Custom Clan Submission

Lord of Kaos

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Please be sure to read the Battle Arena Rules before making a submission.


±±Custom Clan±±


Once you have an approved Sage Title, you can make your own custom clan!

Custom clans, CC for short, are, as the name implies, clans that do not appear in the manga/anime and are made by the RPers themselves. Of all the aspects that our RP system consists of, custom clans is probably the number two that speaks the most to the imagination of any RPer, only having to tolerate custom elements before them. Custom clans are overall seen quite powerful. Unlike CE, CC can have a set of custom abilities (logically related with each other), while CE are limited to 'one' ability. Also the logic behind being able to use those abilities is relatively seen less important compared to CE.

Outside 'power', CC also mean 'prestige', just like CE. This is because of the extreme rarity of these clans due to the requirements to make them, the difficulty to get them approved and the limited amount of people that can be in one clan. CE get approved regularly, but CC only on very rare occasions.​


±± How to submit a Custom Clan? ±±

1. Step One: Pick the Name and Japanese Translation. Use this to help you. Be sure to name the techniques correctly. Don't use Japanese in Kanji form; use standard Romanji instead.


2. Step Two: Create a History of the Clan.

This section will include a background story on how your specific clan was conceived, where the clan came from and how. It should be detailed enough so that anyone who looks at your clan would be able to tell something very specific about it.

3. Step Three: Explain the Special abilities of your Clan.

This is, by far, the most important section of your entire submission and should be where you spend the most time. In this area you will describe your clans abilities and the mechanics behind the abilities. As far as approval goes, this section will be under the most scrutiny. Don't forget to make it organized and explain clearly, in abilities are are passive and pertain to any bio of your clan, what are their limits and overall context. If your clan uses a special element, then define it and explain it to the fullest degree to make sure all information needed to counter, use or check it iis available. If your clan uses a special genetic trait or characteristic, explain it in full detail, specially in what beneficts or drawbacks it may give the user.


4. Step Four: Location.

It can be a village, a meeting place, a headquarters or something of the like. It does not have to have a hard section on the forum.

5. Step Five: Define a Purpose.

Discuss why your clan exists and what they want to accomplish.

6. Step Six: Special Information.

Discuss a ranking system [if applicable] and other internal details of the Clan. Define what happens and who is in charge in case of the owners inactivity.

7. Step Seven: Requirements.

How does one become a member of the clan? What do they have to do? Can you be kicked out and, if so, how and why?

8. Step Eight: Post and Wait for Approval!



±± Template for Custom Clans ±±

PHP:
[B]Name:[/B]  

[B]Founder:[/B]  

[B]History of the Clan:[/B] 

[B]Special Abilities: [/B] 

[I]Passive Traits & Abilities:[/I]

[I]Kekkei Genkai (or equivalent):[/I]

[B]Location:[/B] 

[B]Purpose: [/B]  

[B]Special Info: [/B] 

[B]Requirements:[/B]
Template Explained:

Name:

Here you state the name of your clan.

Founder:

Here you state the name of who made the clan. Co founders can be added, however the original founder has to be an official sage.

History of the Clan:

Here you include a background story on how your specific clan was conceived, where the clan came from and how, all within the context of the Narutoverse. It should be detailed enough so that anyone who looks at your clan would be able to tell something very specific about it.

Special Abilities:

This is, by far, the most important part of the template and should be where you should spend the most of your time on explaining. Here you will describe your clans abilities and the mechanics behind the abilities. As far as approval goes, this part will be under the most scrutiny. Within this section there are two sub aspects you are required to define:

Passive Traits & Abilities:

Basically, in here you'll explain the passive abilities (if any) that each bio of the custom clan will have access to. Sensory, enhanced hearing, bonus strength, immunities, etc all fit in here. You must make sure its all clear and concise as well as explained clearly as to why and how it works.

Kekkei Genkai (or equivalent):

This section is where you detail the specific trait of your clan. Does it have access to a special element? Does it have some special physical trait? What is the special ability of the clan itself? You can name this section with the name of the special ability of your clan however, it doesn't need to say "kekkei genkai (or equivalent)". Just make sure that within the special abilities of the CC template you have a single section completely dedicated to that special trait your clan has. If its an element, define its weaknesses and strengths, its properties and how it works (for reference, you can use the custom elements template to know the main information you need to refer). If its another trait, just make sure you define it clearly and in a concise manner.

Location:

Here you state where your clan is located. It can be a village like Konoha or Kiri, a meeting place, a headquarters or something of the like. You can also make up your own place, though it still has to be logical (no alternate dimension or whatever).

Purpose:

Discuss here why your organization exists and what they want to accomplish. Does world domination sound like music to your ears?

Special Info:

Here you explain the ranking system [if applicable] and other conditions of members or of the organization itself.

Requirements:

Here you explain how one can become a member? What do they have to do? And what can get you kicked out of the clan?




±±Formatting Restrictions±±

There is no formatting restriction as long as the submission is readable and easily understood.



±±Ownership, Leadership and Submissions±±

-Only an Official Sage can submit a clan.

-The original submitter of the clan will always be its owner, even if the clan falls under management by another user due to inactivity of the clan owner. Anyone who is managing a Custom Clan in the absence of its owner is considered the Clan Leader.

-Only the clan Leader can submit the 8 basic techniques for the clan and update them, in the , unless he has given direct and undeniable permission to, in his absence, allow the clan leader to do so.

-The 4 personal Custom Clan Jutsu that each clan member can submit, require the prior check and approval of the Clan Owner (or Leader if applicable) before being posted and checked.

-You need to have 3 members beyond yourself which are ready to join the clan. You must name them in the Special Info section of the template.

-No Eye based KG will be allowed nor any combination of canon abilities, HA, KG, etc like Sage Mode + Byakugan or Nara Clan + Lava, etc. Advanced applications of elements or existing skills, abilities, Kg, etc are allowed.

-A clan can only have up to 25 members, excluding the owner who is always a member.
 

Drackos

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New Cycle: 11/10/2018 - 11/17/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Lord of Kaos

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New Cycle: 11/22/2018 - 11/29/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Lord of Kaos

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New Cycle: 12/11/2018 - 12/18/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Joestar

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New Cycle: 1/5/2019 - 1/12/2019

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.

The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Joestar

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DAMN IS Y'ALL GONNA POST HERE FOR ONCE?

New Cycle: 1/21/2019 - 1/28/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Lord of Kaos

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New Cycle: 02/06/2018 - 02/13/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 
Last edited:

Daemon

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New Cycle: 02/21/2018 - 02/282019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Lord of Kaos

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Joined
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New Cycle: 03/12/2018 - 03/19/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
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New Cycle: 04/06/2018 - 04/13/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

BusinessManTeno

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ジン


Djinn

Founder:
Teno

History of the Clan:

The Djinn clan was a very interesting and unique clan. Born into a part of the world rumored to be a relic on its own, called Labyrinth. It was said that Labyrinth was a huge kingdom, or what is now called a landmark, isolated from the rest of the world that was created during the reign of Kaguya to seperate the clan from it all. Instead of chakra, their landmark was filled with what they called Rukh. This was the power source and emotion of their kingdom. The creator of this kingdom, and the Djinn Clan, was named King Solomon. King Solomon created what was then called, Dungeons. These dungeons contained Djinn beings in it, causing people who captured that dungeon, to be rewarded with not only riches, but the Djinn beings contained within the dungeon would become their servant. King Solomon made these Djinn beings look identical to genies. These Djinn beings can only be attached to their owner through a metal vessel or something of similar stature. This is where they will be stored.

King Solomon made it so that once he passed on, his wisdom of the world would be passed on to three beings, and once they die their place would be taken with another baby, being the reincarnation of another. These people are called Magis. Magis are the ones who guide people to these "Dungeons" to conquer them. These people are called "King Candidates", people who have the potential to rule the kingdom and even their "world". During one century, one magi decided to practice the art of what is called "Fallen Rukh". That is when peace was broke, and certain parts of the kingdom wanted to bring about destruction and despair. They sought out the ultimate fallen being, "Median". Median was something that was born out of hatred, and anger due to the mass amount of fallen rukh that accumulated. Once it emerges from the sky and touches the ground. Everything in that kingdom rots away. So it started.

Part of the kingdom called the Ryo temple decided to kill large amounts of people, causing an internal war to break out. The more war continued, the more lives were lost. During the pinnacle of war, enough Fallen Rukh was gathered to where the median "hand" started to descend from the sky. With much effort from the Magis and the Kings Candidates, who harbored the Djinn beings to stop the Median hand from touching down. The efforts were for naught. This is something even King Solomon could not stop. He decided to randomly select three babies to become the next Magi to be reincarnated, and the Djinn beings and searched for a place he could send them to that was safe. Before their kingdom could be completely destroyed by the "Median", he sent them off. There it was, three babies crying outside of a lake with a bunch of weapons, and accessories around them (This being the Djinn beings). Luckily they were found by somebody trustworthy. He went by Earl, of The Noah Clan

Years later, the babies grew up, to be orphans. Not yet understanding of the world they was once in. One thing they did know was the Djinn beings was always with them and even protected them if need be. The time came where they sought out on their own. Building a relationship with the Noah clan, they remained incredibly close. As years went on, the 3 magi went off to have children and their children's children, each time evolving. Meaning their Rukh learned to fuse with chakra and be used like chakra. Each time a Magi dies, somebody with the Djinn blood becomes its reincarnation, with all the wisdom to the previous life. But the question still remains, is the Labyrinth completely destroyed? If so, how could they see for themselves? Rumor has it that, the dungeons in that world still stands and are some of the most dangerous and powerful Djinn beings. The history of the Djinn has always been hidden unless you were part of the Djinn race itself. Rumors have always spread about it, but no evidence has been shown. The only people who know the truth about the clan is the Noah clan, but that can soon change.

Passive Traits & Special Abilities:

The signature application of the Djinn clan is their ability to be one with Rukh. Something they were born with, which creates things and even act as a form of chakra. Rukh creates what the world calls Djinn beings or Jinns for short, which take on the form of what looks like a genie. These Genies attach themselves to their owners via weapons or an accessory and is able to possess their body through the medium of such, allowing them to essentially merge. Even though Rukh is similar to chakra and one can even say its a subset of chakra in itself, Rukh is essentially more toxic to those who dont have Rukh. This makes it hard for those to absorb it without having bad drawbacks, essentially poisoning them.

In terms of passive abilities, the Djinn clan has very few, meaning that most of their abilities resides in the main abilities in itself. The Djinn clan are able to communicate with each other through their Djinn in a spiritual realm ( similar to how Naruto and Bee speak to Kurama, or Boruto speaks to his snake summon ). Due to the Djinn being linked through the Rukh, the clansmen are able to communicate through such means even if they are landmarks away. Another passive, is more so for the Djinn beings, Each Djinn being has the ability to see in the spiritual realm, and sense the spiritual realm. This is not to be confused with Aura sensing, as this does not sense the life force, or aura in a person, but their overall spirit (If they are alive or have one) or spirits, in the spiritual realm. For example this would allow the Djinn to see dan koto and combat him while in spirit form. Lastly, Rukh appears around the clansmens in the shape of butterflies (Black if the person has malice in their heart or yellow if they have purity in their heart). The rukh not only can't be seen by others outside of the clan, but acts as a radar jam for any type of sensing other than ones that target you visually, or through emotion. This will cause others to feel or sense a blur in chakra, not being able to accurately sense them. This is specially useful if the clansmen is traveling with people, or a group or even infiltrating, making sensing them incredibly difficult.

The main abilities of the Djinn clan has two applications. The main source, which is Rukh, and the sub application, essentially the produce of Rukh, Jins, or what most clansmen like to say Djinn Beings. Rukh is essentially a sub sectional chakra energy source, Much like Tailed Beast chakra, negative and positive chakra, hermit chakra, peacock chakra, etc. Rukh to some can be said to be one with the user, always wanting to protect its clansmen, thus the rukh at times can act on its own (Will highlight in custom techniques) Its used in the same way such as offensive, defensive, or supplementary. If the user is a "Fallen" the Rukh would be blackish purple, and if they are not fallen, the Rukh would be yellow. Though Rukh is different. Rukh is very dangerous to absorb unless you are a Djinn clansmen. The chakra , if absorbed will damage the body equal to the rank absorbed internally or the technique will collapse trying to absorb said technique, instead of staying sustained. Rukh is special in its source, due to being neutral to elemental ninjutsu, and strong to non elemental chakra, such as tailed beast chakra, hermit chakra, regular ninjutsu, etc and being on mutual grounds as sage chakra.

The second ability of the clan, or rather sub ability of the clan is the Jinns, or Djinn Beings. These beings are made from the Rukh, which in most eyes, come off as genies. They yield to their master and takes all form shapes and sizes. The Djinn beings are encrypted or rather sealed inside something of the users, that they hold valuable and has to be metal or something close ( like jewelry ). This acts as the vessel for the Djinn. The clansmen are able to utilize the Djinn being powers through these metal vessels. An example would be a fire Djinn being encrypted into a sword, is able to release fire from the sword, or a water djinn being, being encrypted into a bracelet being able to fire off water blast from their wrist. This is the simple application. Once enough training has taken place, the clansmen are able to do a full body equip becoming one with their Djinn. Doing this, the clansmen are able to take on unique characteristics of said Djinn Being, which also boost their element depending on which Djinn ( will be said in technique ). Even though most Djinns are elemental, there are rare Djinns that encompasses other traits beyond elemental, such as fuin, or sound, or something as simple as a djinn who can grow really large ( this would cause their weapon to grow really large ) etc, and depending on the Djinn, some hold dual affinities, but only the strong of the strong can capture those djinns. If you are high enough in the clan, you are able to manifest the Djinn outside of your metal vessel, and can aid in battle, as they will share the same chakra and health as the user. Meaning whatever damage they take, so does the user

Location & Purpose:

The Djinn clan is known for its dungeons, and once a dungeon is captured, it disappears. Luckily, there was one dungeon that appeared at this side of the world that hasn't disappeared, far from their home. Only those with the Djinn blood line can enter and exit as pleased or those who have permission. From an outside perspective, it would just be a huge castle that cant be destroyed or opened, but to Djinn, once they want to enter, the Dungeon transport them inside. The inside of the dungeon is as large as a kingdom.This Dungeon is on a random island, in the middle of the waters. The purpose of this clan is different for everybody. Some people want to find their home, and see if any of it still remains. Others wish to be the king of the world and take it over or rule it. Some simply wish to become stronger and make the clan known.

Special Info:

The Djinn clan has a chain of command that goes:

Magi: Magi is the highest rank you can achieve in the clan, which is essentially the head of the clan. This clan is unique in its branch due to their being 3 Magi, meaning 3 leaders. This is essentially to act as board, but essentially the creator of the clan can always overrule the other two Magi.

Kings Candidates: Kings Candidates are people personally chosen by the Magi who excel in the art of Rukh, even beyond mastery, and their djinn. Each Magi is able to have 2 KC, meaning there can only be a max of 6. KC are as strong as Magi and even have techniques exclusive to them.

Dungeon Capture: These are the people who learned how to fully use their Djinn being, and Djinn equip. At this level they have a relationship with it, learning to fight alongside it, while also mastering their Rukh.

Household Member: Household Members are the people who just got into the clan, learning to first utilize their Rukh. While only being able to use Djinns through weapons, and not equipped.

Requirements:

No specific requirements.
Must be accepted by the Magi, or personally by the creator.


¤ Declined, we can come back to history, it's not as big ss other things. the first paragraph under Passives needs some editing, the first two really. All of the info about Rukh should be together and same with Djinns, makes it easier to go through. The first two-three passives are easy to deal with, long range mental communication with clan members and purity based rukh appearance, fine that's okay. The Djinn Being can sense and see spiritual energy, which means basically you can sense and see it through proxy, and Rukh jams chakra sensors from sensing you outside of visual or emotion. Make the Rukh stuff work on only chakra based sensing like doujutsu sensing and not things like enhanced smell, hearing, or normal sight, etc. It would prevent ways of sensing chakra from working but not those others.

Active abilities, the classification on what rukh is weak and strong to isnt needed and contradicts established S/Ws of other stuff named. Just put it as neutral to Elemental Ninjutsu, Senjutsu and Bijuu Chakra and strong to raw chakra. Everything else is either neutral to Elem. Ninjutsu or weak and if weak to it, treat it as weak to Rukh another Advanced natures. The Djinn stuff is iffy because they are close to being what Gobi clan is, the difference being you summon yours from an item on your body and he summons his spirits from nature around him, but both to the same effect. You will have to make yours more distinct and unique because, as is, it's not different enough to keep. ¤
 
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BusinessManTeno

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ジン


Djinn

Founder:
Teno

History of the Clan:

The Djinn clan was a very interesting and unique clan. Born into a part of the world rumored to be a relic on its own, called Labyrinth. It was said that Labyrinth was a huge kingdom, or what is now called a landmark, isolated from the rest of the world that was created during the reign of Kaguya to seperate the clan from it all. Instead of chakra, their landmark was filled with what they called Rukh. This was the power source and emotion of their kingdom. The creator of this kingdom, and the Djinn Clan, was named King Solomon. King Solomon created what was then called, Dungeons. These dungeons contained Djinn beings in it, causing people who captured that dungeon, to be rewarded with not only riches, but the Djinn beings contained within the dungeon would become their servant. King Solomon made these Djinn beings look identical to genies. These Djinn beings can only be attached to their owner through a metal vessel or something of similar stature. This is where they will be stored.

King Solomon made it so that once he passed on, his wisdom of the world would be passed on to three beings, and once they die their place would be taken with another baby, being the reincarnation of another. These people are called Magis. Magis are the ones who guide people to these "Dungeons" to conquer them. These people are called "King Candidates", people who have the potential to rule the kingdom and even their "world". During one century, one magi decided to practice the art of what is called "Fallen Rukh". That is when peace was broke, and certain parts of the kingdom wanted to bring about destruction and despair. They sought out the ultimate fallen being, "Median". Median was something that was born out of hatred, and anger due to the mass amount of fallen rukh that accumulated. Once it emerges from the sky and touches the ground. Everything in that kingdom rots away. So it started.

Part of the kingdom called the Ryo temple decided to kill large amounts of people, causing an internal war to break out. The more war continued, the more lives were lost. During the pinnacle of war, enough Fallen Rukh was gathered to where the median "hand" started to descend from the sky. With much effort from the Magis and the Kings Candidates, who harbored the Djinn beings to stop the Median hand from touching down. The efforts were for naught. This is something even King Solomon could not stop. He decided to randomly select three babies to become the next Magi to be reincarnated, and the Djinn beings and searched for a place he could send them to that was safe. Before their kingdom could be completely destroyed by the "Median", he sent them off. There it was, three babies crying outside of a lake with a bunch of weapons, and accessories around them (This being the Djinn beings). Luckily they were found by somebody trustworthy. He went by Earl, of The Noah Clan

Years later, the babies grew up, to be orphans. Not yet understanding of the world they was once in. One thing they did know was the Djinn beings was always with them and even protected them if need be. The time came where they sought out on their own. Building a relationship with the Noah clan, they remained incredibly close. As years went on, the 3 magi went off to have children and their children's children, each time evolving. Meaning their Rukh learned to fuse with chakra and be used like chakra. Each time a Magi dies, somebody with the Djinn blood becomes its reincarnation, with all the wisdom to the previous life. But the question still remains, is the Labyrinth completely destroyed? If so, how could they see for themselves? Rumor has it that, the dungeons in that world still stands and are some of the most dangerous and powerful Djinn beings. The history of the Djinn has always been hidden unless you were part of the Djinn race itself. Rumors have always spread about it, but no evidence has been shown. The only people who know the truth about the clan is the Noah clan, but that can soon change.

Passive Traits & Special Abilities:

The signature application of the Djinn clan is their ability to be one with Rukh. Something they were born with, which creates things and even act as a form of chakra. Rukh creates what the world calls Djinn beings or Jinns for short, which take on the form of what looks like a genie. These Genies attach themselves to their owners via weapons or an accessory and is able to possess their body through the medium of such, allowing them to essentially merge. Even though Rukh is similar to chakra and one can even say its a subset of chakra in itself, Rukh is essentially more toxic to those who dont have Rukh. This makes it hard for those to absorb it without having bad drawbacks, essentially poisoning them.

In terms of passive abilities, the Djinn clan has very few, meaning that most of their abilities resides in the main abilities in itself. The Djinn clan are able to communicate with each other through their Djinn in a spiritual realm ( similar to how Naruto and Bee speak to Kurama, or Boruto speaks to his snake summon ). Due to the Djinn being linked through the Rukh, the clansmen are able to communicate through such means even if they are landmarks away. Another passive, is more so for the Djinn beings, Each Djinn being has the ability to see in the spiritual realm, and sense the spiritual realm. This is not to be confused with Aura sensing, as this does not sense the life force, or aura in a person, but their overall spirit (If they are alive or have one) or spirits, in the spiritual realm. For example this would allow the Djinn to see dan koto and combat him while in spirit form. Lastly, Rukh appears around the clansmens in the shape of butterflies (Black if the person has malice in their heart or yellow if they have purity in their heart). The rukh not only can't be seen by others outside of the clan, but acts as a radar jam for any type of sensing other than ones that target you visually, or through emotion. This will cause others to feel or sense a blur in chakra, not being able to accurately sense them. This is specially useful if the clansmen is traveling with people, or a group or even infiltrating, making sensing them incredibly difficult.

The main abilities of the Djinn clan has two applications. The main source, which is Rukh, and the sub application, essentially the produce of Rukh, Jins, or what most clansmen like to say Djinn Beings. Rukh is essentially a sub sectional chakra energy source, Much like Tailed Beast chakra, negative and positive chakra, hermit chakra, peacock chakra, etc. Rukh to some can be said to be one with the user, always wanting to protect its clansmen, thus the rukh at times can act on its own (Will highlight in custom techniques) Its used in the same way such as offensive, defensive, or supplementary. If the user is a "Fallen" the Rukh would be blackish purple, and if they are not fallen, the Rukh would be yellow. Though Rukh is different. Rukh is very dangerous to absorb unless you are a Djinn clansmen. The chakra , if absorbed will damage the body equal to the rank absorbed internally or the technique will collapse trying to absorb said technique, instead of staying sustained. Rukh is special in its source, due to being neutral to elemental ninjutsu, and strong to non elemental chakra, such as tailed beast chakra, hermit chakra, regular ninjutsu, etc and being on mutual grounds as sage chakra.

The second ability of the clan, or rather sub ability of the clan is the Jinns, or Djinn Beings. These beings are made from the Rukh, which in most eyes, come off as genies. They yield to their master and takes all form shapes and sizes. The Djinn beings are encrypted or rather sealed inside something of the users, that they hold valuable and has to be metal or something close ( like jewelry ). This acts as the vessel for the Djinn. The clansmen are able to utilize the Djinn being powers through these metal vessels. An example would be a fire Djinn being encrypted into a sword, is able to release fire from the sword, or a water djinn being, being encrypted into a bracelet being able to fire off water blast from their wrist. This is the simple application. Once enough training has taken place, the clansmen are able to do a full body equip becoming one with their Djinn. Doing this, the clansmen are able to take on unique characteristics of said Djinn Being, which also boost their element depending on which Djinn ( will be said in technique ). Even though most Djinns are elemental, there are rare Djinns that encompasses other traits beyond elemental, such as fuin, or sound, or something as simple as a djinn who can grow really large ( this would cause their weapon to grow really large ) etc, and depending on the Djinn, some hold dual affinities, but only the strong of the strong can capture those djinns. If you are high enough in the clan, you are able to manifest the Djinn outside of your metal vessel, and can aid in battle, as they will share the same chakra and health as the user. Meaning whatever damage they take, so does the user

Location & Purpose:

The Djinn clan is known for its dungeons, and once a dungeon is captured, it disappears. Luckily, there was one dungeon that appeared at this side of the world that hasn't disappeared, far from their home. Only those with the Djinn blood line can enter and exit as pleased or those who have permission. From an outside perspective, it would just be a huge castle that cant be destroyed or opened, but to Djinn, once they want to enter, the Dungeon transport them inside. The inside of the dungeon is as large as a kingdom.This Dungeon is on a random island, in the middle of the waters. The purpose of this clan is different for everybody. Some people want to find their home, and see if any of it still remains. Others wish to be the king of the world and take it over or rule it. Some simply wish to become stronger and make the clan known.

Special Info:

The Djinn clan has a chain of command that goes:

Magi: Magi is the highest rank you can achieve in the clan, which is essentially the head of the clan. This clan is unique in its branch due to their being 3 Magi, meaning 3 leaders. This is essentially to act as board, but essentially the creator of the clan can always overrule the other two Magi.

Kings Candidates: Kings Candidates are people personally chosen by the Magi who excel in the art of Rukh, even beyond mastery, and their djinn. Each Magi is able to have 2 KC, meaning there can only be a max of 6. KC are as strong as Magi and even have techniques exclusive to them.

Dungeon Capture: These are the people who learned how to fully use their Djinn being, and Djinn equip. At this level they have a relationship with it, learning to fight alongside it, while also mastering their Rukh.

Household Member: Household Members are the people who just got into the clan, learning to first utilize their Rukh. While only being able to use Djinns through weapons, and not equipped.

Requirements:

No specific requirements.
Must be accepted by the Magi, or personally by the creator.


¤ Declined, we can come back to history, it's not as big ss other things. the first paragraph under Passives needs some editing, the first two really. All of the info about Rukh should be together and same with Djinns, makes it easier to go through. The first two-three passives are easy to deal with, long range mental communication with clan members and purity based rukh appearance, fine that's okay. The Djinn Being can sense and see spiritual energy, which means basically you can sense and see it through proxy, and Rukh jams chakra sensors from sensing you outside of visual or emotion. Make the Rukh stuff work on only chakra based sensing like doujutsu sensing and not things like enhanced smell, hearing, or normal sight, etc. It would prevent ways of sensing chakra from working but not those others.

Active abilities, the classification on what rukh is weak and strong to isnt needed and contradicts established S/Ws of other stuff named. Just put it as neutral to Elemental Ninjutsu, Senjutsu and Bijuu Chakra and strong to raw chakra. Everything else is either neutral to Elem. Ninjutsu or weak and if weak to it, treat it as weak to Rukh another Advanced natures. The Djinn stuff is iffy because they are close to being what Gobi clan is, the difference being you summon yours from an item on your body and he summons his spirits from nature around him, but both to the same effect. You will have to make yours more distinct and unique because, as is, it's not different enough to keep. ¤
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ジン


Djinn

Founder:
Teno

History of the Clan:

The Djinn clan was a very interesting and unique clan. Born into a part of the world rumored to be a relic on its own, called Labyrinth. It was said that Labyrinth was a huge kingdom, or what is now called a landmark, isolated from the rest of the world that was created during the reign of Kaguya to seperate the clan from it all. Instead of chakra, their landmark was filled with what they called Rukh. This was the power source and emotion of their kingdom. The creator of this kingdom, and the Djinn Clan, was named King Solomon. King Solomon created what was then called, Dungeons. These dungeons contained Djinn beings in it, causing people who captured that dungeon, to be rewarded with not only riches, but the Djinn beings contained within the dungeon would become their servant. King Solomon made these Djinn beings look identical to genies. These Djinn beings can only be attached to their owner through a metal vessel or something of similar stature. This is where they will be stored.

King Solomon made it so that once he passed on, his wisdom of the world would be passed on to three beings, and once they die their place would be taken with another baby, being the reincarnation of another. These people are called Magis. Magis are the ones who guide people to these "Dungeons" to conquer them. These people are called "King Candidates", people who have the potential to rule the kingdom and even their "world". During one century, one magi decided to practice the art of what is called "Fallen Rukh". That is when peace was broke, and certain parts of the kingdom wanted to bring about destruction and despair. They sought out the ultimate fallen being, "Median". Median was something that was born out of hatred, and anger due to the mass amount of fallen rukh that accumulated. Once it emerges from the sky and touches the ground. Everything in that kingdom rots away. So it started.

Part of the kingdom called the Ryo temple decided to kill large amounts of people, causing an internal war to break out. The more war continued, the more lives were lost. During the pinnacle of war, enough Fallen Rukh was gathered to where the median "hand" started to descend from the sky. With much effort from the Magis and the Kings Candidates, who harbored the Djinn beings to stop the Median hand from touching down. The efforts were for naught. This is something even King Solomon could not stop. He decided to randomly select three babies to become the next Magi to be reincarnated, and the Djinn beings and searched for a place he could send them to that was safe. Before their kingdom could be completely destroyed by the "Median", he sent them off. There it was, three babies crying outside of a lake with a bunch of weapons, and accessories around them (This being the Djinn beings). Luckily they were found by somebody trustworthy. He went by Earl, of The Noah Clan

Years later, the babies grew up, to be orphans. Not yet understanding of the world they was once in. One thing they did know was the Djinn beings was always with them and even protected them if need be. The time came where they sought out on their own. Building a relationship with the Noah clan, they remained incredibly close. As years went on, the 3 magi went off to have children and their children's children, each time evolving. Meaning their Rukh learned to fuse with chakra and be used like chakra. Each time a Magi dies, somebody with the Djinn blood becomes its reincarnation, with all the wisdom to the previous life. But the question still remains, is the Labyrinth completely destroyed? If so, how could they see for themselves? Rumor has it that, the dungeons in that world still stands and are some of the most dangerous and powerful Djinn beings. The history of the Djinn has always been hidden unless you were part of the Djinn race itself. Rumors have always spread about it, but no evidence has been shown. The only people who know the truth about the clan is the Noah clan, but that can soon change.

Passive Traits & Special Abilities:

The signature application of the Djinn clan is their ability to be one with Rukh. Something they were born with, which creates things and even act as a form of chakra. Rukh creates what the world calls Djinn beings or Jinns for short, which take on the form of what looks like a genie. These Genies attach themselves to their owners via weapons or an accessory and is able to possess their body through the medium of such, allowing them to essentially merge. Even though Rukh is similar to chakra and one can even say its a subset of chakra in itself, Rukh is essentially more toxic to those who dont have Rukh. This makes it hard for those to absorb it without having bad drawbacks, essentially poisoning them.

In terms of passive abilities, the Djinn clan has very few, meaning that most of their abilities resides in the main abilities in itself. The Djinn clan are able to communicate with each other through their Djinn in a spiritual realm ( similar to how Naruto and Bee speak to Kurama, or Boruto speaks to his snake summon ) which can be seen as long range mental communication. Another passive, is more so for the Djinn beings, Each Djinn being has the ability to see in the spiritual realm, and sense the spiritual realm. This is not to be confused with Aura sensing, as this does not sense the life force, or aura in a person, but their overall spirit (If they are alive or have one) or spirits, in the spiritual realm. For example this would allow the Djinn to see dan koto and combat him while in spirit form. Lastly, The clansmen have access to what they see as purity based Rukh appearance that shapes in form of butterflies. Based on the purity of said person, the butterflies will take pure colors (light) versus non pure (dark colors) . The rukh not only can't be seen by others outside of the clan, but acts as a radar jam for any type of sensing other than ones that target you visually, or through emotion. this also excludes enhanced smell, sight, hearing. Thus only working on chakra based sensing This will cause others to feel or sense a blur in chakra, not being able to accurately sense them. This is specially useful if the clansmen is traveling with people, or a group or even infiltrating, making sensing them incredibly difficult.

The main abilities of the Djinn clan has two applications. The main source, which is Rukh, . Rukh is essentially a sub sectional chakra energy source, Much like Tailed Beast chakra, negative and positive chakra, hermit chakra, peacock chakra, etc. Rukh to some can be said to be one with the user, always wanting to protect its clansmen, thus the rukh at times can act on its own (Will highlight in custom techniques) Its used in the same way such as offensive, defensive, or supplementary. If the user is a "Fallen" the Rukh would be blackish purple, and if they are not fallen, the Rukh would be yellow. Though Rukh is different. Rukh is very dangerous to absorb unless you are a Djinn clansmen. The chakra , if absorbed will damage the body equal to the rank absorbed internally or the technique will collapse trying to absorb said technique, instead of staying sustained. Rukh is special in its source, due to being neutral to elemental ninjutsu, senjutsu, and bijuu chakra and strong to raw chakra

The second ability of the clan, or rather sub ability of the clan is the Jinns, or Djinn Beings. These beings are made from the Rukh, which in most eyes, come off as genies. They yield to their master and takes all form shapes and sizes. The Djinn beings are encrypted or rather sealed inside something of the users, that they hold valuable and has to be metal or something close ( like jewelry ). This acts as the vessel for the Djinn. The clansmen are able to utilize the Djinn being powers through these metal vessels. An example would be a fire Djinn being encrypted into a sword, is able to release fire from the sword, or a water djinn being, being encrypted into a bracelet being able to fire off water blast from their wrist. This is the simple application. Once enough training has taken place, the clansmen are able to do a full body equip becoming one with their Djinn. Doing this, the clansmen are able to take on unique characteristics of said Djinn Being, which also boost their element depending on which Djinn ( will be said in technique ). Even though most Djinns are elemental, there are rare Djinns that encompasses other traits beyond elemental, such as fuin, or sound, or something as simple as a djinn who can grow really large ( this would cause their weapon to grow really large ) etc, and depending on the Djinn, some hold dual affinities, but only the strong of the strong can capture those djinns. Each Djinn even though is sealed inside a weapon of the user, they are always present inside their home, the dungeons. These dungeons can only be accessed by other clansmen. Djinn beings cant exist where Rukh is not present, due to their home (The dungeons) being filled with Rukh, they are able to stay formed. If the clansmen is strong enough they are able to reverse summon them and their opponents inside a dungeon. There, the clansmen is able to fight alongside their Djinn being.
Location & Purpose:


The Djinn clan is known for its dungeons, and once a dungeon is captured, it disappears. Luckily, there was one dungeon that appeared at this side of the world that hasn't disappeared, far from their home. Only those with the Djinn blood line can enter and exit as pleased or those who have permission. From an outside perspective, it would just be a huge castle that cant be destroyed or opened, but to Djinn, once they want to enter, the Dungeon transport them inside. The inside of the dungeon is as large as a kingdom.This Dungeon is on a random island, in the middle of the waters. The purpose of this clan is different for everybody. Some people want to find their home, and see if any of it still remains. Others wish to be the king of the world and take it over or rule it. Some simply wish to become stronger and make the clan known.

Special Info:


The Djinn clan has a chain of command that goes:

Magi: Magi is the highest rank you can achieve in the clan, which is essentially the head of the clan. This clan is unique in its branch due to their being 3 Magi, meaning 3 leaders. This is essentially to act as board, but essentially the creator of the clan can always overrule the other two Magi.

Kings Candidates: Kings Candidates are people personally chosen by the Magi who excel in the art of Rukh, even beyond mastery, and their djinn. Each Magi is able to have 2 KC, meaning there can only be a max of 6. KC are as strong as Magi and even have techniques exclusive to them.

Dungeon Capture: These are the people who learned how to fully use their Djinn being, and Djinn equip. At this level they have a relationship with it, learning to fight alongside it, while also mastering their Rukh.

Household Member: Household Members are the people who just got into the clan, learning to first utilize their Rukh. While only being able to use Djinns through weapons, and not equipped.

Requirements:

No specific requirements.
Must be accepted by the Magi, or personally by the creator
In order to make a PCCJ dealing with a new Djinn, they must go through a mission dealt by the creator(s) to capture it..
 
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