Menu
Forums
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Premium
Roleplay
Ninja World Map
The Outer Lands
Roleplay Guide
Roleplay Sensei List
Members
Current visitors
Anime
Anime Week Schedule
Log in
Register
What's new
Search
Search
Search titles only
By:
What's new
New posts
Latest activity
Search forums
Global Rules
Forum Leaders
Help
Smilies
BB codes
Medals
Menu
Log in
Register
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Inverted Reflections
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
Reply to thread
Message
<p>[QUOTE="El Alucard, post: 22058763, member: 207905"]</p><p>[Border=]</p><p style="text-align: center"><img src="https://media.discordapp.net/attachments/539108862540644353/566302263145136128/image0.jpg" data-url="https://media.discordapp.net/attachments/539108862540644353/566302263145136128/image0.jpg" class="bbImage " style="" alt="" title="" /></p> <p style="text-align: center"><span style="color: rgb(97, 189, 109)"><span style="font-size: 22px"><span style="font-family: 'Times New Roman'">Djinn Clan</span></span></span></p><p><span style="font-family: 'Times New Roman'">[Spoiler]</span></p><p><span style="font-family: 'Times New Roman'">Founder:</span></p><p><span style="font-family: 'Times New Roman'">Teno</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">History of the Clan:</span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Passive Traits & Special Abilities:</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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. </span></p><p><span style="font-family: 'Times New Roman'">Location & Purpose:</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Special Info:</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">The Djinn clan has a chain of command that goes:</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Requirements:</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">No specific requirements.</span></p><p><span style="font-family: 'Times New Roman'">Must be accepted by the Magi, or personally by the creator</span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">____________________</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">C u s t o m C l a n C e r t i f i c a t e</span></p><p><span style="font-family: 'Times New Roman'">I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 11th of May of the 10th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, BusinessManTeno, our loyal member, property and patent of the following custom clan:</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Djinn</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Djinn</span></p><p><span style="font-family: 'Times New Roman'">Powered by Lord of Kaos</span></p><p><span style="font-family: 'Times New Roman'">Copyright ©2019, BusinessManTeno, NarutoBase.net[/Spoiler]</span></p><p><span style="font-family: 'Times New Roman'">[HR][/HR]</span></p><p>[Spoiler=Kyozetsu no bogu ✽ Borg of Rejection]</p><p><span style="font-family: 'Times New Roman'">Type: Defensive | Supplementary</span></p><p><span style="font-family: 'Times New Roman'">Rank: A / S</span></p><p><span style="font-family: 'Times New Roman'">Range: Short</span></p><p><span style="font-family: 'Times New Roman'">Chakra: 30 / 40 (-10 to repair)</span></p><p><span style="font-family: 'Times New Roman'">Damage: 60 / 80</span></p><p><span style="font-family: 'Times New Roman'">Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does.</span></p><p><span style="font-family: 'Times New Roman'">Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns.</span></p><p><span style="font-family: 'Times New Roman'">Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid</span></p><p><span style="font-family: 'Times New Roman'">Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.</span>[/Spoiler]</p><p></p><p><span style="font-family: 'Times New Roman'">[Spoiler=Har-Har Infigar ✽ Scorching Heat Double Palm]</span></p><p><span style="font-family: 'Times New Roman'">Type: Offensive</span></p><p><span style="font-family: 'Times New Roman'">Rank: Forbidden</span></p><p><span style="font-family: 'Times New Roman'">Range: Long</span></p><p><span style="font-family: 'Times New Roman'">Chakra: 50 (-30 to user)</span></p><p><span style="font-family: 'Times New Roman'">Damage: 90</span></p><p><span style="font-family: 'Times New Roman'">Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.</span></p><p><span style="font-family: 'Times New Roman'">Note: Can only use once per battle.</span></p><p><span style="font-family: 'Times New Roman'">Note: Can only be used by Kings Canidates and Magis</span></p><p><span style="font-family: 'Times New Roman'">Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank</span></p><p><span style="font-family: 'Times New Roman'">Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn</span></p><p><span style="font-family: 'Times New Roman'">Note: This technique takes two move slots</span></p><p><span style="font-family: 'Times New Roman'">[Spoiler]</span></p><p><span style="font-family: 'Times New Roman'"><img src="https://media1.giphy.com/media/F7IbBN7KS2T9C/giphy.gif" data-url="https://media1.giphy.com/media/F7IbBN7KS2T9C/giphy.gif" class="bbImage " style="" alt="" title="" />[/Spoiler]</span></p><p><span style="font-family: 'Times New Roman'">[/Spoiler]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[Spoiler=Danjon Djinn ✽ Dungeon Of Djinns]</span></p><p><span style="font-family: 'Times New Roman'">Type: Supplementary</span></p><p><span style="font-family: 'Times New Roman'">Rank: S</span></p><p><span style="font-family: 'Times New Roman'">Range: Long</span></p><p><span style="font-family: 'Times New Roman'">Chakra: 40</span></p><p><span style="font-family: 'Times New Roman'">Damage: n/a</span></p><p><span style="font-family: 'Times New Roman'">Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Note: Can only use once per battle</span></p><p><span style="font-family: 'Times New Roman'">Note: Djinn beings share the strength, speed, chakra nature, and health points of the user</span></p><p><span style="font-family: 'Times New Roman'">Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns <u>at the cost of a move</u></span></p><p><span style="font-family: 'Times New Roman'">Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.[/Spoiler]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[Spoiler=Dorīmukonbājon ✽ Dream Conversion</span></p><p><span style="font-family: 'Times New Roman'">Type: Offensive |Defensive]</span></p><p><span style="font-family: 'Times New Roman'">Rank: C-S</span></p><p><span style="font-family: 'Times New Roman'">Range: Short - Long</span></p><p><span style="font-family: 'Times New Roman'">Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)</span></p><p><span style="font-family: 'Times New Roman'">Damage: 30-80</span></p><p><span style="font-family: 'Times New Roman'">Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.</span></p><p><span style="font-family: 'Times New Roman'">Note: A and S rank can be used a max of 5 times collectively with one turn cool down</span></p><p><span style="font-family: 'Times New Roman'">Note: Cant create below the earth but is able to be created above the ground, and even under water.</span></p><p><span style="font-family: 'Times New Roman'">Note: A Rank requires two handseals, S rank requires three handseals[/Spoiler]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[Spoiler=Jin sōbi ✽ Djinn Equip]</span></p><p><span style="font-family: 'Times New Roman'">Type: Supplementary</span></p><p><span style="font-family: 'Times New Roman'">Rank: S</span></p><p><span style="font-family: 'Times New Roman'">Range: Self</span></p><p><span style="font-family: 'Times New Roman'">Chakra: 40</span></p><p><span style="font-family: 'Times New Roman'">Damage: N/a</span></p><p><span style="font-family: 'Times New Roman'">Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called <a href="https://magi.fandom.com/wiki/Bararaq_Saiqa">Bararaq Saiqa</a> where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called <a href="https://magi.fandom.com/wiki/Vainel_Al-Salos">Vainel Al-Salos</a> where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called <a href="https://magi.fandom.com/wiki/Amol_Dherrsaiqa">Amol Dherrsaiqa</a> where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called <a href="https://magi.fandom.com/wiki/Zaug_Mobarezo">Zaug Mobarezo</a> where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.</span></p><p><span style="font-family: 'Times New Roman'">Note: User cannot use techniques from other Elements that I'd not the Djinn in use.</span></p><p><span style="font-family: 'Times New Roman'">Note: Each form last a max of three turns</span></p><p><span style="font-family: 'Times New Roman'">Note: Each Special attack is classified as S rank</span></p><p><span style="font-family: 'Times New Roman'">Note: Each Equip gains a +3 to speed[/Spoiler]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[Spoiler=Jin sōbi V2 ✽ Djinn Equip V2]</span></p><p><span style="font-family: 'Times New Roman'">Type: Supplementary</span></p><p><span style="font-family: 'Times New Roman'">Rank: S</span></p><p><span style="font-family: 'Times New Roman'">Range: Self</span></p><p><span style="font-family: 'Times New Roman'">Chakra: 40</span></p><p><span style="font-family: 'Times New Roman'">Damage: N/a</span></p><p><span style="font-family: 'Times New Roman'">Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called <a href="https://magi.fandom.com/wiki/Lelazzo_Madraga">Lelazzo Madraga</a> where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called <a href="https://magi.fandom.com/wiki/Alf_Al-Yad">Alf Al-Yad</a> where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called <a href="https://magi.fandom.com/wiki/Dhell-Dhell_Dhalam">Dhell-Dhell Dhalam</a> which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called <a href="https://magi.fandom.com/wiki/Dante_Al-Thais">Dante Al-Thais</a>: Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)</span></p><p><span style="font-family: 'Times New Roman'">Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.</span></p><p><span style="font-family: 'Times New Roman'">Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.</span></p><p><span style="font-family: 'Times New Roman'">Note: Each form last a max of three turns</span></p><p><span style="font-family: 'Times New Roman'">Note: Each Special attack/technique is classified as S rank</span></p><p><span style="font-family: 'Times New Roman'">Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5) [/Spoiler]</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">[Spoiler=Soromon saigo no negai ✽ The Last Wish Of Solomon]</span></p><p><span style="font-family: 'Times New Roman'">Type: Supplementary</span></p><p><span style="font-family: 'Times New Roman'">Rank: Forbidden</span></p><p><span style="font-family: 'Times New Roman'">Range: Self</span></p><p><span style="font-family: 'Times New Roman'">Chakra: 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques)</span></p><p><span style="font-family: 'Times New Roman'">Damage: n/a (-15 per turn)</span></p><p><span style="font-family: 'Times New Roman'">Description: This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with.</span></p><p><span style="font-family: 'Times New Roman'">Note: Can only use once</span></p><p><span style="font-family: 'Times New Roman'">Note: Technique ends once health depletes or chakra depletes</span></p><p><span style="font-family: 'Times New Roman'">Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together</span></p><p><span style="font-family: 'Times New Roman'">Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage.[/Spoiler]</span></p><p>[/Border]</p><p>[/QUOTE]</p>
[QUOTE="El Alucard, post: 22058763, member: 207905"] [Border=] [CENTER][IMG]https://media.discordapp.net/attachments/539108862540644353/566302263145136128/image0.jpg[/IMG] [COLOR=rgb(97, 189, 109)][SIZE=22px][FONT=Times New Roman]Djinn Clan[/FONT][/SIZE][/COLOR][/CENTER] [FONT=Times New Roman][Spoiler] 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. ____________________ C u s t o m C l a n C e r t i f i c a t e I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 11th of May of the 10th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, BusinessManTeno, our loyal member, property and patent of the following custom clan: Djinn Djinn Powered by Lord of Kaos Copyright ©2019, BusinessManTeno, NarutoBase.net[/Spoiler] [HR][/HR][/FONT] [Spoiler=Kyozetsu no bogu ✽ Borg of Rejection] [FONT=Times New Roman]Type: Defensive | Supplementary Rank: A / S Range: Short Chakra: 30 / 40 (-10 to repair) Damage: 60 / 80 Description: Borg is the only rukh technique that acts on its own, as it responds to the rukh around the user if they are in any danger. The user activates the protection by spending chakra (30 or 40), the rukh would then remain dormant only activating when the user is in danger. Once an attack is launched towards the user (Outside of the user's range of awareness), the rukh will respond in order to protect the user and form/erect a borg, or what others may perceive as a spherical barrier yellow in color. The borg however only reacts to non rukh techniques. The borg expands several feet outwards(up to 5 meters) in all directions protecting the user from oncoming threats, if enemies are caught in the range they'd be damaged and sent flying backwards. This allows for attacks of equal rank or below to be easily defeated. The borg can alternatively be activated by a user to defend an attack or as a means of transportation, allowing it to float and/or soar through the air by controlling it. Should the borg not be completely destroyed, it'd leech 10 chakra from the user to repair itself before remaining dormant once more. Note: Spending the initial chakra cost doesn't count as a move however forming the borg(A or S rank) does. Note: The A rank version can be activated 5 times per battle however it can be made to lay dormant for up to 4 turns. Note: The S rank version can be activated 3 times per battle. It can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid Note: When S rank version is used, no S rank and above djinn techniques can be performed in the same turn.[/FONT][/Spoiler] [FONT=Times New Roman][Spoiler=Har-Har Infigar ✽ Scorching Heat Double Palm] Type: Offensive Rank: Forbidden Range: Long Chakra: 50 (-30 to user) Damage: 90 Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s. Note: Can only use once per battle. Note: Can only be used by Kings Canidates and Magis Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn Note: This technique takes two move slots [Spoiler] [IMG]https://media1.giphy.com/media/F7IbBN7KS2T9C/giphy.gif[/IMG][/Spoiler] [/Spoiler] [Spoiler=Danjon Djinn ✽ Dungeon Of Djinns] Type: Supplementary Rank: S Range: Long Chakra: 40 Damage: n/a Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings. When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with Note: Can only use once per battle Note: Djinn beings share the strength, speed, chakra nature, and health points of the user Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns [U]at the cost of a move[/U] Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.[/Spoiler] [Spoiler=Dorīmukonbājon ✽ Dream Conversion Type: Offensive |Defensive] Rank: C-S Range: Short - Long Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect) Damage: 30-80 Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique. Note: A and S rank can be used a max of 5 times collectively with one turn cool down Note: Cant create below the earth but is able to be created above the ground, and even under water. Note: A Rank requires two handseals, S rank requires three handseals[/Spoiler] [Spoiler=Jin sōbi ✽ Djinn Equip] Type: Supplementary Rank: S Range: Self Chakra: 40 Damage: N/a Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh ✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called [URL='https://magi.fandom.com/wiki/Bararaq_Saiqa']Bararaq Saiqa[/URL] where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range). ✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called [URL='https://magi.fandom.com/wiki/Vainel_Al-Salos']Vainel Al-Salos[/URL] where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range) ✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called [URL='https://magi.fandom.com/wiki/Amol_Dherrsaiqa']Amol Dherrsaiqa[/URL] where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range) ✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards) ✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called [URL='https://magi.fandom.com/wiki/Zaug_Mobarezo']Zaug Mobarezo[/URL] where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range. Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns. Note: User cannot use techniques from other Elements that I'd not the Djinn in use. Note: Each form last a max of three turns Note: Each Special attack is classified as S rank Note: Each Equip gains a +3 to speed[/Spoiler] [Spoiler=Jin sōbi V2 ✽ Djinn Equip V2] Type: Supplementary Rank: S Range: Self Chakra: 40 Damage: N/a Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc. ✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called [URL='https://magi.fandom.com/wiki/Lelazzo_Madraga']Lelazzo Madraga[/URL] where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range). ✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called [URL='https://magi.fandom.com/wiki/Alf_Al-Yad']Alf Al-Yad[/URL] where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range) ✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch. ✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called [URL='https://magi.fandom.com/wiki/Dhell-Dhell_Dhalam']Dhell-Dhell Dhalam[/URL] which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards) ✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called [URL='https://magi.fandom.com/wiki/Dante_Al-Thais']Dante Al-Thais[/URL]: Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns) Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns. Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use. Note: Each form last a max of three turns Note: Each Special attack/technique is classified as S rank Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5) [/Spoiler] [Spoiler=Soromon saigo no negai ✽ The Last Wish Of Solomon] Type: Supplementary Rank: Forbidden Range: Self Chakra: 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques) Damage: n/a (-15 per turn) Description: This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with. Note: Can only use once Note: Technique ends once health depletes or chakra depletes Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage.[/Spoiler][/FONT] [/Border] [/QUOTE]
Insert quotes…
Preview
Name
Verification
Post reply
Forums
Role Playing Forums
Naruto Role Playing
Jutsu
Custom Jutsu Users
Inverted Reflections
Top