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Ryūhariton | Dragon Glass Release


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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​

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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.
ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Hashi no Shimo Rusui || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ The Keeper Under the Bridge
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description:
Through a Mother's Nurture, one can create from his own body, an existing Dragon Glass or earthen source, a creature to aid him in battle. The creature itself can be anything the user wishes it but is limited in scale, following narutoverse logic for technique scale. Normally, the user will create creatures linked to his own psyche and background, often mimicking the creatures he has signed a contract with but he can create any creature, real or imaginary. These creatures move and behave as they alive (meaning that they can run, move, etc as they would if they were living things; if they have wings, they can fly; they'll act as if they can see and hear, etc), the only difference being their lustrous look and the sound of grinding glass as they move. Normally almost pitch black, the creatures can be made to different shades of dark green, from a translucent level to an opaque one. They possess the capability of delivering a physical damage proportionate to the chakra spent to create them and a proportionate and adequate defense, following the limits and properties of Dragon Glass. Once created, the user can choose to spend half the initial amount of chakra and change the creature into another that might suit him better (this ability serves simply to reshape the creature into another creature, not to add damage or to make it stronger or weaker). Made from Dragon Glass, the creatures can be used by the user as sources for Dragon Glass techniques without dispelling them.
Note: changing the creatures counts as a move and costs 15 chakra points
Note: each use of the technique can only create one creature but 2 creatures can be sustained at the same and any given time
Note: can only be used 4 times per battle
Note: creatures last up to 4 turns

4.
ᗛ Ryūhariton ᗘ Haha No Ikusei Ⴕ Shojo no Hogo || ᗛ Dragon Glass Release ᗘ Mother's Nurture Ⴕ The Maiden's Protection
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A (+15 to Taijutsu)
Description:
Through the Maiden's Protection, the user is able to imbue into his body the hardness and resilience of Dragon Glass. This is done by borrowing from the Earth portion of the element to achieve an ability similar to that of (Doton: Domu) Earth Release: Earth Spear technique. The user will release chakra outwards from his core and into his skin and give it the same resistance to damage as Dragon Glass. This comes with a down side though, as the user will also be gifted with the same weaknesses as Dragon Glass. Like with its earth counterpart, the user's skin changes in color, in this case to a deep, dark green, although retaining the users normal appearance otherwise. Once gifted with these properties, the user will become heavier (with a weight akin to that of a piece of Dragon Glass with the same mass) but will retain full mobility and range of movements. This increase in weight reduces the users base speed by 1 full rank but increases the potential damage to taijutsu techniques. Although the technique is designed to essentially be a full body protection from physical harm, the user can perform it partially and into a single body part if needed, imbuing into that body part the above properties. If, however, the user is hit with lightning he suffers a penalty and receives double damage from the attack (techniques which are paralyzing in nature and not directly damaging will simply be more effective and its effects will last longer instead).
Note: Usable once every 2 turns; 4 times per battle
Note: Lasts for 4 turns unless deactivated

5.
ᗛ Ryūhariton ᗘ Otome no Sesshoku Ⴕ Minikui Musubi || ᗛ Dragon Glass Release ᗘ The Maiden's Touch Ⴕ Ugly Ending
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: Through Ugly Ending, the user is able to deconstruct Dragon Glass into its original elements, Earth and Fire. The opposite technique to Beautifull Beginning, Ugly Ending serves to destroy Dragon Glass. By making a simple handseal, the user will break apart any construct of Dragon Glass in the field into its composing Elements, Earth and Fire. This results in a rapid explosion of heat and molten earth all around the dragon glass construct. This molten earth is simply a highly concentrated silicate earth melted into a thick liquid form. It then cools slowly, transforming itself into hard rock.
Note: Usable 3 times per battle
Note: Cannot use Dragon Glass above S-Rank and Earth above S-Rank in the same and following turn
 
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Edo Tensei

1.

DNA gathered in .

Ritual done in .

 

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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

1:12 – 1:22

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.

2:21 – 2:34

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

5:40 – 5:47

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

0:47 – 1:03
 

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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.


8.
No Kyōsei | The Way of the Force
Type: Supplementary/Offensive/Defensive
Rank: E-Rank to Forbidden Rank
Range: Short
Chakra: 5 to 70
Damage: 10 to 90 (-30)
Description:
The Way of the Force is a combat style that makes use of all the core abilities of a Binkan and merges them together into a Saber Combat Style using Chakra Sabers. Force Sense, Force Alter and Force Control are all used and employed in the combat style and estabilishes itself as one of the core 8 techniques each Binkan has access. Without mass, and increadibly lethal to use, Chakra Sabers require a great deal of concentration and focus to use when compared with a normal physical weapon. The chakra blade itself will cut through most solid matter as if it was hot, yet it doesn’t possess any heat manifestation; it will collide with objects as if it was solid, yet is weightless. These unique characteristics are the reason why a new way of fighting needed to be created in order to use the weapons effectively. The combat style itself can have many different forms, depending on the user. These, however, pertaining only to the type of movement and the "flavour" and aesthetic of it. This combat style allows the usage of 3 different types of moves: Offensive (when the user initiates the attack) Defensive (when the user moves in response to an attack from the enemy) and Acrobatics (movement done, while wielding a chakra saber, within the radius of short range around the user, like rolls, dashes, jumps, summersaults, etc that supplement the combat). The power of each move, offensive, defensive and acrobatics, varies according to how much the user needs for that particular instant (and with it, the chakra cost). With the force guiding him, the user is able to guide his chakra instantly into the correct strength displacement he needs, varying the power of his attacks and defenses from E-Rank to Forbidden Rank. This means he can do the same attack or defense (essentially, the same movement) with variable strength according to his own need. As the strength scales up, so does the power and resistance of the chakra blade of the chakra saber, all in proportion. When he scales up his power, he consumes more chakra, employs more focus, makes his moves faster and behind them carries more strength and momentum. Like many Bukijutsu and Kenjutsu combat styles, users of Way of the Force can also defend themselves, with their chakra sabers, from incoming elemental techniques or others, as long as its feasible within narutoverse to do so (basically, as long as its a technique that would allow on to "cut" through it, deflect it or reflect it with a chakra saber; scale is the main limiting factor). Each user will is allowed to pick one focus that will strenghten his use of Way of The Force at the expense of diminishing another. This is related to the forms he will use and is set in steps of +20 or -20:
Neutral (Form I (Shii-Cho)): no benefit but also no penalty; simple one or two handed chakra saber usage.
Weapon Defense (Form II (Makashi)): +20 damage when used to defend from incoming projectile weapons (shuriken, senbon, kunais, arrows, etc) or weapon based combat styles; -20 for Ninjutsu Defense.
Ninjutsu Defense (Form III (Soresu)): +20 damage when used to defend from incoming Ninjutsu techniques (projectiles, streams, constructs, etc); -20 for Weapon Defense.
Speed and Acrobatics (Form IV (Ataru) & Form VII (Juyo/Vaapad)): when wielding a chakra saber, the user is able to move 2x within the short range area around him and perform intricate feets of acrobatics; -20 for both Weapon and Ninjutsu Defense.
Strength (Form V (Shien / Djem So)): +20 damage to offensive movements with Chakra Saber; -20 for Weapon Defense.
Dual Wielding (Form VIII (Jar'Kai) & Form VI (Niman)): user is able to wield two Chakra Sabers which can be used simultaenously or independently, in which case the user is able to attack and defend within the same time frame but at the cost of chakra and a move; -20 for Ninjutsu Defense.
Chakra Staff (Form IX (Kas'im)): user is able to wield a chakra staff (a variation of the Chakra Saber that has a hilt in the middle and two chakra blades on either end) with either one or two hands; -20 for Weapon Defense.
Restrictions:
-Forbidden Rank Strength can only be used once per battle, heavily stressing the body to the point that using The Way of the Force (or any other Taijutsu or Kenjutsu style) becomes impossible unless the user is healed (-30 damage to himself if Forbidden rank is used). The injuries are mostly focused on the muscles, with mild rabdomiolisis but severe bone and articular stress.
-Each bio can only choose one path to focus on for his usage of Way of the Force with the exception of Grand Masters, who can choose all focuses but can only use one per battle.
-Needs to be posted only once per fight when the user activates his chakra sabers, afterwards he can use the style as long as he describes the strength of the movements, accounting for the necessary chakra costs and move costs.
-The benefits of the Way of the Force only apply when the user is holding his chakra saber and thus fighting with it.
-All forms can have synergy with Ninjutsu, Taijutsu and other weapons (like Shurikens, Senbons, Kunais, etc) as long as its logically possible within the limits of Narutoverse (for example, while holding a Chakra Saber, using a Rasengan in the other hand).
-In case the user loses grip of his sabers, he can, using the force, pull his Chakra Sabers to his hands by paying 5 chakra

Personal CCJs:

1.

Kyōsei Maiagarimasu | Force Soar
Type: Supplementary
Rank: D
Range: N/A
Chakra: 10 (-5 per turn)
Damage: N/A
Description: A stronger application of Force Grip - Flight, Force Soar was developed by the original Grand Master himself based on his mastery over Force Alter. After decades of using the basic application of Force Grip-Flight, the Grand Master became so adept at using it that he eventually developed his own perfected application of it. Force Soar allows the user to essentially fly and fight (physically and with techniques) while airborne through the use of the force. By using the force, the user is capable of negating both the effects of normal gravity (but not gravity based techniques) and of external kinetic forces on himself (like the momentum of an impact from an attack) to the point of achieving both flight as well as being able to exert physical strength while flying as he would if he was on the ground. Essentially, the user becomes able to fly, regardless of his weight or what he is holding, able to fight while airborne, employing taijutsu and other physical attacks with the same momentum and impact and overall physics as he would if he was on the ground. In terms of speed, while the technique is active, the user is able to fly at slightly higher speeds than his fully running speed. However, once the technique is active, the user is able to, by spending 10 chakra and a move, generate a higher speed momentarily (1.5x his base speed) in a single direction, to, for example, dodge an incoming attack.
Note: While it consumes chakra and a move to activate, the technique doesn't consume time and can be done alongside other techniques, requiring only a residual chakra cost after that to sustain flight.
 
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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.
Custom Poison.
Kuroi Noroi (Black Curse or "A Maldição Negra")
Name Of Poison: Kuroi Noroi (Black Curse or "A Maldição Negra")
Creator: Scorps
Type: Neurological/Muscular
Ingredients and Background: Curare concentrated extract, Concentrated Nutmeg extract, Almond Oil, Water
Description of Effects:
Curare is a common name for various arrow poisons originating from various indigenous people in tropical forests, created from toxins present in various animals and plants. These poisons function by competitively and reversibly inhibiting the nicotinic acetylcholine receptor (nAChR), which is a subtype of acetylcholine receptor found at the neuromuscular junction. This causes weakness of the skeletal muscles and, when administered in a sufficient dose, eventual death by asphyxiation due to paralysis of the diaphragm. Nutmeg is a time of nut that contains myristicine, which is psychoactive. If that wasn't enough, too much of it will cause vomiting, sweating, dizziness, hallucinations and headaches. Almond Oil and Water are mediums in which both main ingredients are mixed and through which they are delivered. The mixture is simple and straight forward with equal doses of Nutmeg, Almond Oil and Curare forming 50% of the mix, the other 50% being water, all fused together through the application of heat, chakra and chemically, by sublimination followed by condensation. The resulting poison is unique in its color as its pitch black, has only a slight sweetened scent (noticeable only at very close range) and a slight "spicy" taste, while having a thickness to it similar to oil though still retaining its liquid form unless temperature is applied, at which point it evaporates into a dark green vapor. In this case, despite having all of its effects preserved, its much faster acting. The poison is less effective in severe cold and can even be deactivated completely if frozen. It can, however, be easily mixed with more water, both in liquid and vapor form while retaining its effects; poisoned water becomes poison all together, despite doubling the time taken for the establishment of each sympton/effect. This makes Maldição Negra quite effective for delayed poisonings and assassinations being that adding a frozen cube of Maldição Negra to a cup of drinking water can poison a target without leaving any trace. The poison itself can affect the target by making contact with an open wound (created on purpose by an attack or preexistent), ingested, inhaled, injected into tissue or if it makes contact with any mucosa (like the eyes, the mouth/lips, etc). The pure poison itself can be manipulated by Water Release techniques (which use it as a source), assuming there is enough quantity of it to manipulate, while poisoned Water can be manipulate just the same as it would without being poisoned. The effects of the poison are, in the order in which they happen
  • -Nausea
  • -Increased Perspiration and Loss of Temperature Control (Fever or Hypothermia)
  • -Hallucinations and Mental Stress (the user will start to see nightmarish figures that will grapple him and pierce him, causing him enormous pain and uncontrollable fear and delirium)
  • -Asphyxiation
But the speed in which they happen depends on the exposure method and time:

  • Simple Scratch or skin contact with the liquid poison - The targeted body part/limb will instantly become paralyzed for 5 turns unless the poison is extracted, after which the feeling and movement returns slowly during the next 3 turns
  • Stab Wound, contact between the liquid poison and an open, bleeding wound or contact with any mucosa - Complete Muscle Paralyzation (which takes 2 turns to fully happen, spreading during that time from the entry point outwards to the rest of the body), Nausea and Fever. After 5 turns of muscle paralyzation, Hallucinations set in and the target loses his grasp on reality and becomes completely taken in by the poison. After a further 4 turns, Asphyxiation sets in and the target dies if he doesn't receive medical attention.
  • Ingestion of liquid Poison, Inhalation of Vapor Poison or direct injection, either intravenous or intramuscular of liquid poison - The target will experience immediate full paralyzation and after one turn will already be experiencing hallucinations and loss of temperature control. Two turns after initial contact the user will be experiencing difficulty breathing only to become unable to do so one turn afterwards.
To make it safe for him to use, the creator of the poison injected himself throughout several years with increasingly higher doses of the poison as to gain resistance, becoming completely immune to it. As such he poisoned all his basic weapons and always carries several small flasks filled with poison.
Note: Only Scorps can have immunity to it as he is the creator of the poison. However, he can give poisoned weapons or small flasks with poison to other ninjas, despite the risk these ninjas will take of self poisoning themselves.
Note: Only usable or given by Scorps
(Chakura to Kenkō Jōzai) Chakra and Health Pill
Name Of Medicine: (Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) helps to reduce the negative effects of using Forbidden Rank techniques by negating their physical damage for the same 6 turns (this just means the user will no feel or suffer physical damage from using forbidden rank techniques but will, however, still need to abide to restrictions unrelated to that damage as well as suffer damage is is not pphysical in nature (like damage to his chakra pathways or spirit). To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel muscular pain and loss of stamina. If the the pill is ingested a third time, the user will not be able to make full use of any of the chakra the pill forces his body to produce; all of that chakra will be spent trying to counteract the overload in the users body and chakra system. In this third use, any healing techniques the user might want to make use of won't work as intented and will damage his tissues, leading to death. A fourth use is possible but will lead to death shortly after ingestion.
Note: Can only be used or administered or given by Scorps
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Creation of All Things | Banbutsu Sōzō




(In'yōton, Onmyōton: Banbutsu Sōzō no Jutsu) Yin-Yang Release: Creation of All Things

Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 500
Damage: N/A
Description: Initially, a technique first created and used by Hagoromo Ōtsutsuki (who used it to create the nine tailed beasts), Creation of All Things is the core basic yet purer form of Yin-Yang Release and pertains to the administration of imagination, and the spiritual energy which forms the basis of Yin chakra to create physical forms from nothingness followed by the application of vitality, and the physical energy which forms the basis of Yang chakra, breathing life into form. Essentially, this technique allows one to create beings out of ones imagination. These beings are alive, self suficient and real. However, without the powers of Hagoromo, a normal master of Yin-Yang Release's usage of the technique pales and one cannot create something as a Bijuu. Even in his case, he needed to use the chakra of the Shinju to create the 9 Bijuu, so even in battle he is limited in the use of the technique. In Narutobase RP, however, one can create 1 living being, never bigger than 3x the size of the creator, that has the following abilities:
-Can use 3 of the elements the creator knows (including KGs, CEs, etc)
-Can use one of the following: Taijutsu, Ninjutsu, Genjutsu, a Clan's HA, an advanced skill (Fuuinjutsu, Iryo Ninjutsu, Yin-Yang Release, Senjutsu, etc) or a special element (such as Sound), as long as the creator knows it
-Has a chakra reserve of max 2000 points and a health pool of 1500 points
-Can use all techniques the creator knows of the fields it is able to use
-Can be sentient or not, with human levels of inteligence or not, including power of speech and a mental link to the creator
-Can have one of the following passive traits/skills: chakra sensory, increased physical strength resulting in +20 damage to Taijutsu, immunity to Genjutsu, usage of its elements without handseals or source restrictions, immunity to physical damage up to B-rank, a speed of 1.5x the speed of its creator, chakra transfer ability, immunity to fuuinjutsu techniques
-Will have the physical abilities of the traits of the form created (for example, if it has wings, it can fly, etc etc) but it cannot be human nor the same as a real animal (has to, in some way, be unique and different from existing creatures)
It will also abide to the following restrictions:
-The creation will stay in the fight even if the creator dies (in RP terms, if you die and your creation is still alive and wins, you win the fight and can continue in the event playing with your creation).
-The creator can only have one creation per bio at any given time.
-The creation will be initially formed at the end of the Yin-Yang training, serving as a rite of passage of Yin-Yang Mastery, after which it will need to be stated in the bio that has it and the user will always enter the field with it.
-The creation is alive and as such can be killed, healed, poisoned, attacked with gentle fist, etc as any other living thing in Narutoverse and, in terms of NB RPG, suffers all basic restrictions that fall upon a ninja. It cannot, however, be revived with the Edo Tensei technique though if it dies, the creator can use the Creation of All Things technique to revive it once during the battle.
-Creations cannot be done during a fight but can be done in any RP thread, be it a training thread or an RP NW thread.
-It cannot have "absolute" traits such as being considered immortal or only existing in Limbo. It is a real, living, flesh and bone being that has the abilities listed above.
-Cannot have a Doujutsu, Shikotsumyaku, Souma no Ko, Jikūkan or learn to open the Eight Inner Gates.
Note: Can only be used by Yin-Yang Masters.
Note: Hagaromo bios can have 2 creations.
Note: Reviving the creations costs the use of the technique and can only be done once per battle.





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Abilities

-He can use Decay Release, Dragon Glass and Water Release

-He can use Medical Ninjutsu fully, except for Medical Fuuin (since he can't use basic Fuuin)

-He is more inteligent than the average ninja and is capable of human speech although he also shares a mental link to Scorps and is able to speak telephatically with him if needed

-He can use his elements without handseals or source restrictions

-It has two wings made of pure energy, black and golden in colour, almost flame-like, that he can use to fly and, when not in use, are not present
 
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Yin/Yang




40.

(In'yōton-Onmyōton: Goshiki Dōkan) Yin-Yang Release: The Five Colours Path
Type: Supplementary/Offensive/Defensive
Rank: S-Rank
Range: Short-Range
Chakra: 100
Damage: N/A
Description:
With Yin-Yang release teachings, the user masters the ability to fully change the nature of his chakra into the 7 natures that exist within chakra. Earth, Water, Fire, Wind, Lighting, Yin and Yang. The ability to understand and master all natures of chakra opens up different ways to use it and, as a result, diferent approaches to chakra as a whole. By using this knowledge, Scorps developed the The Five Colours Path. The user will focus and manifest the 5 elemental natures of his chakra into 5 spheres (roughtly the size of a fist) that will hover around him, within short range. To do this, he takes half of his total chakra (his max possible chakra), divides it into 5 equal portions and changes the nature of each into one of the 5 basic elemental natures. Each of the spheres contains 1/10th of his chakra molded into one of the basic 5 natures and establishes itself as a separate chakra pool from the users remaining chakra inside his body (which can, from that point forward, only be used for non elemental techniques) and from each of the other spheres. Once the technique is active, any elemental ninjutsu will be used either from the spheres or by having the spheres be the medium to do the technique (when the spheres are being used for a technique, they emit a mild "glow" (aesthetic purposes only) of chakra). The advantage is that, by using the orbs as his proxies, the user can use elemental ninjutsu without needing to use handseals, independently, needing only to focus on the orbs and control them to do the required action. Additionally, each technique performed using the orbs will not pull chakra from the user but from the orbs, with all that entails. However, all of this comes at a great cost: each orb carries only 1/10th of the users total chakra and, since its separated from the users main chakra pool inside his body and the other orbs, it can be depleted. If an orb is depleted, it will disappear and the user will lose te ability to mold that elemental nature for the rest of the fight. It also means that each orb can be used independentely of each other but that they can be targeted by sealing techniques or chakra absorption techniques, that can be used to drain chakra from them and weaken them. If all 5 orbs are depleted, the user will lose the ability to change the nature of his chakra into the five elements and be restricted to Yin and Yang nature manipulation. The user can, however, merge 2 or more orbs into one in order to use elements composed of more than one nature, like KGs or CEs, but this action cannot be reversed and the user loses the ability to use the basic natures that were used (for example, if one combines the orbs of Water and Earth to be able to use Wood techniques, one becomes unable to use Earth and Water techniques). The orbs can be directed to move and clash with an enemy technique, allowing them to be sacrificed to cancel a technique of their own element, regardless of property, rank, speed, etc. This is possible as long as the orb has more chakra in it than the technique it aims to cancel and functions by the simple method of overpowering the enemy chakra in the targeted technique. However, by sacrificing an orb to cancel a technique, one essentially depletes the orb and becomes unable to use the nature of its element for the rest of the fight. The technique can be canceled and the user can reabsorb the remaining chakra in the orbs into himself but this doesn't reestablish any ability to mold a given nature that could have been lost.
Note: Can only be used by Scorps
Note: Nature manipulation restrictions that may come from sacrificing or depleting orbs, cannot be reversed by healing or any other method and will last until the fight ends
Note: Defensive ability is absolute and counts as one of the users moves
Note: Usage of the technique prevents the user from doing summons or using clones and cannot be used if any clone technique has been used before
Note: Must cancel any Sage Mode (or Senjutsu related modes) before activating and cannot use them during or after the technique ends

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