Gobis Customs

Gobi Gobletsson

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Swift Release

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Given

( Hayatōn: Jetto dasshu ) - Swift release: Jet Dash
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 5 per turn )
Damage points: N/A
Description: Jet Dash is similar to Shadowless flight but the difference between them is that Shadowless flight is short timed, fast paced moving. Swift release user makes Boar handseal and gathers chakra into legs, allowing him to run faster compared to normal ninjas for longer distances. This technique is a bit slower than 1st Gate but still it's hard for normal ninjas to keep up with you.
Note:
- Normal Swift release rules apply this technique too
- User cannot use Lightning or Wind as long as this is activated.

Taught
 

Gobi Gobletsson

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Abyss Release

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1. (Keigakuton: Abisu Bureiku) - Abyss Release: Abyss Break -
Rank: B
Type: Supplementary
Range: Short-Medium-Long
Chakra cost: 20
Damage points: N/A
Description: A very simple jutsu, however it only works in conjunction with other Abyss jutsu's and only after that jutsu is already used. With other words the user first needs to use another Abyss jutsu, of any rank, before this can be used. Then when another jutsu has been used, the user makes one handseal, which makes the previous used jutsu suddenly disintegrate into countless orbs in size ranging from small marbles to baseballs, basketballs, melons to the size of giants rocks. This also depends on the size of the previous used jutsu (the total volume of the jutsu doesn't change, it's just divided over the orbs). On the moment the user makes the jutsu disintegrate, he can also blast all the orbs into any direction(s), but only in a straight line.
This jutsu does not effect the power or rank of other Abyss jutsu, it just makes it so that its rang becomes wider or smaller.

2. (Keigakuton: Melchsee no Doa) - Abyss Release: Melchsee's Door -
Rank: A
Type: Attack/Defence
Range: Short-Medium-Long
Chakra cost: 30
Damage points: 60
Description: The most basic jutsu of Abyss Release. The user creates a large highly condensed orb of Abyss chakra which he can manipulate by moving his hand. As a result it can be used both in an offensive and defensive way by blasting to the opponent or let it coil at an extremely fast pace around the user.
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3. (Keigakuton: Melchsee no Uzu) - Abyss Release: Melchsee's Vortex -
Rank: A
Type: Attack/Defence
Range: Short/Medium-Long
Chakra Cost: 30 (+15)
Damage points: 60
Description: This jutsu is in the first place meant for defence. The user creates a quick spinning dome around himself consisting of thin rings made out of Abyss chakra with at certain intervals a higher concentration of chakra creating oval shaped orbs with at the top of the dome an Abyss disc. These rings and disc emit a continuous flux of Abyss chakra so that the space between the rings and the disc is filled with chakra, completing the dome, however it remains transparent so that the user still can see through it. Because this dome is spinning, along with the properties of Abyss chakra, it not only can defend against offensive jutsu's, but also against things like smoke, dust (not the element), poison clouds etc. as it purifies the air in and around the dome. The user can also move, while keeping the dome spinning, and thus can move the dome into different directions (it's not static to one place).
The user can also this jutsu in an offensive way by making a single handseal resulting in the dome exploding outwards into all directions in a barrage of pieces of the rings and oval orbs. This is also called as 'The Splash'. He could also just walk toward the target.

✘ The user can keep the dome around for max three turns, however to keep the dome at its max strength +15 chakra has to be paid each turn (unless of course it got destroyed by a jutsu that outranks it)
✘ While the user of the jutsu is in the vortex, he can't fire jutsu's either directly through the vortex from the inside (well he can, but that would destroy it)
✘ Can only be used three times per battle
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4. (Keigakuton: Kuro no houko) - Abyss Release: The Black Cornucopia -
Rank: A
Type: Attack/Defense
Range: Short-Mid-Long
Chakra Cost: 30 +5
Damage Points: 60
Description: A basic Abyss jutsu where the user just molds his Abyss chakra into a large variety of weapons. For example katana's, scythes, axes, spears, even kunai, shuriken, javelins etc. but also shields. All of these weapons and shields have the exact same size, shape and look as normal weapons, only they're jet-black because they're made out of Abyss chakra. These weapons have two advantages: one it doesn't require any handseals to make them and two the user can re-shape the weapon while using it. So for instance he can change his spear into a katana.

✘ Each weapon made can only last max 3 turns and for each turn +5 chakra has to be paid.
✘ It can only make hand weaponry and shields, not armour like a chest plate or helmet.
✘ Only max two objects can be made at a time, the exceptions are stuff like kunai, shuriken and senbon, who're way smaller, those have a limit of 3.
✘ Can only be used 4 times per battle.

5. (Keigakuton: Melchsee no Ransu) - Abyss Release: Melchsee's Lance -
Rank: S
Type: Attack
Range: Short-Medium-Long
Chakra cost: 40 +15
Damage points: 80
Description: The user brings both of his hands in front of his chest, creating a small highly condensed orb of Abyss chakra in the space between his hands. From that orb a black lance is launched that can reach up to long range. By moving his fingers, the user can manipulate the orb, and thus the lance, so that it can be used to slice into any direction (compare it to a white sheet of paper where you rapidly scribble into any direction with a pen). For instance the user could first aim the orb to the ground when the lance is created and then move the orb upwards so that the lance slices the battlefield open vertically, then when it's in the air he can make it turn and slice diagonally downwards etc. This way the target can be sliced several times.

✘ Can only be used three times per battle
✘ To maintain the lance, the user needs to pay +15 chakra
✘ The Lance can last max one turn after the turn it was created, when the user decides to stop cutting or the time is up, the lance will go to the direction it was last sent (for example if it went from the left to the right, the complete lance will move to the right and the user can start another jutsu).
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6. (Keigakuton: Novu Melchsee no Ransu) - Abyss Release: Nova Melchsee's Lance -
Rank: Forbidden
Type: Attack/Defense
Range: Short-Mid-Long
Chakra Cost: 60
Damage Points: 120 (-25)
Description: The ultimate form of Melchsee's Lance. Now the user creates several, around 10 - 15, mini planetary-like orbs with rings hovering above the palm of his hands, which he then throws in front of him. The orbs flatten and the original rings around the orbs form a semi-transparant shield to protect the user, while from all of the flattened orbs lances are shot at the target with extreme force and thus creating an offensive/defensive attack at the same time. Unlike the original Melchsee's Lance this is a one shot attack, each lance can only cut/pierce once. However each individual lance can cut from a different angle, for example one can cut from above, while another from below. The shield has a max reach of half a dome, depending on how the user positioned the orbs in front of him.

✘ Can only be used once per battle
✘ The user can't use an Abyss jutsu's of S-rank or higher for the next 3 turns
✘ The turn this jutsu is used and the next turn the user can only use max 2 jutsu's
✘ The user takes -25 damage.
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7. (Keigakuton: Hageshī Ōja) - Abyss Release: Raging King -
Type: Supplementary
Rank: S
Range: Self/Short
Chakra Cost: 40 (-35 per turn)
Damage Points: N/A (Abyss +20)
Description: Unlike normal Abyss techniques, this one is used on the user himself. This technique allows the user to freely manipulate his body into Abyss chakra via releasing his abyss-affiliated chakra throughout his body, manifesting the element with his very being. Entering the state & once active, the user's body gets covered in the pitch black abyss chakra, his facial features are hidden but his eyes remain visible. A halo of Abyss chakra materlizes above his head, along with two spheres which rotates around him free for use as he pleases, working as ''Melschee's Door''(A-ranked total, Long range, doesn't receive damage boost). Due Abyss Release's nature, the user naturally gains flight ability when in this form albeit in a limited and slow application, which allows him to rettain a movement speed slower (about 3/4) than his base speed. The reason is that since Abyss is not affected by Gravity, momentum, friction and kinetic interactions become very limited and unable to produce normal movement and speed. When a physical object interacts with the user, due the composition of his body allows the user to stay unharmed by any physical substance, like a kunai or a weapon. Not only is this technique suitable for offensive tactics but also defensive; as stated, the user is immune to physical interaction but this does not only apply for ninja weapons but also for elements such as water, fire & earth or other 'solid'-based elements. Not only that, but as Abyss is not affected by temperature elements producing heat or frost have no effect on the user. While in this state, the user is limited to what elemental chakras he can utilize, mainly because of the constant release of abyss chakra; because of this, the user is unable to ultilize his basic five elemental affinities, untill the user exits the state. However, while in this state, the user is rendered very vulnerable to Lightning and Wind attacks, following elemental weaknesses and strenghts. The defensive abilities of the technique allow it to be able to defend against up to forbidden rank of elements weak to it or A-Rank of elements strong towards it. In any case, to completely cancel out the technique, the enemy needs to use a technique that completely overpowers the defensive force of the technique (less than a complete overpowering clash only leads to the technique regenerating itself right after), at which point the user returns back to his normal form, in the same state he was when he activated the technique. Because the user transforms his whole body into a raw manifestation of abyss, his abyss techniques become stronger and upon entering the state, any physical injury or otherwise physical illness (or similar state), is put on hold. As the body lacks now an organic form, the organic or physiological injuries or processes affecting the user such as poisons, low stamina effects, wounds, etc, etc are put on hold and not affecting the user, as if paused.
~ Can be used once per battle
~ Last four turns
~ Manipulation of the two spheres counts as a move
~ Once it ends, the user is left unable to use Abyss techniques for 3 turns and unable to use any technique above A-Rank in that turn, above S-Rank in the next.
~ The user is unable to perform any of the five basics while in this state
~ User is immune to water, fire & earth or other 'solid'/temperature-based techniques
~ Visual presentation
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8. (Keigakuton: Kurohitsugi) - Abyss Release: Black Coffin -
Rank: S
Type: Attack
Range: Medium-Long
Chakra cost: 40
Damage points: 80
Description: The user will do one handseal as he focuses Abyssal chakra on four points around the user in square formation and, just like in the gif below, they quickly form four walls with a roof, trapping the opponent inside. The user then lets the coffin be pierced on all sides and in different directions by countless of blades made out of Abyssal chakra at the same time, similar to the magician's box trick that gets pierced by swords. After that the box disappears. This size of the coffin is around max 10m by 10m and around 40m high.

✘ Can only be used two times per battle
Cannot use Abyss techniques above A-Rank the next turn
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9. (Keigakuton: Melchsee no Kage) - Abyss Release: Melchsee's Shadow -
Rank: A
Type: Supplementary/Attack
Range: Short-Medium-Long
Chakra Cost: 30
Damage Points: 60
Description: This jutsu is meant to use the pitch-black color of Abyss chakra to its full potential. Similar to how you can summon a reservoir of water to use it as a source for water jutsu, this tech allows the user to summon a reservoir of Abyss chakra by placing his hands on the ground. The difference is that the user summons it inside existing shadows, making it blend with them and alternatively using shape manipulation to make it take the exact form of the shadow. The result is an Abyss pool of chakra below the surface that looks on the surface like a regular shadow. Because most shadows are by default very dark, it makes it nearly impossible to spot the chakra hidden in the shadow with the naked eye (though stuff like Byakugan, Sharingan, sensory etc. don't have any particular problems with it).
The point of this jutsu is that on one side it can simply be used as ammunition for other Abyss jutsu, but on the other side it can be used as a trap as by hiding it, people could easily fall into the pool. Outside that the user can also take the initiative by making a single handseal. When he does this, the chakra will attack the target in a straight line like a beam that is shaped like whatever it is attacking (attacking a tree branch will give it a tree branch shape). The beam disappears when the specific target is hit, so it doesn't shoot through it, it stop right on the place where the target was. When this is done the object attacked will be gone and the the place where the chakra was focused is now a hole or completely gone. When all the chakra is gone, it will leave a pit in the ground where it was located.
✘ Only one shadow can be infused at a time. The exception being when the opponent uses a jutsu that creates multiple objects directly attacking the user and the user decides to attack all the objects instantly with chakra that was just focused in their shadows, for example kunai.
✘ Chakra can not be fused into the shadows of real people or living creatures directly with the exception of the user's own shadow or summonings.
✘ The chakra in the shadow never makes direct contact with the object casting the shadow when it's still hidden in the shadow.
✘ It can be used at night, however only if there is a difference between the shadow of something and the darkness of the night.
✘ If shadows are connected with each other, the user can make chakra that was already focused in one of the shadows travel completely or partially into the other shadow, however this makes it possible to notice the chakra easier as it shaves away the earth during the process of moving.
✘ Used or not the pool of chakra disappears after 4 turns and the technique can only be used 4 times per battle.

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Gobi Gobletsson

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Erbium Release

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1. (Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas
Rank: C-A
Type: Supplementary
Range: Short - Long
Chakra cost: 15-30
Damage points: 30-60
Description: Through a hand gesture, or overall a body movement the user is capable of creating multiple constructs from the ground. The constructs can cary various traits, such as being pillars, spikes, spears, flexible or rigid. This technique was originally made to restrict a person, while it can however also prove lethal or capable of erect pillars in order to block certain attacks.
If the target(s) manages to somehow get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2. A-Rank version can only be used three times per battle.

2. (Erubiumuton: Tsubu Kiri no Jutsu) - Erbium Release: Particle Mist Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them.

3. (Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm
Rank: A
Type: Offensive, Defensive, Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time.
Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).

4. (Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship
Rank: B-S
Type: Offensive, Defensive, and Supplementary
Chakra cost: 20-40
Damage points: 40-80
Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place. Should the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
Note: S-ranked version can only be used twice. A-Rank version can only be used thrice. No S-Rank or above Erbium in the user's same and next turn (when S-Rank version is used).

5. (Erubiumuton: Izumi no Sakusei) – Erbium Release: Fountain of Creation
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will perform a set of 3 hand seals and then the user will concentrate their chakra into the ground to create a fissure in the ground that sprouts out a large abundance of particle Erbium that can be used for a source to be manipulated for further techniques.
Note: May only be used every two turns after use.

6. (Erubiumuton: Soeki Iki no Jutsu) - Erbium Release: Plagued Breathe Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a two hand seals and then will release from their mouth their chakra creating particles of erbium in a strong furious stream that is directed at the target and can shed their skin with ease and thus getting into their blood system and after a period of 1 turn begin to poison the target with radiation sickness and affecting their performance reducing their base speed(-2 lvls), strength(-10 Taijutsu) and concentration(Max two moves per turn).

7. (Erubiumuton: Mekkiama Shohin) - Erbium Release: Plated Armour Pieces
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: Through the use of a single hand seal the user will be capable of creating several constructs of Erbium. These constructs are namely and shapely - Walls that may erect quickly anywhere within the range of the technique, in the desired location inwhich the user chooses to. A maximum of three can be made, much akin to the Roshomon Gates. Ontop of so, it's not only capable of being erected from the earth. Through an explusion of Erbium powder the user is able to cause the powder to condense on itself, followed by expanding while solidfiying, much alike Sarutobi's version of the Mudwall technique. This would succesfully form a solid wall of erbium. In case this is made mid-air, it carries the weight and power of an A-rank should to fall ontop of an object or target. The speed inwhich it expands and solidfies is capable of dealing quite the bruises and even perhaps break a bone or two if hit unluckily. Should the wall(s) shatter it could prove dangerous as if being hit by a shard which would also cause radiation through the blood veins causing -10 Taijutsu, -2 base speed and one move less per turn. This kicks in over the course of one turn. Can only be used four times per battle.

8. (Erubiumuton: Gizagiza no Kiba Jutsu ) - Erbium Release: Jagged Fangs Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a sequence of 3 hand seals and then manipulating and releasing their chakra into the ground they will cause a long jagged path of erbium spikes that to try impale their opponent. If the opponent is struck by one the spikes then the wound will transfer from the spikes a small amount of erbium particles that will cause radiation poisoning after a gradual time period (after two turns) and they will then have their performance begin to drop such as their speed, strength and concentration making them only capable of performing 2 moves a turn.

9. (Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three handseals and manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghoul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters width. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles traveling extremely fast much like a sandstorm. If the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again. Note: No S-Rank or above Erbium in the user's same and next turn
 
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Gobi Gobletsson

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The Ancrath Archipelago


The Map of Ancrath

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Codex: Ancrath Archipelago
”He who wishes to be obeyed must know how to command.”
-Alledon of the House Cordath the First of His Name, King of the Thirteen Islands.

Geographically the Ancrath Archipelago consists of thirteen islands divided into two clusters, with the majority of the islands belonging to the Southern Cluster. The islands form a natural line that separates the lands of Hotsprings and Frost from the Kaizoku Sea and the Eastern Mainland from the Haran Bay. The two islands near the archipelago, though not a part of geographical Ancrath, are both at least partially under the authority of the archipelago. Tenkaichi, located south of the Southern Cluster, has recently been commandeered from the Land of Hotsprings by a faction known as the Brotherhood, while the second island, Takejima, has largely been left to itself because its status as a traditional burial ground for the islanders.
The archipelago, like most islands, suffers under the wrath of nature. Storms and storm-related accidents cause many deaths annually and the rough weather has affected the architecture of particularly the Southern Cluster, which isn’t protected from the worst winds by Takejima as the Northern Cluster is.
Ancrath has a history of island-to-island independence, internal warfare and isolationistic policies. Historically the two clusters have always been in a state of pseudo-war, only signing temporary truces and treaties to defend against foreign aggressors and immediately discarding them once the threat has been dealt with. This constant threat of violence that can erupt from anywhere at any time has molded the islanders into a hard and bitter people over the course of generations. The Northerners in particular have gone from cautiously trading and interacting with surrounding nations in the time before the First Shinobi World War, to openly terrorizing settlers and confiscating goods from passing ships as a warning to foreigners. The Southerners, though still wary of strangers, have prospered through trade with the Elemental Nations and thus tolerate its citizens.
Trade is the primary source of income for most of the archipelago’s upper class. The Ancrathi nobility, who have ruled and warred in Ancrath for hundreds of years, claim the lion’s share of the money made on imported and exported goods, but a wealthy upper class consisting of successful merchants and entrepreneurs still exists. Many Southern Lords in particular have made fortunes from taxing passing ships and acting as middlemen for the Northerners, who largely refuse to sell their goods directly to the Elemental Nations. Because of the focus on trade the waters around the Ancrath Islands are almost always teeming with fishing boats, trading galleys and ships in service of the local nobles. Privateers and pirates in search of prey also roam the waters, often freely due to the constant power struggles of local nobles.

Codex: Northern Islands
”If the weather in the north was as cold as the Northerners themselves there would be no settlers for them to bully.”
-Unknown.


The Northern Island Cluster is the least populated part of Ancrath, which accounts for five of the thirteen islands that make up the geographical archipelago. The Northern Cluster is generally characterized by its small, almost self-sufficient communities, rocky hills and xenophobic population. It is known for fielding the best non-Shinobi spearmen in the world and never forgetting a slight.
The Northerners are farmers, fishermen, hunters and craftsmen. They are a simple people, a majority of which live in small, close-knitted communities where everyone knows each other. The rest live in or near the few cities the north has to offer, or behind the walls of the local Lord’s castle. The Northerners often live very linear lives, marrying someone from their own community and rarely, if ever, leaving the island of their birth. Deviating from the norm is generally frowned upon and the social pressure from the local community, combined with the hardships involved with moving, ensures that very few Northerners ever move away from their birthplace.
The Northern Cluster has a history of xenophobia, but bad diplomatic experiences with the Elemental Nations and occasional cases of foreign interest influencing the cluster has seen the population go from being unfriendly to strangers to being downright hostile, especially to settlers from the mainland.
The Northerners are generally considered traditional and rural. The cluster’s general lack of densely populated cities has allowed the islanders to grow crops, practice animal husbandry and mine on a much larger scale than would otherwise be possible. It is not uncommon for a village to have its own mines or fields that the inhabitants maintain together and have joint ownership of. The lack of heavy winds and storms, courtesy of Takejima’s forests and hills, along with the high average quality of soil in the Northern Cluster makes it an ideal place for farming, a fact that many inhabitants takes advantage of.
From the top right, the Northern Island Cluster consists of island Rishiri, Nishinomi, Todoko, Hohki and Yamaguchi.

Codex: Southern Islands
The Southern Island Cluster houses the bulk of the archipelago’s residents. The islands are more urbanized and the towns there more industrialized and modern than their northern counterparts. Where settlements of the northern cluster still make do with wood, straw and clay, the southern settlements have paved roads and houses of stone and metal.
The southern cluster, though still isolationistic in spirit, maintain a healthy trading-relationship with the Land of Hotsprings and, when it comes to counterfeit goods, the western edges of the Land of Fire. Many ‘southerners’ have made their fortunes off buying wares with origin in the Eastern Continents and using the ‘buccaneer toll booths’ as validation for reselling the goods to the Western Mainland and making quite a profit in the process.
The cluster’s largest settlement is the port-city of Dai on the island of Dotai, which serves as a hub and meeting-ground for criminals of all shapes and sizes with operations in the Haran Bay or the Kaizoku Sea.
From the top right, the Southern Island Cluster consists of island Nero, Mekkyaku, Jigon, Gōka, Gakiyaru, Oishiden, Izu and Dotai.

Codex: Tenkaichi
”All for one, more specifically me.”
-Garrett Hawke, 3rd Leader of the Brotherhood

The island of Tenkaichi is technically not a part of geographical Ancrath, but the island’s affiliation with the archipelago and its history of diplomatic relations with the Southern Cluster has made it a part of what is known as ‘modern Ancrath’. The island was always semi-autonomous even when it had an official status as a province of the Land of Hotsprings and few Tenkaichians ever felt colonized or oppressed, especially considering the island had its own tax collection office and didn’t pay tribute to the Hotsprings Country. This lack of practical ties to the Land of Hotsprings made the island’s transition from colony to headquarter of the Brotherhood much easier than it would have been otherwise.
Tenkaichi is generally characterized by its unique status as Brotherhood-controlled territory, its fortified settlements and its focus on the production of military hardware. It is known for its universal male conscriptions and permanent war economy.
Before the Brotherhood’s annexation of the island Tenkaichi was almost self-sustaining. The local councils who administered the island at the time carefully managed the production of goods and foodstuff to suit the island’s needs. Little was imported and even less was exported as the island embraced an economy-oriented form of Juche.
The Brotherhood’s sudden annexation radically changed Tenkaichi. The organization’s contacts overseas and its expertise within the field of smuggling led to an influx of cheap goods that flooded the Tenkaichian markets and made much of its industry obsolete. To rebalance the island’s dwindling economy the Brotherhood launched an aggressive expansion of the weapon’s industry and encouraged the natives to join the organization, two key aspects of the process that transformed Tenkaichi into an authoritarian, militant island state. Tenkaichi still maintains Juche as its official political standpoint, but economic independence has been replaced by political and military independence as the focal points of society.
Men are encouraged to join the military or serve as craftsmen while women are pushed towards positions as civilian artisans, bureaucrats and managers. In simple terms men administrate the military industry and women the civilian. It is not forbidden for a woman to join the military – though not as a Brotherhood member - just as it isn’t forbidden for a man to work in the civilian sector, but neither is encouraged by the regime.

The Brotherhood

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"Gazing Back Into You and if Thou gaze long into an Abyss, the Abyss will also gaze into Thee"

History:

Under Samurai Dai

The Brotherhood was founded by Samurai Dai during the Second Shinobi World War as hired muscle for his smuggling operation the River Country. Though the Brotherhood only accepted male members over fifteen and under fifty; the group grew almost exponentially during the war, courtesy of the massive amounts of desperate refugees fleeing the violence in the warring nations, looking for some way feed their families. The Brotherhood offered food and shelter for all Brothers and their families in exchange for loyalty to Dai’s organization, a policy that earned him one of the most zealous group of loyalists in modern history and turned his den in the River Country into a virtually impregnable fortress of men and iron.
Dai had intended for the Brotherhood to be a mobile fighting force that could accompany his ships on their journeys downriver, keeping rivaling smugglers, the authorities and other unwelcome guests away from his cargo until they reached the sea. Many new members, however, had brought their families with them from whichever nation they were fleeing and were both unable and unwilling to leave them for months at a time. Dai’s solution was to settle the new Brothers and their families along the rivers themselves, in shelters close enough to the banks that the members could watch the ships, assists the sailors and help wherever they were needed in their area all without ever leaving their families.
The plan’s success was legendary. Throughout the course of the war Dai controlled every black market from Keishi in the Fire Country to the Claw Country. No shipment was too large or too ludicrous. The sheer number of Brothers guarding the rivers far surpassed that of any taskforce the River Nation might have put together to stop the influx of illegal goods and after a Chuunin-ranked Nukenin, who had been hired to solve the problem, was brutally murdered and chopped into pieces by an angry group of almost eighty Brothers; the government at the time decided to leave the Brotherhood and their employer alone.
Samurai Dai’s time as smuggler king came to an abrupt end less than half a year after the armistice treaty was signed. The original members of the Brotherhood had sworn themselves to Dai and his lieutenants, but the flood of refugee-members put an end to the group’s status as an organized institution and turned it into a patchwork fraternity with no common goal among the members other than providing for their families. Though this worked exceptionally well during the war; the peace that followed changed the game completely.
With the violence subsiding and the local governments slowly stabilizing the different regions; many refugees simply packed up and went back home. Over the course of a few weeks much of the so-called ‘Black Wall of the Rivers’ (a reference to the black cloaks many members wore as camouflage) disappeared without a trace, leaving Dai’s ships without protection. The Brotherhood had intimidated and defeated Dai’s enemies by force of numbers and the refugees’ exodus more than halved the smuggler king’s numbers. The result was the collapse of Samurai Dai’s empire.
The Samurai himself tried to cut his losses and gather the wealth he had already amassed, but without hired muscle it was a hopeless endeavor. Before Dai had even finished loading the ships he had left; a pirate captain by the name of Reaver fell upon him and took both ships and cargo for himself, slaying every single one of Dai’s men and the king himself during the ambush.

Under Alart the Old

The death of Samurai Dai would have heralded the end of the Brotherhood were it not for a refugee from the Land of Rain named Alart.
Alart, who had worked as part of the Black Wall of the River, convinced a dozen of his Brothers without any family to speak of to join him in robbing the few ships that still passed unprotected through the rivers of the River Country in the chaotic period that followed the armistice. The Brothers’ endeavors, though amateurish, were largely successful and as the regions slowly stabilized and became policed the Brothers simply moved on, finally ending up in the Land of Noodles.
Alart revealed himself to be a natural leader. Instead of focusing his efforts on one country like his predecessor the 2nd Leader of the Brotherhood sought to form a reliable core of loyal and competent members who could establish footholds in many nations simultaneously and recruit their own men as they pleased. Though this decentralized the Brotherhood and sometimes led to semi-independent factions with little to no relation to the actual Brotherhood the plan was mostly successful and turned the organization into a pulsing, underground organ of guilds that altogether controlled much of the international smuggling industry.
Alart’s biggest triumph is credited to his work on transforming the Brotherhood into a tight-knit organization. Samurai Dai allowed the Brothers to roam freely in unorganized bands and rarely directed their efforts. Alart attempted to change this by introducing intricate and almost spiritual joining rituals and symbols to the group. The Brotherhood’s banner was drawn up and applied to all uniforms and equipment. A motto was laid out and local fraternities were introduced. Alart sought to improve the Brotherhood as an organization by encouraging internal competition and contests. Medals and honorary orders were introduced along with an expanded hierarchical ranking system. Like Dai’s Black Wall of the River the foundation laid out by Alart is considered legendary by the Brotherhood.
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House Katsuryoku

Name: House Katsuryoku

Motto: "As befits a Giant"

Public History:
Classified - (Soon to be revealed)


Heraldry/Sigil:
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Family Head: Amaimon Katsuryoku

Family Members:
Amaimon Katsuryoku


Lands: Rishiri
Rishiri is the most northern island in the whole of Ancrath. It consists of two halves, the south and the north. Starting south, heading north, the level of land starts arising slowly, meaning the island is one humongous uprising hill, untill it hits the border of the northern part, where it goes straight down as a cliffside. Reaching the nothern half of the island it becomes impossible landing ashore unless theres been designed ladders, staircases and ropeworks to piers down the cliffside. But this have been near virtually impossible as the waves hits hard and high against the side of Rishiri, smashing most to bits if anything.
On Rishiri there are several villages, all under the rule of one.
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Heartseed -
Heartseed is the ruling and main village there is. It is under direct rule of Amaimon Katsuryoku. It is located furthest to the north as possible on Rishiri, and is located at the bottom of a humongous mountain range. Reaching back in time, when a master smith forged seven godly weapons, each of their own, with their own respective abilities, one of them went by the name Goddess of Earth, a truly splendid design of a whip, that could be straigthen out to become a sword. Not only held it its own graceful design, but it carried an utmost exquisite power to devastate landscapes when used in combat. One of its many wielders through time, created two small mountain ranges in a dreadful fight. The two of them, clashing against one another, created a huge magnificent peak reaching far above the clouds, to be ever shrouded in the white plumes.
It later got named the Giant's Toe, by the peasants of the land, because of its slight resemblance to that of a toe, somehow(weird peasants).

Nonetheless, Heartseed itself is located at the bottom of the mountain ranges, resting against the southern part of the humongous peak. Unlike most northern villages, cities and whatnot, Heartseed consists of stone built houses, walls and buildings. Surrounding the village itself, a hemi-sphere of stone walls. Each wall starts at the mountain side and snakes its way around the village itself. From the walls, towers are emerging flying the banners of the House Katsuryoku. Several districts are made, and formed, market places, trading ports, slum districts and barracks. There is three Gates running along the walls of Heartseed. On facing west, one east and one south, while the north rests against the south of the peak. Furthest to the North in the village the keep of Heartseed lies, built with but a smaller ring around the traditional square stone built keep. Beyond the Keep, a small entrance if you would call it was made into Giant's Toe.
Inside the Gaint's Toe, comes the Everlasting Walk, steeps leading up in a circular manner, in a hollowed out space inside the Mountain peak, leading further and further up, as it starts to narrow in on itself, reaching it's peak. The heavy stone slab steps, uncounted nd unwanted, yet needed. Desgined by the ancestors unknown when ´they settled down on the location. Along the sides of the inside, runs old ores that illuminates the place up with a faint glow of various colours, and carved in runes telling old mythical tales, battles and wars that have been, and what there is to come. Theres a hang of the cold moisture in hollowed parts, clinging to every surface possible, yet every know and then theres a slight warm breeze that flows throughout the long cylinder warming the bodies of the cold.

Finally, reaching to the top of the Everlasting Walk, the ceiling of Giant's Toe. Seemingly bare, pulling a small lever at the last stone slab, hidden in small room behind loose rocks, will let off the chiming of stone against rock as a trapdoor slides into a part of the mountain. Above, High Haven lies, the tip of Giant's Toe, the tip of the peak. A flat plateu like platform reaching long-range into every direction. Standing in the middle, the trapdoor lies hidden, surrounded by four pillars in a square-formation each pointing their own direction of the world map. Each connected by a slab of stone ontop reaching the other pillar.
High Haven, despite all is prosperous with grass patches, and small flowers, each of their own and of various colours, fills out the plateu. Looking into every direction, white plumes of clouds manifests itself around the top, constantly day and night. However, each day at a certain time the clouds part themselves unfoldning the earth country before the viewers.
Facing north, at the far end of High Haven, two slabs are placed ontop of eachother, the second smaller than the first.
Ontop, a stone chair is located decorated with light blue runes, and from the top wolfclaws spreads out as wings. Surrounding the slabs, flowers of purple, green and gray sprouts ever so prosperous and emits an golden pollen.
To the far western side, a storage shed is located.
Heartseed itself produces many products from the mountain range itself, such as iron, cold, tin, copper and so forth.

Doven -
Doven is a small holdstead kept in order by Nestor Kaldor, Lord of Doven. A stern-looking man way past his thirties. The village itself, is surrounded by wooden stakes, and its huts are of clay. Produces clay, coal, stone etc.
Its military strength is medicore, and its population not very high.

Timberview -
Timberview is located on a high hill. You could nearly call it a mountain, but is not, compared to the Mountain ranges further north. Timberview is located on Plazek's High Hill. Plazek was the earlier ruler of Timberview untill he got his head cut off by Samuel the Ill-Tempered, also namely the Lord of Timberview. From the Plazek's High Hill, one can even spot so far as past Oakenfell, reaching Vilden itself surrounded by it's many small forests! Timberview itself can only be reached from the bottom of the hill itself, as the rest is functional cliffsides. A single road from the village leads east and down from the Hill, and onto the main road that mingles its way through the land. Timberview produces great the military force, which compensates for its lack of resources. It is oft the place you send the ores as well to have them reforged as they carry the best smiths.

Oakenfell -
Oakenfell, the greatest military power within Rishiri. Or well, so it is named as that's where the military forces gather before they go raiding. Oakenfell is under the rule of Sarvel Rayder, a high and broad shouldered man. Oakenfell itself is surrounded by a ring wall very much like Heartseed, and is functionally working as the middle ground before going into the Northern or Southern part of Rishiri. Is right in the middle and works as fort as well. It have a gate leading south and north. It is the center of trading ports, and training of newer recruits and whatsoever. If this village produced anything worth mention it would be the spearmen far feared. The village itself is located around Orange Oak Forest.

Vilden -
Vilden, mass producer of wood, and everything related to it. The spear handles that you see in Oakenfell or the military? These are the ones that produced them. The arrow shafts, polearms and whatelse, these guys made that. Poorly defended however and the villagers go about their own business. This is located on the southern part of the Isle, thus not so hilled and have proved worth of farming crops, fishing and small boat making in the proccess. Lead under the Rule of Sammus the Fat

Kendal -
Kendal gets its needed wood from Vilden and is the mass producer of ships, for Rishiri. These guys make these northernerns on the island capable of traveling around the world doing their raiding and plundering. Ontop of that they produce good amount of smoked fish, bread, pies, wheat, hops, ale and sailors most of all. They are located close the Ironlake that shines ever so brigtly in the moon light, and is anchored along the Ironshore. Karth Hoster is in rule of this village.

Alignment: Chaotic

Renown/Infamy Level: House Katsuryoku sky-rocketed as one of the more newer Houses in the many Dynasties already existing, however that was only done so after Amaimon Katsuryoku made short dispatch of the previous ruler of Heartseed. He quickly came to be feared throughout the lands, however obeyed he was. None knew his purpose other than the fame and glory about it. The lords throughout the realm however quickly bent knee, and followed his lead. They however seemingly came to become fond of his attitude and perspective on life, which was displayed at their yearly meetings.

Amaimon Katsuryoku

Given Name: Amaimon

Family Name: Katsuryoku

Title: High King of Rishiri, The First of his Name, Lord of Heartseed, Protector of the Sacred Laws, Earth King

Lands: Rishiri (Island), Heartseed (Village/keep)

Alignment: Chaotic

Renown/Infamy Level: House Katsuryoku sky-rocketed as one of the more newer Houses in the many Dynasties already existing, however that was only done so after Amaimon Katsuryoku made short dispatch of the previous ruler of Heartseed. He quickly came to be feared throughout the lands, however obeyed he was. None knew his purpose other than the fame and glory about it. The lords throughout the realm however quickly bent knee, and followed his lead. They however seemingly came to become fond of his attitude and perspective on life, which was displayed at their yearly meetings.

Important Information: Amaimon is seemingly nonchalant of appearence, but can be greatly annoyed when things do not go his way about. He enjoys plundering, or atleast watching his men do so. So are the laws of the north.

Completed Goal: Overthrowing the previous ruler. Claiming lands.
 
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Gobi Gobletsson

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House Katsuryoku
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(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain)
Damage points: 30-80
Description:Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessable by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inaminate objects infused. This however is not only limited to solids, per say, aslong as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.
Approved here:
(Shojun no Hel) Δ Hel's Alignment
Rank: C-S
Type: Supplementary
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the convinction of the user, and a sacrifical portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain colour of Kūki no Yōna depending on the user, upon materilizing in the desired area of the user's choice. Ontop of that, the contructs are either flame-like or solid in the appearence, thus adding for verstality. Once the sacrfice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time.
Note: S-Rank can only be used three times per battle and not in consecutive turns.
Approved here:
(Búri no Yuigon) Δ Testament of Búri
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.
Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.
Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions.
Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Lasts untill deactivated.
Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.
While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.
Approved here:
(Seishin Tenrei) Δ Spiritual Liturgy
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: This technique is purposed to summon specialized spirits which are unique in their ethereal characteristics compared to other spirits hailing from the Pure World. The Pure World is a separate dimension from our own and the Genki are capable of traveling freely between the dimensions and can use their ethereal energy to manipulate our world. Generally Genki are generic and uniformed. However, certain more powerful Genki carry specialized traits. These Genki are not personal spirits of members of House Katsuryoku. Each of these spirits, in addition to their own abilities, also have the standard abilities of infusion and possession to aid the user as well as basic manipulations of Ethereal Energy to create constructs, streams, etc. The Genki are listed below in their characteristics and appearance. Through a sacrifice of chakra the Katsuryoku member calls upon the greater spirit of their choosing from the Pure World to appear on the battlefield. Initially the spirit’s presence will be known only to the user. Because the spirit will have already been summoned to the field the chakra requirements of 'Testament of Buri' and 'Jorth’s Personification' are halfed. Same with 'Hel’s Alignment’s'. Even if half, the user will still spend the chakra upon each use plus the normal chakra per turn to sustain the infusions. This consumes no time, allowing a spirit to be instantly summoned to the field in dire situations.
Aspect of the Tortoise; Kame no Sokumen (カメの側面)
The first of the four specialized spirits which specializes primarily in defensive qualities. Tortoise spirits vary in size. Typically, a tortoise can at maximum size reach up to short-range, however depending on the spirit summoned it can also be smaller. As mentioned the tortoise offers many defensive qualities, which the user can utilize in battle through either object infusion, partial infusion, or full body infusion.
Object Infusion: Infusing the spirit of the tortoise into an inanimate object will coat it in its ethereal essence, granting it defensive qualities. For example; infusing the tortoise into a simple rock will coat it in its essence, allowing the object to move of its own accord and gain the qualities of the tortoise. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the tortoise causes the rock to harden to a high degree and grants it defensive qualities that are within the strength of the ethereal energy (outlined in the clan submission). The object infused with the tortoise spirit will gain temporary resistance to S-Rank sources of damage.
Partial Infusion: A partial infusion with the spirit of a tortoise will allow the tortoise to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly defensive qualities for the duration of the infusion, becoming able to resist A-Rank sources of damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the tortoise to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of a tortoise will form around the user, taking the size and shape of the tortoise spirit itself. The tortoise’s body offers an A-Rank defense while in its tangible state and will interact with elements as per outlined in the clan submission. The ethereal tortoise body formed around the user itself will possess no weight, allowing it to move as fast as the user’s body is capable of without hindering them. Additionally, all other attributes added which are outlined in the Fullbody Infusion apply.
Aspect of the Polar Bear; Shirokuma no Sokumen (シロクマの側面)
The second of the four specialized spirits which specializes primarily in offense and strength qualities. The polar bear spirits can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the polar bear prides itself on its strength. The user can access these attributes through object infusions, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the polar bear into an inanimate object will coat it in its ethereal essence, granting it offensive qualities. For example; should the user infuse the polar bear into a lump of rocks it will allow it to move of its own accord and gain the qualities of the polar bear. It also allows the user a degree of shape manipulation should the user desire. The effects of the infusion of the polar bear cause the object in question to gain incredible offensive abilities. Strikes made with the infused object will result in A-Rank physical damage. For example, should the user infuse the spirit of the polar bear into a sword it will cause the sword to naturally inflict A-Rank physical damage upon contact with targets.
Partial Infusion: A partial infusion with the spirit of a polar bear will allow the polar bear to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user themselves will also gain highly offensive abilities for the duration of the infusion. The user’s Taijutsu, Kenjutsu, and Bukijutsu will gain +20 in damage for the duration.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the polar bear to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the polar bear will form around the user taking the size and shape of the polar bear itself. While not specialized in defense the polar bear’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal polar bear body formed around the user itself will possess no weight allowing it to move as fast as the user’s body is capable of without hindering them. The offensive abilities the polar bear grant while in this state allow strikes with its ethereal body to inflict A-Rank physical damage while in its tangible state. These strikes have a short-range reach. Additionally the user’s body becomes much stronger as well, allowing the user’s Taijutsu, Kenjutsu, and Bukijutsu to inflict +20 damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.
Aspect of the Wolf; Ōkami no Sokumen (オオカミの側面)
The third of the four specialized spirits which specializes in speed. The wolf spirit can vary in size, but will typically be large enough to fit in short-range, however depending on the spirit summoned it can also be smaller. As mentioned the wolf prides itself on speed. The user can access these attributes through object infusion, partial infusion, or fullbody infusion. The spirit of the wolf itself can move quite quickly on the battlefield, being about twice as fast as a Kage-ranked ninja.
Object Infusion: Infusing the spirit of the wolf into an inanimate object will coat it in its ethereal essence, granting it agile qualities. For example; should the user infuse the wolf spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the wolf, allowing the speed of those rocks to move at twice the speed of a Kage-ranked ninja. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a wolf will allow the wolf to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain incredible speed and agility for the duration of the infusion. The user’s speed will increase to be equivalent to that of twice their normal speed. Subsequently, with the increase in speed their Taijutsu damage will be increased by +10.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the wolf to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the wolf will form around the user, taking the size and shape of the wolf itself. While not specialized in defense the wolf’s ethereal body in its tangible state does offer some defensive capabilities, resisting damage from C-Rank and lower sources and interacting with elements and other sources of damage as per outlined in the clan submission. The ethereal wolf body formed around the user itself will possess no weight allowing it to move without hindering the user. Additionally the user’s body and the wolf will become able to move at three times the user’s base speed. Strikes made by the user and the wolf have a short-range reach and allows the user’s Taijutsu to gain +10 in damage. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.
Aspect of the Chameleon; Kamereon no Sokumen (タコの側面)
The fourth of the specialized spirits which specializes in pure supplementary uses. The Chameleon spirit can vary in size but will typically be large enough to fit in short-range, however depending on the spirit summoned can also be smaller. As mentioned the Chameleon prides itself on its supplementary applications in battle. Its capability to change to various colours attunes with the user's elemental affinity in a variety of ways. The user can access these attributes themselves through object infusion, partial infusion, or fullbody infusion.
Object Infusion: Infusing the spirit of the chameleon into an inanimate object will coat it in its ethereal essence, granting qualities pertaining the wielder's elemental affinity. For example; should the user infuse the chameleon spirit into a lump of rocks it will allow the rocks to move on their own accord and gain the qualities of the elemental affinity choosen, allowing said infusion to carry the properties of their elemental affinity, donning said object that is infused with a flame-like shroud of chakra donning the object. It also allows a degree of shape manipulation should the user desire.
Partial Infusion: A partial infusion with the spirit of a chameleon will allow the chameleon to lend its powers temporarily to the user. In addition to being able to grant a sixth sense, second vision, and precognition (outlined in Testament of Buri) the user himself will also gain a boon affiltrated to their elemental affinity. The user’s elemental affinity will increase equivalently to give a +15 damage.
Fullbody Infusion: The ultimate union where the spirit and host will share one mind. This also allows the chameleon to take control of the body of the host should the host be incapacitated or injured in any form. Whilst in this state the ethereal essence of the chameleon will form around the user, taking the size and shape of the chameleon itself. While not specialized in defense, attack or agile speed as previously mentioned Genkis, the chameleon's ethereal body will remain in an intangible state, and does not offer some defensive capabilities, unlike the other varations of this technique. The ethereal chameleon body formed around the user itself would naturally possess no weight allowing it to move without hindering the user. Additionally the chameleon will further aid the user by giving another boon all entirely, however still affiltrated with the user's elemental affinity. After fullbody infusing with the chameleon it will grant powers alike to those in its partial infusion, however ontop of so make devoid of all hand signs and replace such with movements, hand gestures, and otherwise still warn-giving signs. This of course only pertains the users affinity. Furthermore, all other attributes added which are outlined in the Fullbody Infusion apply.
''Seishin Tenrai'' is not an exception of restrictions, and as such the user is capable of only summoning two Genkis per battle. Different Genkis can't be summoned at the sametime. If the user attempts 2 Fullbody Infusions in battle (ofc with different spirits), he'll die at the end of the second infusion. Should a Genki while under the influence of Object Infusion sustain damage, it is capable of receding from the object in time, and remain on the field for further use. A particular Genki can at maximum stay on the field for 6 turns. Object infusions reduce the time on field in 1 turn per use. Partial infusions reduce the time on field in 2 turns per use. Full body infusion can only be sustained for 4 turns max(However, should there only be three turns left of the time duration or less, being Fullbody infused allows it to remain on the field till the four turns are over.) but prevents the use of other infusions and, when terminated, willingly or for timing out, releases the Genki back into the Pure Realm. The techniques becomes available upon receiving the rank of Katsuryoku Initiate.
(Fureiya no Mōsō Kisu) Δ Delusional Kiss of Frejya
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Kiss of Frejya, is one of the clan's more rare techniques, available only to high ranked members. It is fabled for it's supplmentary effeciency, by aiding the user in the most dire situations possible. The technique itself is ultilized through the usage of Kuki no Yona, also known as the ethereal energy.
While under the influence of ''Buri no Yuigon'' despite what infusion that is currently in use, the user is capable of extending the Kuki no Yona simliar to an aura, inhabiting the perimeters of short-range, omni-directional around the user. Once the 'aura' have reached its boundaries of short-range, it will forcefully start affecting the surrounding area, such as entities that contain physical energy such as grass, flowers, trees, plants and generally objects that contain a life force per say, such as animals and such are included as well. The Genki and the Kuki no Yona that exudes from the user into the vicnity will forcefully start to extract physical energy from the object(s) in question, following by storaging it within itself. The object(s) would essentially be left drained, the flora would loose colour and crumble away, while animals and alike would turn pale, turn exhausted(1 turn) and eventually pass out(2 turns).
Now much alike how chakra travels, the energy stored within the Genki would traverse to the user, thus replenishing his physical energy capicity(+50). This allows the user to counteract exaustion and lack of physical stamina, leaving the user will be overall re-energized, even if he has small injuries (scratches, bruises, etc), ontop of so a minor and temporarily bonus to physical strength (+10 to regular taijutsu for two turns.) is given as a boon.
While the aura can extend, the user can also decide to keep it within his own entity as usual, thus the effects can be more concentrated upon the extraction, storaging and delivering the physical energy to the vessel. This however is only ultilized upon physical contact oft given in CQC, where the Kuki no Yona can function as a sort of siphon to drain physical energy upon contact with an object(s) containing said energy(+100). This will give a slightly stronger boon due the condensity of the Kuki no Yona, boosting physically strength(+15 duration of two turns). While using the concentrated version the user can decide to guide the physical elsewhere into other objects even, however only aslong as physically contact is remained, meaning replenishment of stamina can be transfered to an unconscious squirrel for example.
This technique can only be used by select few Pledged and freely by Elders/Voice. While this is ability that pertains solely to Genkis, it is low-effort technique and needs only triggering through a mental note, oft followed by a gesture for cosmetic looks. The technique can only be used 4 times, with a 2 turn coldown and lasts for the duration of 3 turns per 'activation', although it cannot be stacked on itself. The usage of the technique restraints the usage of above S-ranked Katsuryoku Techniques while active.
(Hijutsu: Koyu Kekkai) Δ Secret Technique: Reality Marble
Rank: Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 50
Damage points: 90
Description: Reality Marble is available for Katsuryoku Pledged rank members and above. This pertains a secret technique for underlings, as it have proved inadequatedly to be handled and oft lead to the death of the user. The user will bite his thumb, and sacrifice a propertional amount of chakra to the point that a small implusive wave is released from the user's entity throughout the field causing clothes to sway, and leaves to fall off the trees etc. A mere dramatic effect, but also the damage the user pertains to use the technique(-20). Through the blood sacrifice and chakra the Genkis from the Pure World will bond with the user and without hestitation immediately form within Impure World in order to fullfill his desire. Instantly as the summoner's call is heeded, the Genkis emerge as flame-like mirages before fully manifesting into physical form, or construct, resembling that of heavily armed soldiers and cavalry composing a peerless array of legendary warriors, clad and equipped with a different variety of weapons and the like. Upon the user's command, they take trot and cascade down upon the enemy in numerous waves. They prove efficient as they are capable of both transitioning between the tangible and intangible state, capable of moving through obstacles with little to no effort. Once their assault is executed the waves vanish one by one. There's a total of three waves. Can be used twice per conflict, once per battle. The user can't utilize Clan techniques of A-rank the same and following turn.
(Hakai Sokushitsu) Δ Destructive Concubine
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: Hakai Sokushitsu, is a technique which is primarily based on the Genki's capability to satsify their hunger on chakra, split it in two, Yin and Yang, and decompose of the latter while extending their life time on the field by the first. Through a sacrificial amount of chakra the user calls forth the Generic Genki and spawns them into the Impure World, yet invisible to all but Kinsmen. This however can also be used with already spawned Genki. The Genki itself will remain stationery untill mentally commanded which is instantanously whenever done. Upon command, the Genki surges to the target and will phase straight through them, or other objects containing chakra, deliberately eating away a portion of chakra(-20, -30, -40, -50), and thereby weakning their target vaguely depending on the strength which differs from Clansmen, and their ranks. When the opponent is hit, they will feel a cold chill down their spike, a glistering feel of sweat beads on their body, and a bit of terror, momentarily shocking them. Phasing through the opponent causes their chakra path-system to harshly dip, deliberately weakening their following technique due the inability to mold properly. The turn hit, their first upcoming offensive or defensive move looses overall strength (-10, 15, -20, -20). The technique itself can only be used (2, 3, 4, 4,) per match and have a cooldown of one turn per usage. In the same turn as this is used the user can't use above A-ranked Clan techniques while Initiates, Pledged, Elders and The Voice follow the above stats in parenthesis respectively.
(Roki no Omoide) Δ Reminiscence of Loki
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: Reminiscence of Loki is a supplementary technique which is activated through a mental command, which comsumes no time whatsoever which allows it to be used within the same timeframe as another technique. Upon activation the user releases an amount of chakra into the nearby vicinity attracting a peculiar form of Genki, which instantly consumes the given energy and gains a duration of 3 turns on the field. These Genki share a mental link with the user, and is commanded to act through that link of communication, essentially the user is unhindered should he perform actions while the Genki act on his behalf, as they're are ordered by will and conviction alone, as the sacrificial portion of chakra was already given. Next is what makes these Genki special, is their ability to don themselves around an object or technique, preferably a technique of the user, which allows the Genki to share it's spiritual properties with the technique temporarily transferring the technique to the Pure World. While in the Pure World, the presence of the technique is masked by the untrained eye. Similar to how Jorth's Personification can manipulate it's influenced objects, so can Roki no Omoide, which allows a technique to be directed in different paths while in the Pure World, and finally be transferred back becoming tangible once more , however it requires a one turn wait before it can return from the Pure World, and costs +10 chakra every turn it remains in the Pure World. The technique lasts 3 turns when used, and can be used maximum of four times per battle.
Taught:
(Tamamatsuri) Séance
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A (+10 Per Technique and Upkeep)
Damage: N/A
Description: Tamamatsuri or Séance is the name of a specialized contract performed with a special species of Genki. These genki, in terms of their appearance are no different than the ones roaming between the Pure Land and Impure Land – thus can easily be misidentified. However, while generic in appearance these type of Genki carries the basic abilities of all generic genki – but execute them more potently. This means that while generic as the main genki, the Séance Genki are far more savage and difficult to control normally. Power wise, Séance Genki are able take more chakra from the Katsuryoku member but in return, clan techniques which use these spirits gain a rank in power or +20 DMG for S rank and above only to direct offensive or defensive techniques. These Genki can take over one rank higher than applied, thus i.e if an A rank object infusion is used it would normally be only able to take over one rank below but the Séance Genki are able to take over A rank’s and below instead (when applicable). In terms of other Katsuryoku techniques with summons other special types of genki, this technique can also be applied in those as well – showing a type of hybrid Genki though the original techniques applications, drawbacks etc are still applied though the user cannot continuously use these spirits, needing a cool down of two turns after control of the Genki is released, while also making it the user unable to use Katsuryoku technique’s above A rank for the duration of this control.. This is a passive technique and doesn’t consume a move slot per turn however needs to be used in the user’s bio, in the beginning of a battle. Genki controlled by this technique can only be controlled for up to two turns at a time. For example, when infused into an object and placed under control of the Genki, that object can only be controlled for two turns before the Genki is released and this technique is placed on cooldown.
 
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Gobi Gobletsson

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Calcium Release

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1. (Karushiumu: Sobou Yoroi)- Calcium release: Hard armor
Type: Defense
Rank: S
Range: Self
Chakra Cost: 40
Damage Points: N/A
Description: The user controls the calcium inside their body and excretes calcium from his pores, covering the body with thin liquid calcium that hardens instantly after exiting the body, covering the body with thin layer of hard calcium for defensive purposes. After the armor has served its purpose, the user uses his chakra to turn it into dust.
~Usable 3 times per battle

2. (Karushiumu: Karu no Soujuu) - Calcium Release: Calcium Manipulation
Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: This technique enables the user to control the calcium inside his body or calcium underground to create tools, like shields, pillars, weapons. The user can either use the calcium inside his own body to create a tool that exits his body, or create a tool that comes out from underground, for example pillars. The amount of calcium the user can manipulate is however restricted to medium-sized objects, while A-S-ranked version may create bigger scaled constructs such as walls, etc.

~S-ranked version is usable 3 times per battle
~No S-Rank or above Calcium in the same and next turn (after S-Rank version is used)
~The user cannot change the properties of the calcium they manipulate, the things that the user creates using this technique have the same properties as bones.

3. (Karushiumu: Karushiumu Karyuu)- Calcium Release: Calcium Granule
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user does a set of handseals and controls the calcium in the ground and the calcium inside his body to surface. The calcium that surfaces are in the size of small grains of sand, and the user can control them freely, and can use them as a starting point for his techniques. The calcium granule has a silver color, so can reflect light. The granule are weak to heat and fire, but when used in large amounts, they can resist the fire and melt together, forming regular calcium, with the same properties as bones.
~Usable twice per battle
~Last for three rounds
~After the three rounds end, the user cannot use calcium the following round.

4. (Karushiumu: Jinsoku Chiyu)- Calcium Release: Rapid Healing
Rank: A
Type: Supplementary/Defense.
Range: Self
Chakra: 35
Damage: N/A
Description: When this technique is activated, the calcium inside the users body will serve as a defense mechanism. Whenever there is harm to the user, the calcium in his body rushes towards the spot where the harm is done and serves as defense. For example, if the user is getting stabbed, after getting a small cut, before the sword can enter the body too far, the calcium rushes to the spot and pushes the sword out and covers the wound. The calcium rushes towards the cut by its own, even if its at the users blind point, therefore its a defense mechanism. If the user is able to see the danger coming, he can rush the calcium towards where he is about to get hit and make the calcium come out of his pores and cover that place in hard calcium for protection. This technique works almost like Ichigos hollow form regeneration, like when he got a cut on the shoulder, a white substance covered the wound split second after he got cut.
~Usable twice per battle
~Lasts 3 rounds
~After the 3 rounds end, the user cannot use any forbidden rank techniques and no calcium the following round. The 2nd time he uses this, after the 3 rounds end, the user is unable to use S-rank the following rank and no calcium for the rest of the battle.

(Karushiumu: Tenchi) - Calcium Release: Heaven and Earth
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Tenchi is a unique technique which can be applied in a variety of different ways, either supporting Taijutsu, speed and overall Calcium based techniques. The very primary concept of this technique is to either make any calcium structure lighter in a sense, by making each molecule hollow, thus increasing speed, but in turn decreasing power and inducing brittleness to the bones. This however can also be done the other way around, in order to decreased speed and induce more strength. Through activation of this technique which is instant as it requires but a mental command, the user will be able to influence his following created techniques. Increasing the density of the bones the user will increase damage by +20, while speed will be lessened. The other way around will decrease damage by -20, and speed up techniques. An activation lasts four turns.

(Iryō Ninjutsu: Shirou Sutoka) - Medical Arts: White Stalker
Type: Supplementary/Offense/Defense
Rank: A
Range: Short
Chakra Cost: N/A (+30 Activation.)
Damage Points: N/A
Description: White Stalker is a technique based on a theory which allows for bone structure to naturally develop through natural occurrences, dependent on which and how much 'load' or pressure if you would that is constantly put as strain onto the bone. i.e professional Tennis Players dormant hand usually have a thicker bone as it's put under continuously load or pressure whenever served or swung. Essentially what happens is that the internal tissue undergoes adaptive changes, while the external layer re-constructs and adapts itself accordingly. This is done through years, and years of excessive training which allows for this natural alteration. Using a similar, yet altered method of ''Bone Healer Technique'' through the usage of Medical Ninjutsu, the user will carefully force Calcium Ions to emit along with other various compounds which allows for the natural process to enhance and speed up. Ions to work the regenerative purposes and overall change of structure, and with the Calcium itself to as previously said, speed up the process and even exceed the normal capabilities with these enhanced ones. While the bones become thicker in itself, with the usage of Medical Ninjutsu to enhance and emit an excessive amount of Calcium, the user can drastically re-construct their skeleton itself, such as having a natural and passive skeleton underneath the skin, or even have some of the bones protruding, similiar to an exoskeleton. Now the general effects achieved through this is the bones becoming a force to reckoned with, and much more resistant than any average bone structure you would come by, and decrease any Tai/blunt damage by -20. An overall recognizable feature granted through the usage of this technique, should the user present a layer of bone beneath the skin, is a much paler look. While under the effects of White Stalker, you gain a higher pain resistant which proves futile against Illusionary techniques, which is can prove a huge drawback. While under the influence of Illusionary techniques of S-rank, the user won't be able to utilize a release method through pain. Rearranging Skeleton counts as a move and expends 30 chakra for each usage.
 
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Gobi Gobletsson

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Sage Mode

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Given

Sage Art: Wind of Myobokuzan
Rank: Forbidden
Range: Mid/Long
Chakra Cost: 50
Damage Points: 90 (20 to user)
Description: The user mixes their wind element chakra and their nature chakra together and sends it out into the air. By doing this, they create extremely powerful wind currents all throughout the battlefield, capable of ripping up the battlefield and even slicing a mountain in half.
Note: Can only be used once per battle
Note: Takes one turn off Sage Mode
Note: The user needs to be in Sage Mode
Sage Art:Energy Burst
Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description:In this tequnice the user is able to releas a burst of natural energy from the palm of there hands or fists.
Note:This burst of energy cant be seen by the normal eye only whit sharingan or if the oponent is trained in Sage Art's(then he/she can sence it)
-The user has to be in Sage mode to be able to use the jutsu-
-this tequnice can only be used 3 times per battle
Sage Art: Last Chance
Type: Attack
Rank: S
Range: Short/Mid/Long
Chakra Cost: 40 (and also all of the user's natural energy)
Damage Points: N/A (depends on how the user uses this jutsu)
Description:This Sage technique is the ultimate attack or defense jutsu, but it comes with a big price. It takes up 90% (the other 10% is to maintain Sage Mode till the jutsu wears off) of the user's natural energy. First the user releases all of his natural energy into the air. Then the user is free to manipulate that natural energy. The user can use it to block an incoming attack (taijutsu and one elemental attack which can be at any rank) or the user can use this energy to attack or too subdue the opponent, meaning the user can make the natural energy grab hold of the opponent's hands, legs, etc.
-the user has to be in Sage Mode too use this jutsu-
-after this jutsu wears off the user is left without Sage Mode-
-after this the user cant perform any S-rank jutsus till the end of the fight-
-the jutsu last for two turns-
(Gama soeki) Sage Arts:Toad Plague
Rank: Fordbidden
Type:Attack/Defence
Range:Short-Long
Chakra Cost:60
Damage Points:100
Description:The user after performing a quick series of handseals placing their hand on the floor causes thousands of toads to appear.These toads jump at great speed engulfing the opponent,the unique ability of these toads is somewhat like deidara's clay where with a quick handseal the user can cause them to explode at their wim.

*Can Only be used by Naruto*
*Can only be used in Sage Mode*
*Can only be used once per battle*
*User can't use sage mode for rest of battle*
Taught

 
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Gobi Gobletsson

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GG's Kumi scoreboard

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+1,000

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3 Wins

Sep 14, 2018



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1700




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