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<p>[QUOTE="Kooljay, post: 18443445, member: 208333"]</p><p style="text-align: center"><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"><strong>Village/Clan Customs</strong></span></span></p> <p style="text-align: center"><img src="https://p.gr-assets.com/540x540/fit/hostedimages/1405412860/10393647.jpg" data-url="https://p.gr-assets.com/540x540/fit/hostedimages/1405412860/10393647.jpg" class="bbImage " style="" alt="" title="" /></p><p></p><p></p><p></p><p>Jutsus I Learned</p><p></p><p>(Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball</p><p>[SPOILER]Type: Offensive</p><p>Rank: C-A</p><p>Range: Short-Long</p><p>Chakra: 15-30</p><p>Damage: 30-60</p><p>Description: Being capable of mastering high-level techniques for various jutsu in Konoha, the Sarutobi Clan was known for their afinity towards Fire Release, namely those that revolved around their trademark technique, the Ash Cloud technique. After observing the Uchiha Clan's Great Fireball technique for many years, they decided to develop a similar technique and make it more deadly by combining it with their own skills. Through practice and diligence, they came up with the Great Ash Fireball technique. As the user channels his chakra inside his lungs, he makes the Boar → Horse hand seals. As the user exhales, he releases a large fireball enveloped in ash. The projectile created is a compressed fire ball, covered in incredibly hot ash, resembling a ball of red hot rock rather than a fire ball. Upon impact, the ash breaks and releases the compressed flames into a fiery mayhem which rips through anything caught within a mid range area around its impact. The effect is devastating as the ash augments the destructive power of the fire by adding a physical almost sand-like grinding effect to it and by quickly engulfing the area in a cloud of blazing hot ash. Alternatively, the user can perform only the Boar handseal and unleash a barrage of smaller, yet much faster, Ash covered Fireballs. In this case, the quantity can be such that it seems more like a stream of ash and fire rather than a barrage of individual projectiles. The more chakra added, the more powerful the ash fireball becomes.</p><p>Note: Can only be used by Konoha Ninjas</p><p>Note: If A rank version is used, the user must wait at least 2 turns before using again in any form.[/SPOILER]</p><p></p><p>The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi)</p><p>[SPOILER]Type: Supplementary</p><p>Rank: N/A</p><p>Range: N/A</p><p>Chakra Cost: N/A</p><p>Damage: +10 or +15</p><p>Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village.</p><p>The will of fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished.</p><p>Can only be used by members of Konohagakure who embody the Will of Fire.</p><p>Only usable when defending the village from external threats.</p><p>Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).</p><p>Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.</p><p>The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.</p><p>The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.</p><p>If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.</p><p>A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.</p><p>The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire.</p><p>Can only be used by members of Konohagakure.</p><p>Only usable when attacking another village or enemy in accordance to an official mission.</p><p>Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin).</p><p>Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength.</p><p>The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank.</p><p>The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength.</p><p>If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points.</p><p>A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.[/SPOILER]</p><p></p><p>(Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre</p><p>[SPOILER]Type: Attack</p><p>Rank: D-A</p><p>Range: Short-Mid</p><p>Chakra Cost: 10-30</p><p>Damage: 20-60</p><p>Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack.</p><p></p><p>-Can only be used by members of Konoha</p><p>-One tree is equivalent to rank D</p><p>-A few trees is equivalent to rank C</p><p>-A thin forest is equivalent to rank B</p><p>-A large forest is equivalent to rank A[/SPOILER]</p><p>[SPOILER="Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon "]</p><p></p><p><strong>Rank:</strong> S</p><p><strong>Type:</strong> Supplementary/Weapon</p><p><strong>Range:</strong> Short</p><p><strong>Chakra Cost:</strong> N/A</p><p><strong>Damage Points:</strong> N/A</p><p><strong>Description:</strong> All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.</p><p></p><p><strong>Passive Abilities:</strong></p><p><u>General</u></p><p>-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.</p><p><u>Helmet</u></p><p>-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.</p><p>-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.</p><p><u>Body Armor</u></p><p>-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.</p><p></p><p><strong>Active Abilities:</strong></p><p><u>Helmet</u></p><p>-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).</p><p>-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).</p><p><u>Body Armor</u></p><p>-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).</p><p>-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.</p><p>-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.</p><p></p><p>Note: In the abilities where its not stated, there is no move cost per activation</p><p>Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.</p><p>Note: Each clan member has an armor which different looks but all have the above abilities [/SPOILER]</p><p></p><p>[SPOILER=" (Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements "]Rank : S</p><p>Type : Supplementary</p><p>Range : Self</p><p>Chakra cost : 40 (+15 each turn active)</p><p>Damage points : N/A</p><p>Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.</p><p>[SPOILER="Elements"]</p><p><strong>Fire Element:</strong></p><p></p><p>Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques</p><p>Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses</p><p>Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses</p><p>Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses</p><p></p><p><strong>Water Element: </strong></p><p></p><p>Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source</p><p>Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source</p><p>Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques</p><p>Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques</p><p></p><p><strong>Earth Element:</strong></p><p></p><p>Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground</p><p>Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands</p><p>Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques</p><p>Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques</p><p></p><p><strong>Lightning Element:</strong></p><p></p><p>Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques</p><p>Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses</p><p>Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses</p><p>Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses</p><p></p><p><strong>Wind Element:</strong></p><p></p><p>Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang</p><p>Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques</p><p>Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques</p><p>Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques [/SPOILER]</p><p></p><p>Note : The user can only activate two elements a time</p><p>Note : The activation of an element can only be used once per battle</p><p>Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...</p><p>Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore</p><p>Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle [/SPOILER]</p><p></p><p>[SPOILER=" (Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore Pride"]</p><p>Rank : A</p><p>Type : Supplementary</p><p>Range : Self</p><p>Chakra cost : 30</p><p>Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu)</p><p>Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns.</p><p></p><p>Note: Only lasts 5 turns.</p><p>Note: Only useable x1 per battle.</p><p>Note: Must be a mandolorian clan member for atleast 2 weeks, before using.[/SPOILER]</p><p></p><p>[SPOILER=" Mandalorian Smackdown (Mandalorian Ekisaitingupuroresu)"]Rank: S</p><p>Type: Attack</p><p>Range: short</p><p>Chakra cost: 0</p><p>Damage: 80</p><p>Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.</p><p>*Can only be used by Mandalorian Champions and above rank</p><p>*can only be used once per battle</p><p>* Created by Rain Of Hell [/SPOILER]</p><p>[SPOILER="Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu"]Rank: D-S</p><p>Type: Offensive</p><p>Range: Short-Long</p><p>Chakra Cost: 10-40</p><p>Damage Points: 20-80</p><p>Description: This is one of the basic but useful attacks of the Mandalore clan. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rankof the technique. The palm can either release a blast, beam, or even a wide spread of chakra.</p><p>-S-Rank beam once used, there is a three turn cool down and can be used only three times.</p><p>-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account</p><p>D-Rank can be used up to Short range</p><p>C-Rank can be used up to Mid-range</p><p>B-S Rank can be used up to Long-range [/SPOILER]</p><p></p><p>[SPOILER="Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai"]Type: Supplementary</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra Cost: 40</p><p>Damage: N/A</p><p>Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities. </p><p></p><p>-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.</p><p></p><p>-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.</p><p></p><p>-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.</p><p></p><p>After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range. </p><p></p><p>-Can be used twice per battle.</p><p>-Can be used four turns per usage.</p><p>-Requires a four turn recharging period between uses.</p><p>-All abilities used by the Owls count as a move in the user's turn.</p><p>-The video feed and spotlight do not count as a move.</p><p>-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise. [/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Kooljay, post: 18443445, member: 208333"] [CENTER][FONT=Book Antiqua][SIZE=18px][B]Village/Clan Customs[/B][/SIZE][/FONT] [IMG]https://p.gr-assets.com/540x540/fit/hostedimages/1405412860/10393647.jpg[/IMG][/CENTER] Jutsus I Learned (Sarutobi Hi Ichizoku no Jutsu: Idaina Hai Hinotama) Sarutobi Clan Fire Technique: Great Ash Fireball [SPOILER]Type: Offensive Rank: C-A Range: Short-Long Chakra: 15-30 Damage: 30-60 Description: Being capable of mastering high-level techniques for various jutsu in Konoha, the Sarutobi Clan was known for their afinity towards Fire Release, namely those that revolved around their trademark technique, the Ash Cloud technique. After observing the Uchiha Clan's Great Fireball technique for many years, they decided to develop a similar technique and make it more deadly by combining it with their own skills. Through practice and diligence, they came up with the Great Ash Fireball technique. As the user channels his chakra inside his lungs, he makes the Boar → Horse hand seals. As the user exhales, he releases a large fireball enveloped in ash. The projectile created is a compressed fire ball, covered in incredibly hot ash, resembling a ball of red hot rock rather than a fire ball. Upon impact, the ash breaks and releases the compressed flames into a fiery mayhem which rips through anything caught within a mid range area around its impact. The effect is devastating as the ash augments the destructive power of the fire by adding a physical almost sand-like grinding effect to it and by quickly engulfing the area in a cloud of blazing hot ash. Alternatively, the user can perform only the Boar handseal and unleash a barrage of smaller, yet much faster, Ash covered Fireballs. In this case, the quantity can be such that it seems more like a stream of ash and fire rather than a barrage of individual projectiles. The more chakra added, the more powerful the ash fireball becomes. Note: Can only be used by Konoha Ninjas Note: If A rank version is used, the user must wait at least 2 turns before using again in any form.[/SPOILER] The Leaf Heritage: The Will of Fire & The Will of Darkness (Konoha Isan: Hi no Ishi & In'utsu no Ishi) [SPOILER]Type: Supplementary Rank: N/A Range: N/A Chakra Cost: N/A Damage: +10 or +15 Description: More than a technique, ability or skill, the Will of Fire and the Will of Darkness are, instead, teachings and philosophical beliefs that induce specific ways of teaching and acting towards the protection of the Village. The will of fire is an idea taught to and carried by all members of Konoha. It is the belief that only through love, understanding and decisive action can true peace be acquired, though never by attacking others and rather by protecting something the individual holds dear. The belief is a spiritual heritage that was created by Hashirama Senju and passed down to all the villagers and shinobi of Konoha. Shinobi who carry this belief love the village with all their heart and will fight to protect it even against the most significant odds. It gives them the strength to keep going even when the situation looks grim. When defending the village the Will of Fire gives the shinobi of Konoha the extra strength needed to defeat the invading forces and the will power to continue the battle after receiving damage, ensuring the Will of Fire is never extinguished. Can only be used by members of Konohagakure who embody the Will of Fire. Only usable when defending the village from external threats. Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin). Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength. The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank. The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength. If the villager is fighting inside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points. A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies. The antithesis to the Will of Fire, the Will of Darkness is a school of thought that was developed by Shimura Danzo during the reign of Hiruzen Sarutobi and taught to the members of the Root (Ne). He instilled this will within members of his Root organization so that they would be able to carry out their missions successfully and without failure. The Will of Darkness holds the belief that one must protect what he loves by aggressive action and the destruction of all potential threats, no matter the moral cost or context. Where the Will of Fire is based on the defense of the village, the Will of Darkness is based on the attack of its enemies. After his death and the dissolution of Root, his will spread into other Konoha shinobi as former root members began to integrate themselves back into normal village organizations. People who have committed themselves to this school of thought understand the need to eliminate threats and do things that may be considered amoral for the greater good. As a result they battle without hesitation and with a greater ferocity when committing acts of aggression than those who adhere to the Will of Fire. Can only be used by members of Konohagakure. Only usable when attacking another village or enemy in accordance to an official mission. Normal members receive a +10 damage boost as well as a strength and speed boost equivalent to one rank (based on the NB ranking system). So for example a Jounin would gain the strength/speed of an S-Class Ninja, a S-Class Ninja would gain the strength/speed of a Sannin). Normal members can continue after being hit by one B-rank or below attack but lose the bonus damage, speed and strength. The Hokage and Village Officers receive a +15 damage bonus and strength and speed increased by one rank. The Hokage and Village Officers can continue after being hit by one A-rank or below attack, but lose the bonus damage, speed and strength. If the villager is fighting outside the village walls (Inner Village and Hokage Mansion) he gains access to an additional 10% chakra points. A member of Konoha must make a notice in their biography's history as to which Will the character has inherited. This must be the same for both biographies.[/SPOILER] (Fuuton: shikkyaku ha zansatsu) - Wind Style: Falling Leaf Massacre [SPOILER]Type: Attack Rank: D-A Range: Short-Mid Chakra Cost: 10-30 Damage: 20-60 Description: The user channels their wind chakra throughout a forest, or into any number of trees, and coats the leaves with a thin layer of wind chakra. This thin layer of wind gives the leaves the ability to cut deep into skin. Once the leaves are coated the user takes control of them and causes them to envelope the target or targets. The more leaves available to more deadly the attack. -Can only be used by members of Konoha -One tree is equivalent to rank D -A few trees is equivalent to rank C -A thin forest is equivalent to rank B -A large forest is equivalent to rank A[/SPOILER] [SPOILER="Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon "] [B]Rank:[/B] S [B]Type:[/B] Supplementary/Weapon [B]Range:[/B] Short [B]Chakra Cost:[/B] N/A [B]Damage Points:[/B] N/A [B]Description:[/B] All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental. [B]Passive Abilities:[/B] [U]General[/U] -Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces. [U]Helmet[/U] -Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques. -Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees. [U]Body Armor[/U] -Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it. [B]Active Abilities:[/B] [U]Helmet[/U] -Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move). -Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move). [U]Body Armor[/U] -Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move). -Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active. -Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns. Note: In the abilities where its not stated, there is no move cost per activation Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight. Note: Each clan member has an armor which different looks but all have the above abilities [/SPOILER] [SPOILER=" (Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements "]Rank : S Type : Supplementary Range : Self Chakra cost : 40 (+15 each turn active) Damage points : N/A Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements. [SPOILER="Elements"] [B]Fire Element:[/B] Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses [B]Water Element: [/B] Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques [B]Earth Element:[/B] Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques [B]Lightning Element:[/B] Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses [B]Wind Element:[/B] Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques [/SPOILER] Note : The user can only activate two elements a time Note : The activation of an element can only be used once per battle Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc... Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle [/SPOILER] [SPOILER=" (Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore Pride"] Rank : A Type : Supplementary Range : Self Chakra cost : 30 Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu) Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns. Note: Only lasts 5 turns. Note: Only useable x1 per battle. Note: Must be a mandolorian clan member for atleast 2 weeks, before using.[/SPOILER] [SPOILER=" Mandalorian Smackdown (Mandalorian Ekisaitingupuroresu)"]Rank: S Type: Attack Range: short Chakra cost: 0 Damage: 80 Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack. *Can only be used by Mandalorian Champions and above rank *can only be used once per battle * Created by Rain Of Hell [/SPOILER] [SPOILER="Mandalorian Technique: Repulsor Beam | Rorian no Jutsu: Riparusabimu"]Rank: D-S Type: Offensive Range: Short-Long Chakra Cost: 10-40 Damage Points: 20-80 Description: This is one of the basic but useful attacks of the Mandalore clan. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rankof the technique. The palm can either release a blast, beam, or even a wide spread of chakra. -S-Rank beam once used, there is a three turn cool down and can be used only three times. -This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account D-Rank can be used up to Short range C-Rank can be used up to Mid-range B-S Rank can be used up to Long-range [/SPOILER] [SPOILER="Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai"]Type: Supplementary Rank: S Range: Short-Long Chakra Cost: 40 Damage: N/A Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities. -Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate. -Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate. -Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate. After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range. -Can be used twice per battle. -Can be used four turns per usage. -Requires a four turn recharging period between uses. -All abilities used by the Owls count as a move in the user's turn. -The video feed and spotlight do not count as a move. -All chakra costs are proportional to the rank of the effect achieved unless stated otherwise. [/SPOILER] [/QUOTE]
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