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<p>[QUOTE="Sinthorus, post: 22122698, member: 80925"]</p><p><strong>(Jishaku Ninpou Gokusei Henkanshi ) - Magnetic Ninja Art: Polar Sensory</strong></p><p>Type: Offensive/Defensive/Supplementary</p><p>Rank: C</p><p>Range: Short - Long</p><p>Chakra Cost: 15 (-5 per turn)</p><p>Damage Points: N/a</p><p>Description: This is a passive technique where a user with magnetism will release their chakra to sense any magnetic fields in the area. This can sense anything that is magnetic or anything that gives off magnetic signals such as the human body, where the human heart and brain have their own magnetic signatures. Due to the user being able to sense anything that is magnetic or giving off a magnetic field, their sensing is increased by x2 when tracking these.</p><p></p><p>Note: Lasts 6 turns.</p><p>Note: Requires basic magnetism to use.</p><p></p><p>Idea - Place hand on the ground and polarise a place in the earth to draw all metal down to</p><p></p><p>Name</p><p>Type: Offensive/Defensive/Supplementary</p><p>Rank: S</p><p>Range: Short - Long</p><p>Chakra Cost: 40 (-5 per turn)</p><p>Damage Points: N/a</p><p>Description: The user will perform 3 hand seals releasing their chakra into a point within the earth to great a polar attraction using their magnetism release to create a super magnet to draw any metal based object to the ground, pinning them down. This area will remain as long as the user passively supplies it with 5 chakra per turn. This technique act on chakra vs chakra, pulling anything of the same chakra or less to the ground, dragging it to it's location like a giant magnet. This works on all metals though will not effect micro amounts of metals within the human body.</p><p></p><p>Note: This technique can only be used twice per battle.</p><p>Note: No basic magnetism jutsu while maintaining this jutsu or in the turn in which it end.</p><p></p><p>Magnetism/fuuin</p><p>Type: Offensive/Defensive/Supplementary</p><p>Rank: A</p><p>Range: Short</p><p>Chakra Cost: 30 (-5 per turn)</p><p>Damage Points: N/a</p><p>Description: This is a unique fuuinjutsu where the user perform 2 hand seals and will release their chakra around them (short range) to create a barrier infused with magnetism chakra. This has two unique effects. First of all, it will act as a reverse magnet, rejecting all items that are magnetic, working on a chakra vs chakra basis or rank vs rank depending if the technique contains no chakra. The secondary effect of this barrier is similar to the "<strong>Magnetic Ninja Art: Demonic Illusions</strong> " where the magnetic fields will effect the minds of anyone who enters the field/barrier (not the user). This interferes with the targets brain causing paralysis as long as they remain within short range of the user. This prevents them from moving.</p><p></p><p>Note: No fuuinjutsu within the same turn.</p><p>Note: No other basic magnetism techniques while maintaining.</p><p></p><p></p><p>Idea - Potential infusion into solids</p><p></p><p>Weapon - Deathwind/yang/bijuu/magnetism</p><p></p><p>Calamity of set - sand apocalypse, from below, around and raining down</p><p></p><p></p><p>Type: Tool</p><p>Rank: S</p><p>Range: N/A</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: This tool is a metallic shield formed of chakra metal that attaches to the user's arm in it's condensed from, being slightly larger than the users forearm in this form. The user can passively activate the shield to take it's true form that is the size of a regular shield. The unique aspect of this shield is that it is derived from the technology that forms the Kote, allowing the user to store cartridges within it, to release to enhance the effectiveness of the shield, allowing for increased defensive capabilities, binding shields or releasing them for offensive purposes.</p><p></p><p></p><p><strong>(Arkenstone: Yama no Chuushin) - Arkenstone Release: Heart of the Mountain</strong></p><p>Type: Attack/Defense</p><p>Rank: C-S</p><p>Range: Short-Long</p><p>Chakra: 30-60</p><p>Damage: 60-120</p><p>Description: Heat of the mountain is the basic creation technique for Arkenstone. The user can create this from the ground, from their body or from forming out of their chakra. All constructs will be solid in nature while the surface will have the appearance of a galaxy as all the metals/minerals within reflect light (though not blinding). Arkenstone is flowing with yang energy that floods into enemies on contact causing "<strong>aging" </strong>or "<strong>mutations"</strong> as outlined in the custom element. The user much choose which affect applies:</p><p></p><p><strong>Aging:</strong></p><p>The target's body rapidly ages until the effects wear off, leaving them frail and weaker than their normal state. The stronger the Arkenstone technique, the more rapid the target is aged, the greater the effects. The bodies natural state becomes weaker as those effected go older and their vision and hearing degrades.</p><p></p><p>In RP terms, upon contact, those effected will suffer drawbacks based on the rank. Starting at B rank, the target's base speed will be lowered by 1 level, while their overall tracking and reactions will be reduced by 20%. At A rank, the target's based speed will be lowered by 2 levels, while their overall tracking and reactions will be reduced by 30%, while due to the aging effects, their jutsu will lose 5 chakra and 10 damage due to the strain on their body. At S rank, the target's base speed will be lowered by 3 levels, while their overall tracking and reactions will be reduced by 40%, while due to the aging effects, their jutsu will lose 10 chakra and 20 damage due to the withered state of their body.</p><p></p><p><strong>Mutations:</strong></p><p>Mutations is a alternate application of the Change into Hell technique, where, rather than create enhancements, it creates growths on the target's body, causing debilitating effects. Those hit by Arkenstone would have their outer bodies mutated to an unrecognisable state as layers of flesh form on them hindering them.</p><p></p><p>In RP terms, these hulking physiques will weigh down those affected, slowing them while restricting their movements. The side of mutations will be dependent on the rank. At B rank, the infusion can cause mutations that are on a smaller scale, such as creating layers of flesh over the target's fingers preventing hand seals as they will be not be able make hand seals, or causing them to lose their grip on a sword, only mutating parts of the targets bodies such as hands, and feet. At A rank, the user can mutate entire limbs on contact, causing layers of flesh to pile over them.</p><p></p><p>Note: All aging and mutations last until overpowered with a stronger surge of chakra containing natural energy, yin or yang chakra.</p><p>Note: B rank requires 1 handseal, A ranks require 2 handseals and can be used 4 times per battle, S ranks require 3 handseals and can be done once every 2 two turns up to 3 times per battle. If the S rank version is used, no Arkenstone techniques above B rank in the following turn.</p><p></p><p>Yang/EGF</p><p>Type: Attack/Defence/Supplementary</p><p>Rank: S</p><p>Range: Short-Long</p><p>Chakra: 360</p><p>Damage: 120</p><p>Description: X is a unique technique where the user will release a surge of chakra through their entire body, fortifying the threads their formed their body, releasing them outwards in 20m all around them like long speeds of reinforced threads. Due to the infusion of Yang chakra into these threads, not only are they fortified becoming stronger, they are also semi sentient. In this manor they will move around the user perceives as allies. This applies to summons and creations, or even the users own hearts.</p><p>[/QUOTE]</p>
[QUOTE="Sinthorus, post: 22122698, member: 80925"] [B](Jishaku Ninpou Gokusei Henkanshi ) - Magnetic Ninja Art: Polar Sensory[/B] Type: Offensive/Defensive/Supplementary Rank: C Range: Short - Long Chakra Cost: 15 (-5 per turn) Damage Points: N/a Description: This is a passive technique where a user with magnetism will release their chakra to sense any magnetic fields in the area. This can sense anything that is magnetic or anything that gives off magnetic signals such as the human body, where the human heart and brain have their own magnetic signatures. Due to the user being able to sense anything that is magnetic or giving off a magnetic field, their sensing is increased by x2 when tracking these. Note: Lasts 6 turns. Note: Requires basic magnetism to use. Idea - Place hand on the ground and polarise a place in the earth to draw all metal down to Name Type: Offensive/Defensive/Supplementary Rank: S Range: Short - Long Chakra Cost: 40 (-5 per turn) Damage Points: N/a Description: The user will perform 3 hand seals releasing their chakra into a point within the earth to great a polar attraction using their magnetism release to create a super magnet to draw any metal based object to the ground, pinning them down. This area will remain as long as the user passively supplies it with 5 chakra per turn. This technique act on chakra vs chakra, pulling anything of the same chakra or less to the ground, dragging it to it's location like a giant magnet. This works on all metals though will not effect micro amounts of metals within the human body. Note: This technique can only be used twice per battle. Note: No basic magnetism jutsu while maintaining this jutsu or in the turn in which it end. Magnetism/fuuin Type: Offensive/Defensive/Supplementary Rank: A Range: Short Chakra Cost: 30 (-5 per turn) Damage Points: N/a Description: This is a unique fuuinjutsu where the user perform 2 hand seals and will release their chakra around them (short range) to create a barrier infused with magnetism chakra. This has two unique effects. First of all, it will act as a reverse magnet, rejecting all items that are magnetic, working on a chakra vs chakra basis or rank vs rank depending if the technique contains no chakra. The secondary effect of this barrier is similar to the "[B]Magnetic Ninja Art: Demonic Illusions[/B] " where the magnetic fields will effect the minds of anyone who enters the field/barrier (not the user). This interferes with the targets brain causing paralysis as long as they remain within short range of the user. This prevents them from moving. Note: No fuuinjutsu within the same turn. Note: No other basic magnetism techniques while maintaining. Idea - Potential infusion into solids Weapon - Deathwind/yang/bijuu/magnetism Calamity of set - sand apocalypse, from below, around and raining down Type: Tool Rank: S Range: N/A Chakra: N/A Damage: N/A Description: This tool is a metallic shield formed of chakra metal that attaches to the user's arm in it's condensed from, being slightly larger than the users forearm in this form. The user can passively activate the shield to take it's true form that is the size of a regular shield. The unique aspect of this shield is that it is derived from the technology that forms the Kote, allowing the user to store cartridges within it, to release to enhance the effectiveness of the shield, allowing for increased defensive capabilities, binding shields or releasing them for offensive purposes. [B](Arkenstone: Yama no Chuushin) - Arkenstone Release: Heart of the Mountain[/B] Type: Attack/Defense Rank: C-S Range: Short-Long Chakra: 30-60 Damage: 60-120 Description: Heat of the mountain is the basic creation technique for Arkenstone. The user can create this from the ground, from their body or from forming out of their chakra. All constructs will be solid in nature while the surface will have the appearance of a galaxy as all the metals/minerals within reflect light (though not blinding). Arkenstone is flowing with yang energy that floods into enemies on contact causing "[B]aging" [/B]or "[B]mutations"[/B] as outlined in the custom element. The user much choose which affect applies: [B]Aging:[/B] The target's body rapidly ages until the effects wear off, leaving them frail and weaker than their normal state. The stronger the Arkenstone technique, the more rapid the target is aged, the greater the effects. The bodies natural state becomes weaker as those effected go older and their vision and hearing degrades. In RP terms, upon contact, those effected will suffer drawbacks based on the rank. Starting at B rank, the target's base speed will be lowered by 1 level, while their overall tracking and reactions will be reduced by 20%. At A rank, the target's based speed will be lowered by 2 levels, while their overall tracking and reactions will be reduced by 30%, while due to the aging effects, their jutsu will lose 5 chakra and 10 damage due to the strain on their body. At S rank, the target's base speed will be lowered by 3 levels, while their overall tracking and reactions will be reduced by 40%, while due to the aging effects, their jutsu will lose 10 chakra and 20 damage due to the withered state of their body. [B]Mutations:[/B] Mutations is a alternate application of the Change into Hell technique, where, rather than create enhancements, it creates growths on the target's body, causing debilitating effects. Those hit by Arkenstone would have their outer bodies mutated to an unrecognisable state as layers of flesh form on them hindering them. In RP terms, these hulking physiques will weigh down those affected, slowing them while restricting their movements. The side of mutations will be dependent on the rank. At B rank, the infusion can cause mutations that are on a smaller scale, such as creating layers of flesh over the target's fingers preventing hand seals as they will be not be able make hand seals, or causing them to lose their grip on a sword, only mutating parts of the targets bodies such as hands, and feet. At A rank, the user can mutate entire limbs on contact, causing layers of flesh to pile over them. Note: All aging and mutations last until overpowered with a stronger surge of chakra containing natural energy, yin or yang chakra. Note: B rank requires 1 handseal, A ranks require 2 handseals and can be used 4 times per battle, S ranks require 3 handseals and can be done once every 2 two turns up to 3 times per battle. If the S rank version is used, no Arkenstone techniques above B rank in the following turn. Yang/EGF Type: Attack/Defence/Supplementary Rank: S Range: Short-Long Chakra: 360 Damage: 120 Description: X is a unique technique where the user will release a surge of chakra through their entire body, fortifying the threads their formed their body, releasing them outwards in 20m all around them like long speeds of reinforced threads. Due to the infusion of Yang chakra into these threads, not only are they fortified becoming stronger, they are also semi sentient. In this manor they will move around the user perceives as allies. This applies to summons and creations, or even the users own hearts. [/QUOTE]
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