no Jutsu | Physical Palm Technique
    Type: Medical
    Rank: S-Rank
    Range: Short
    Chakra: N/A
    Damage: N/A (2x the amount of chakra spent)
    Description:
    This technique is essentially the complete opposite of Shōsen Jutsu (Mystical Palm Technique) but uses the same method and the same basic principle and abilities. The user will focus his chakra, though with a higher Yang concentration, into his hands, manifesting a red aura of aggressive chakra. However, instead of forcing tissues to heal by augmenting their regenerative abilities of the targeted cells, like in its polar opposite technique, the chakra will actually damage tissues, reducing their vitality and their regeneration, damaging them directly by mutating them into inviable cells (producing cancerous cells) or simply destroying them and producing direct injuries and wounds. Through chakra control and precision, the user can control what injuries he'll inflict into the target, varying from external injuries like burns, necrosis, etc to internal ones like fractured organs or bones, cancer, cloths, etc. The more damage the user wants to produce, the longer he needs to apply the technique same as with its polar opposite in which the bigger the damage the user wants to heal, the longer he has to apply the technique. The target will feel all the effects of the damage he is receiving from pain to all other related physical effects of the "disease", making this technique, when used in tandem with its polar opposite, an ideal torture technique. Despite its gruesome and fearsome offensive properties, the technique can also have great therapeutic uses as in some cases, to cure or treat a condition, the medic will need to injure the patient in a given way to then heal him. In theses cases, this technique allows its user to produce controlled injuries and conditions upon touch, making it much safer to use. Like its counter part, the effects depend on the amount of chakra spent but in the inverse proportion to its polar technique: the user will produce 2X the amount of damage by each X amount of chakra spent. The technique, much like the original polar opposite, is fast acting but not instant and the damage the user is able to produce is related to the area in which the user applies it.
    Note: Usable only by Scorps
    Note: Can be countered by using Mystic Palm Technique
    Note: If contact lasts for a second or less, the user can inflict damage equivalent to an A - rank maximum.

    Approved Here






     
         
    Last edited by Scorps; 01-24-2014 at 10:54 PM.

Page 2 of 2 « First 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •