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[QUOTE="BusinessManTeno, post: 21803847, member: 83064"] [CENTER][IMG]https://media.discordapp.net/attachments/539108862540644353/566302263145136128/image0.jpg[/IMG][/CENTER] [JUSTIFY] [CENTER][SIZE=18px][COLOR=rgb(97, 189, 109)]ジン[/COLOR][/SIZE] [hr][/hr] [SIZE=18px][COLOR=rgb(97, 189, 109)]Djinn[/COLOR][/SIZE][/CENTER][/JUSTIFY] [JUSTIFY][COLOR=rgb(97, 189, 109)][I][B]Founder:[/B][/I][/COLOR][/JUSTIFY] [JUSTIFY]Teno[/JUSTIFY] [JUSTIFY][COLOR=rgb(97, 189, 109)][I][B]History of the Clan:[/B][/I][/COLOR][/JUSTIFY] [JUSTIFY]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 [I]Labyrinth[/I]. 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.[/JUSTIFY] [JUSTIFY]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.[/JUSTIFY] [JUSTIFY]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[/JUSTIFY] [JUSTIFY]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 [I]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.[/I] 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.[/JUSTIFY] [JUSTIFY][COLOR=rgb(97, 189, 109)][I][B]Passive Traits & Special Abilities:[/B][/I][/COLOR][/JUSTIFY] [JUSTIFY]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.[/JUSTIFY] [JUSTIFY]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 ) [B]which can be seen as long range mental communication[/B]. 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, [B]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) [/B]. 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. [B]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.[/B][/JUSTIFY] [JUSTIFY]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.[B] Rukh is special in its source, due to being neutral to elemental ninjutsu, senjutsu, and bijuu chakra and strong to raw chakra[/B][/JUSTIFY] [JUSTIFY]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. [B] 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. [/B][/JUSTIFY] [JUSTIFY][B][COLOR=rgb(97, 189, 109)][I][B]Location & Purpose:[/B][/I][/COLOR][/B][/JUSTIFY] [JUSTIFY]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[B].[/B][/JUSTIFY] [JUSTIFY][B][COLOR=rgb(97, 189, 109)][I][B]Special Info:[/B][/I][/COLOR][/B][/JUSTIFY] [JUSTIFY]The Djinn clan has a chain of command that goes:[/JUSTIFY] [JUSTIFY][B][COLOR=rgb(97, 189, 109)][I][B]Magi:[/B][/I][/COLOR] [/B]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.[/JUSTIFY] [JUSTIFY][B][COLOR=rgb(97, 189, 109)][I][B]Kings Candidates:[/B][/I][/COLOR] [/B]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.[/JUSTIFY] [JUSTIFY][B][COLOR=rgb(97, 189, 109)][I][B]Dungeon Capture:[/B][/I][/COLOR] [/B]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.[/JUSTIFY] [JUSTIFY][B][COLOR=rgb(97, 189, 109)][I][B]Household Member:[/B][/I][/COLOR] [/B]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.[/JUSTIFY] [JUSTIFY][B][COLOR=rgb(97, 189, 109)][I][B]Requirements:[/B][/I][/COLOR][/B][/JUSTIFY] [JUSTIFY]No specific requirements.[/JUSTIFY] [JUSTIFY]Must be accepted by the Magi, or personally by the creator[/JUSTIFY] [JUSTIFY]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.[/JUSTIFY] [CENTER]____________________ [SIZE=18px]C u s t o m C l a n C e r t i f i c a t e[/SIZE][/CENTER] 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, [B]BusinessManTeno[/B], our loyal member, property and patent of the following custom clan: [CENTER][B][SIZE=18px]Djinn[/SIZE][/B] [IMG]http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png[/IMG] Djinn Powered by Lord of Kaos Copyright ©2019, BusinessManTeno, NarutoBase.net[/CENTER] [B]Kyozetsu no bogu ✽ Borg of Rejection[/B] [spoiler] [B]Type:[/B] Defensive | Supplementary [B]Rank: [/B]A / S [B]Range: [/B]Short [B]Chakra:[/B] 30 / 40 (-10 to repair) [B]Damage:[/B] 60 / 80 [B]Description: [/B]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. [IMG]https://66.media.tumblr.com/9a343da94afab9b6c0ee84daa820e6a0/tumblr_n3qldrXHVH1ttt3xio3_500.gif[/IMG][/spoiler] [B]Har-Har Infigar ✽ Scorching Heat Double Palm [/B] [Spoiler] 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] [B][IMG]https://media1.giphy.com/media/F7IbBN7KS2T9C/giphy.gif[/IMG][/B][/spoiler] [/spoiler] [B]Danjon Djinn ✽ Dungeon Of Djinns[/B] [spoiler] [B]Type:[/B] Supplementary [B]Rank:[/B] S [B]Range:[/B] Long [B]Chakra:[/B] 40 [B]Damage:[/B] n/a [B]Description: [/B]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 [B]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.[/B] [/spoiler] [B]Dorīmukonbājon[/B] [B]✽ Dream Conversion[/B] [spoiler] [B]Type:[/B] Offensive |Defensive [B]Rank:[/B] C-S [B]Range:[/B] Short - Long [B]Chakra:[/B] 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect) [B]Damage:[/B] 30-80 [B]Description:[/B] 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. [B]Note: [/B]A and S rank can be used a max of 5 times collectively with one turn cool down [B]Note: [/B]Cant create below the earth but is able to be created above the ground, and even under water. [B]Note: [/B]A Rank requires two handseals, S rank requires three handseals [/spoiler] [B]Jin sōbi[/B] [B]✽ Djinn Equip[/B] [spoiler] [B]Type:[/B] Supplementary [B]Rank:[/B] S [B]Range:[/B] Self [B]Chakra:[/B] 40 [B]Damage:[/B] N/a [B]Description: [/B]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 [B]✽Baal[/B]: 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 [B][URL='https://magi.fandom.com/wiki/Bararaq_Saiqa']Bararaq Saiqa[/URL][/B] 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). [B]✽Vinea: [/B]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 [B][URL='https://magi.fandom.com/wiki/Vainel_Al-Salos']Vainel Al-Salos[/URL][/B] 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) [B]✽Amon: [/B]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 [B][URL='https://magi.fandom.com/wiki/Amol_Dherrsaiqa']Amol Dherrsaiqa[/URL] [/B]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) [B]✽Focalor: [/B]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 [B]Magul Al-Hazard [/B]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) [B]✽Agares[/B] : 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 [B][URL='https://magi.fandom.com/wiki/Zaug_Mobarezo']Zaug Mobarezo[/URL][/B] 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. [B]Note: [/B]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. [B]Note: [/B]User cannot use techniques from other Elements that I'd not the Djinn in use. [B]Note[/B]: Each form last a max of three turns [B]Note: [/B]Each Special attack is classified as S rank [B]Note: [/B]Each Equip gains a +3 to speed [/spoiler] [B]Jin sōbi[/B] [B]V2[/B] [B]✽ Djinn Equip V2[/B] [spoiler] [B]Type:[/B] Supplementary [B]Rank:[/B] S [B]Range:[/B] Self [B]Chakra:[/B] 40 [B]Damage:[/B] N/a [B]Description: [/B]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. [B]✽Leraje [/B]: [B]Leraje[/B] 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 [B][URL='https://magi.fandom.com/wiki/Lelazzo_Madraga']Lelazzo Madraga[/URL] [/B]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). [B]✽Zurmudd : [/B]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 [B][URL='https://magi.fandom.com/wiki/Alf_Al-Yad']Alf Al-Yad[/URL] [/B]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) [B]✽Belial : [/B]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. [B]✽Zepar: [/B]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 [B][URL='https://magi.fandom.com/wiki/Dhell-Dhell_Dhalam']Dhell-Dhell Dhalam[/URL] [/B]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) [B]✽Dantalion [/B]: 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 [B][URL='https://magi.fandom.com/wiki/Dante_Al-Thais']Dante Al-Thais[/URL]: [/B]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[B](living targets take 80 damage)[/B]. (Technique last for 2 turns) [B]Note: [/B]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. [B]Note: [/B]User cannot use techniques from other variants of this jutsu that Is not the Djinn in use. [B]Note[/B]: Each form last a max of three turns [B]Note: [/B]Each Special attack/technique is classified as S rank [B]Note: [/B]Each Equip gains a +3 to speed (Excluding Taijutsu which gives [B]x2[/B] and kenjutsu that gets [B]x1.5[/B]) [/spoiler] [B]Soromon saigo no negai ✽ The Last Wish Of Solomon[/B] [spoiler][B] Type:[/B] Supplementary [B]Rank:[/B] Forbidden [B]Range:[/B] Self [B]Chakra:[/B] 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques) [B]Damage:[/B] n/a (-15 per turn) [B]Description: [/B]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] [CENTER][/CENTER] [TABLE=width:-700,-class:-none,-align:-center] [TR] [TD] [CENTER] [IMG]http://i.imgur.com/1EtvR8t.jpg[/IMG][/CENTER][/TD] [/TR] [TR] [TD] [B][U][SIZE=18px][FONT=Herculanum][COLOR=#663399]Clan History[/COLOR][/FONT][/SIZE][/U][/B] [JUSTIFY]After war there was peace, and after peace their was war. The Noah clan was one of the clans who were said to cause destruction in its wake. Following the battle between Kaguya and her sons that would become cemented as legend, chakra was spread rapidly throughout the world under the Sage of Six Paths' tutelage, known as the art of Ninshu. To the Sage's dismay, it was before long that his teachings were perverted; Ninshu and usage of chakra were weaponized into Ninjutsu, allowing chakra to used for deadly forms of combat by many clans that would come to form in the Ninja World. The Noah Clan was no exception. Possessing powerful chakra, the Noah clan rose to prominence throughout the Ninja World, their abilities seemingly derived from one of none other than Kaguya's herself. Feared for their immense power, the Noah clan found that they had made for themselves many enemies along with their name. Constantly enclosed in warfare, the clan ironically thrived, developing their abilities further and further as they expanded their reach throughout the world. Threatened by the Noah's clan very existence, several clans banded together and waged a terrible war against the Noah. The war engulfed several lands in the world, and after near endless battling and bloodshed, the Noah clan found themselves near extinct. For the first time, the Noah clan had tasted defeat with very little of their people left. Among the few survivors of the Noah clan was a young boy named Earl. Finding an opening into the home country of the Noah clan, a powerful rival clan invaded and staged a brutal assault on the Noah clan. Staining the country red with their blood, only but a few children survived the ordeal. Believing that the children, new to the world and who didn't know combat, shouldn't bear the sins of their parents, the leader of the clan issued a formal decree that they were to be spared. Rounding up the survivors, the leader had them separated and escorted to separate corners of the world, far away from each other to ensure they could never meet again and for the Noah clan to die out for all time. The leader, however, had gravely miscalculated. The eldest of the survivors, a 13-year-old boy by the name of Earl, had retained his memories of his time in the clan, and his teachings. Becoming a nomad, he trained in his abilities in secret, adopting the goal of restoring the Noah clan and reclaiming their rightful place as rulers in the world.[/JUSTIFY] [/TD] [/TR] [TR] [TD] [SIZE=18px][FONT=Herculanum][B][U][COLOR=#663399]Special Abilities[/COLOR][/U][/B][/FONT][/SIZE] [JUSTIFY][COLOR=#996699][I][U]Passive Traits & Abilities[/U]:[/I][/COLOR] The signature power of the Noah clan stems from their admiration and study of Kaguya Ootsutsuki's abilities. Specifically, the Noah clan's pregenitors became intrigued by her ability to tear open portals to pocket dimensions. They sought out the ability for themselves, growing to covet the notion of manipulating the space-time continuum themselves. While their attempts to mimic Kaguya's abilities would ultimately fall short of her own, their dedication rewarded them with a weaker variant, albeit mighty powerful in their own right: the power of Spatial Distortion. Unlike many clans, the Noah clan possesses very few passive abilities, as the main strengths of the clan revolve around active manipulation of the space surrounding them. The main passive of the clan, however, revolves around their finely tuned senses in relation to the space around them. Being experts at manipulating the space-time continuum for their Spatial Distortion, members of the Noah clan have a heightened sense of perception towards the surrounding space around them. From minute changes in space, such as an object occupying space, to moderate changes an object changing position in the normal world and the space they occupy to drastic changes in space are always known to the members of the Noah clan. This finely tuned sense extends up to long-range around them. Due to this passively enhanced sense, known as Spatial Tuning, members of the Noah clan have faster tracking/reaction speed, being on-par with those capable of using the Inner Sonar Sound Skill technique and have a wider range of perception. Kekkei Genkai (or equivalent): The Kekkei Genkai of the Noah clan revolves around their ability to manipulate the fabric of space-time around them. Members of the clan are capable of releasing their chakra from their chakra points, surging it out of their body and into the surrounding atmosphere in order to initiate all of their clan techniques, to which they have given the appropriate name of Spatial Distortion. Spatial Distortion rarely affects other objects directly, instead almost exclusively work through the distorting of the fabric of space to indirectly affect other objects around the user. Spatial Distortion techniques typically fall into one of three broad categories: Spatial Gradient, Spatial Displacement, and Spatial Collapsing. [COLOR=#996699][I][U]Spatial Gradient[/U]:[/I][/COLOR] [INDENT]Spatial Gradient refers to the first teachings of the Noah clan's members. This field of Spatial Distortion introduces clanmembers to their abilities, involving the most "basic" form of Spatial Distortion. Techniques within the category of Spatial Gradient operate by distorting space to either extend or decrease the space between two or more locations or objects. This can be used to enhance or hinder movement, allowing the user to decrease the space between themselves and a location to mimic high speed movement, or increase the speed to mimic slowing down the opponent or making it harder for techniques to reach them. Like all of forms of Spatial Distortion, this technique does not have any direct effect on the bodies of opponents or other sentient beings, instead solely affecting the space around them.[/INDENT][/JUSTIFY] [JUSTIFY] [CENTER][/CENTER][/JUSTIFY] [JUSTIFY] [CENTER][COLOR=#996699][I][U]Spatial Displacement[/U]:[/I][/COLOR][/CENTER][/JUSTIFY] [JUSTIFY] [CENTER][/CENTER] [INDENT]Spatial Displacement is considered an advanced form of Spatial Gradient, adding a further dimension to the way space is distorted: dimension. While Spatial Gradient focuses on linear distortion of space, simply decreasing or increasing the space along a fixed trajectory, Spatial Displacement allows the user to change the direction of an object through manipulating the space it occupies during movement. This is similar to the effect seen when the sheer speed of Might Guy's movement in the 8th Gate causes the space around Madara to distort, bending his staff without damaging it. Naturally, Spatial Displacement offers a greater range of usage than do the Spatial Gradient grouping of techniques. Defensively, the user can alter space to change the trajectory of techniques for defense(bending the space of an incoming jutsu to miss them) or offensively(redirecting space to send a jutsu of theirs along a new path or bending space to send an opponent's jutsu back towards them). Naturally, Spatially Displacement can also be used to facilitate movement much like Spatial Gradient, but on a higher level and with greater fluidity, offering a much greater mimicry of speed(will be submitted as a technique with appropriate restrictions).[/INDENT][/JUSTIFY] [JUSTIFY] [CENTER][/CENTER][/JUSTIFY] [JUSTIFY] [CENTER][COLOR=#996699][I][U]Spatial Collapse[/U]:[/I][/COLOR][/CENTER][/JUSTIFY] [JUSTIFY] [CENTER][/CENTER] [INDENT]Spatial Collapse is considered to be the ultimate form of Spatial Distortion within the Noah clan, reserved for high ranking members. Mastery of Spatial Collapse signals that a Noah has been recognized as reaching full maturity in the context of the clan and its abilities, reaching the pinnacle of their power. As the name implies, Spatial Collapse involves causing space to rapidly decrease around a focal point, similar to Kakashi's Kamui. However, rather than collapsing space to tear a hole to another world, Spatial Collapse instead collapses space to increase the density within a certain point; the rapid and highly compressed distortion causes an immense increase in pressure, similar to the crushing density found in a black hole. Obviously, Spatial Collapse can be used for several offensive and defensive usages. For example, the user can use Spatial Collapsing around their first in a "circular" pattern to create an immensely heavy close-combat blow, or in a "thin" pattern to create a blow that slices and cuts into objects. The user can also cause the space around an object to rapidly collapse in order to damage or even destroy them. This however, cannot be used on other humans, with the close-quarter variant of Spatial Collapsing being the only kind that can harm such targets.[/INDENT][/JUSTIFY] [JUSTIFY] [CENTER][/CENTER][/JUSTIFY] [CENTER][/CENTER][/TD] [/TR] [TR] [TD] [SIZE=18px][FONT=Herculanum][B][U][COLOR=#663399]Location[/COLOR][/U][/B][/FONT][/SIZE] [JUSTIFY]The Noah Clansmen made their mark on the world when they were the supreme clan but once they were massacred their home was destroyed. Luckily due to Earl being not only the master of the new reborn clan, he created a location for the clansmen to be able to call him. Called "Noahs Arc" This arc is located in a permanent rift in the water, created through special disruption.[/JUSTIFY] [/TD] [/TR] [TR] [TD] [SIZE=18px][FONT=Herculanum][B][U][COLOR=#663399]Purpose[/COLOR][/U][/B][/FONT][/SIZE] [JUSTIFY]The Purpose of the Noah clan is more-less govern the ninja world. They are the balance, some may see them as bad people, and some may see them as good guys. One day true war will break out. Where all the world will turn on each other. Noahs call this the holy war cause they will be the center of it. Until then, they will simply pass judgement on those they see fit.[/JUSTIFY] [/TD] [/TR] [TR] [TD] [SIZE=18px][FONT=Herculanum][B][U][COLOR=#663399]Special Info[/COLOR][/U][/B][/FONT][/SIZE] [JUSTIFY][COLOR=#996699][I][U]Akumas[/U]:[/I][/COLOR] Akumas are the lowest levels of the clan. Learning how to get the hang of things. Not being able to control the power all that well. They are restricted to learning one type of space distortion [COLOR=#996699][I][U]Central[/U]:[/I][/COLOR] Central are next to the lowest, being slightly stronger than Akumas, being able to harness the power of space distortion a lot better, being able to control two of the three types. [COLOR=#996699][I][U]Exorcist[/U]:[/I][/COLOR] Exorcist is the strongest of the lower ranks. Being the average rank of a lot of clan members. During this rank they have unlocked all the teachings of the spacial distortion. [COLOR=#996699][I][U]Seconds[/U]:[/I][/COLOR] Seconds is the rank gifted to those who excel in the teachings of space distortion. Being slightly stronger than the average person of the clan. At this rank, they are able to create their own techniques. [COLOR=#996699][I][U]Generals[/U]:[/I][/COLOR] Generals is special rank amongst the clan. Being the prodigies of the clan, and as powerful as the head themselves. During this rank not only can they create their own technique, but have special techniques dedicated to the Special Ranking group, that only they can use. Only 4 people can hold this rank at any giving time and can be appointed by the head clan or defeat an existing member of the rank to achieve the rank as a general [COLOR=#996699][I][U]Millennium[/U]:[/I][/COLOR] This is the highest rank of the clan. This has access and total control over the clan. Their power isn't any greater than a General, so they don't hold any more power besides their own personal strength. The unique thing about this rank is, it typically holds two spots. They both retain the same authority. This is needed incase one person gets kidnap or dies, the other completely takes control and fill that spot so that no confusion will ever arise[/JUSTIFY] [/TD] [/TR] [TR] [TD] [SIZE=18px][FONT=Herculanum][B][U][COLOR=#663399]Requirements[/COLOR][/U][/B][/FONT][/SIZE] [JUSTIFY][COLOR=#996699]✪[/COLOR] Can join at any rank. [COLOR=#996699]✪[/COLOR] One of the two spots at the top rank can be won through battle. The founder is exempt from this rule and they can replace the second head as they see fit.[/JUSTIFY] [/TD] [/TR] [/TABLE] [CENTER][B][SIZE=18px]C u s t o m C l a n C e r t i f i c a t e[/SIZE][/B][/CENTER] [B]I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 18th of December of the 9th 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, Edward, our loyal member, property and patent of the following custom clan:[/B] [CENTER][B][SIZE=18px]Noah[/SIZE] [IMG]http://fc03.deviantart.net/fs71/f/2012/058/c/a/seal_1_by_casualmisfit-d4r6r7j.png[/IMG] Noahs Powered by Lord of Kaos Copyright ©2017, Edward, NarutoBase.net[/B][/CENTER] [B]Kūkan Mahō: Rosuto Mugendai| Spatial Magic: Lost Infinity [SPOILER]Type: Offensive/Defensive Rank: S Range: Short-Mid Chakra: 40 Damage: N/a Description: By using Noah clan abilities the user makes 3 handseals and targets the space around an entity and invokes a spatial gradient of infinite proportion focused around said entity. The distortion is unique in that it is self-contained within its own area, where movement causes space in front to be extended while space behind is retracted irrespective of direction- basically mimicking an omnidirectional treadmill. This results in all movement of the entity being lost in the infinite distortion and the entity being completely trapped in position for 2 turns. +No Noah techniques above A-rank the same or next turn when this is used. +Usable 3x by Generals and higher with 2 turn cooldown period on between usage. Usable once by other ranks.[/SPOILER] Kūkan Mahō: Okyupaido Kuuhaku | Spatial Magic: Occupied Space [SPOILER] Type: Supplamentary | Defensive Rank: B - S Range: Short - Long Chakra: 20 - 40 Damage: N/A Description: This displacement technique focuses on the objects within a space. The main concept is to disrupt the proper functions of inanimate objects by influencing them sterically. Examples of application include bending an arrow slightly enough such that it's no longer accurate or bending a sword into a "U" shape. The technique is performed my forming 2 handseals while focusing on the space occupied by a targeted object. The space the object occupies becomes isolated from regular space, evidenced by a subtle visual distortion of the object. The now discrete space, and by extension the object within it, promptly undergoes a change in shape specified by the user. +The displacement causes no lasting harm to objects used on.This technique can also interrupt the functions of inanimate objects and nonliving things by bending space in such a manner that forces that object to be locked into space, nullifying its movement. However, this advanced application is only possible using the stronger variants of this technique (A and S rank) +Cannot be used on objects of higher rank + A rank usage can be used three times per battle, S rank usage can be used twice per battle. + Each increase in rank adds +1 handseal. [/SPOILER] Kūkan Mahō: Kuuhaku Magarime | Spatial Magic: Space Bending [SPOILER]Type: Supplamentary | Defensive Rank: A Range: Short-Mid Chakra: 30 Damage: N/a Description:This is the most basic act of spatial displacement utilized by Noahs. The user displaces space such that incoming objects are diverted away from or around a particular entity eg him/herself. The technique uses spatial displacement to indirectly influence the direction of incoming objects/attacks. Visualizing the space an attack travels through as a revolving corridor, this technique is used to rotate the corridor in any manner, effectively imposing control on the object’s trajectory. Visually the moment of distortion may elicit irregular shape but no harm happens to objects which pass through such distortion. +Can use a max of 4 turns +No Spacial displacement techniques can be used in the same turn as this. +Living targets cannot have this used on them and cannot be used on jutsu of higher rank. [/SPOILER] Kūkan Mahō: Nōdo kōbai| Spatial Magic: Concentration Gradient [SPOILER]Type: Supplementary Rank: A Range:Short-Long Chakra: 30 Damage: N/a Description: Concentration gradient is the first of the two most basic applications of spatial gradients. To perform it, the Noah makes 3 handseals while focusing on a space up to mid range away. Concentration gradient (CG), like the name suggests, is a spatial gradient applied to a focused region such that space is manipulated to become more or less concentrated. This intensification or reduction of spatial density directly affects the speed of objects traveling through it while conserving distances. The gradient manipulates a 5x5 meter space such that when an object enters it, the space becomes magnified either positively or negatively. With positive magnification, as an entity progresses through the concentrated space, every single movement has to overcome more space per area than normal. This results in a decrease in speed relative to the concentration created by the Noah. The reverse is true for spaces with decreased concentration (Negative magnification). Reducing the concentration of space allows the user to make things that pass through this space seemingly faster by collapsing the space within the area. The user can use this for a single technique, causing the space around it and in front of it to become compressed or extended, causing the speed of it to become x2 faster. In such cases, the technique occupies the same timeframe as the jutsu it’s meant to supplement. +Gradient works by targeting any 5x5 meter area up to long range away from the user. Should an object pass through this area, it experiences the effects listed above. +Normally lasts a single turn but Noah Generals can sustain it for up to three turns however being only able to perform 2 additional moves in each turn. +Reduces or increases speed in a direction by a factor of 3. +Movement in only one direction can be slowed/quickened at a time. +Usable 4x with a one turn cool down required in between uses. Sustenance for extra turns allows only one additional use.[/SPOILER] Kūkan Mahō: Kyori kōbai | Spatial Magic: Distance Gradient [spoiler]Type: Supplementary Rank: A Range:Short Chakra: 30 Damage: N/a Description: Distance gradient is the second of the two most basic applications of spatial gradients. Distance gradient is the faster application of the two due to its application. This technique is fundamentally meant for high speed repositioning of the objects in relation to one another and it primarily focuses on stretching or compressing space thus changing distances. With distance gradient (DG), the user manipulates space to either fold in on itself thus strategically repositioning objects relatively closer or sending objects farther away. To perform this, Noahs channel chakra into a region after forming 3 handseals. Upon doing so, a threadlike rip appears in the targeted space, followed by the space being suctioned into the rip or the rip being apparently pushed farther as it divulges new space. The technique can be applied with surgical accuracy for extremely minute changes such as creating enough space so that a sword’s slash simply doesn’t reach its target. Nevertheless precision can be disregarded in favor of range and size. The technique can extend or retract up to 10m of space (10m^3 in volumetric terms). The maximun rate at which the targeted space can be made to extend or reduce varies depending on the user’s strength. Generals and higher can achieve this feat with great haste, making it two times the speed of the user whereas Seconds can command speed up to 1.5x their speed. Any use cannot reduce space to put an opponent in under 5 meters of an attack. +Cannot be used in the same turn as Concentration gradient +No clan techniques above S rank in the same turn +Can be performed up to 3 times with a 2 turn cool down required in-between. [/spoiler] Kūkan Mahō: Nain kara no shukufuku | Spatial Magic: Blessings from the Nine [spoiler]Type: Supplementary | Defensive | Offensive Rank: S Range: Short - Long Chakra: 40 Damage: N/A (80 if living entity passes through) Description: This application of Spatial Magic focuses on the concept of a spatial infinity proposed by "Lost Infinity". The Noah creates a three dimensional spiral of infinitely folding space after performing three handseals. This spiral or distortion infinitely folds the space of those that enter it, reducing the amount of space it occupies infinitely practically reducing it to no damage. Much like it's parent technique, this technique is confined within its own area essentially trapping techniques within its boundaries. As with the nature of such Spatial Magic Techniques, it cannot be created within short range of the opponent, or other living entities . However, should a living entity enter Short Range of this distortion they can be affected by it, being trapped within the infinite distortion. If a living entity passes through this spiral distortion, they will experience an unbelievable amount of weight and pressure similar to the force of a black hole. While it won't infinitely reduce the area the opponent takes up, reducing them into nothing as it would techniques but the amount of force applied is enough to crush bones. - Generals and higher are capable of using this technique 3x per battle with a two turn cool down in between usages. Seconds can use this twice per battle and every one below can only use this technique once. Can only be used on techniques of equivalent rank and lower. Each distorted space lasts for Two turns at max. No Spatial Magic techniques above A rank can be used in the same turn as this technique or the turn after. - Spite the terminology "Infinite" it does have a time limit on the infinite proportions (Meaning the wording of infinite doesn't imply that its everlasting)[/spoiler] Kūkan Mahō: Seichi | Spatial magic: Holy Domain [spoiler]Type: Supplementary Rank: A Range: Short-Mid Chakra: 30 Damage: n/a Description: Holy Domain is a wide-acting technique that is triggered by making 3 handseals and clapping. This prompts a ripple to race throughout the field, inducing a carefully crafted spatial collapse as it goes. This spatial ripple has no real direct effects on opponents and cannot be directly discerned except by keen spatial/territorial awareness meaning ordinary means of sensing wouldnt work on this unless the sensing is something such as nature sensing, or something that will allow the opponent to sense their physical surroundings. The induced spatial collapse is only mild and exists not to harm but as a way to exert dominance over an area. It serves as an intimidatory claim to space imposed to augment the Noah’s command of the area. The mild spatial collapse makes space heavier than normal, making it as if empty space isn’t really empty. Humans arent able or rather arent affected by this incredible domain but is able to be used on Jutsus/Surroundings/Items and on Animals/summons. In animals/summons Holy Domain creates an air of unnatural spatial and positional uncertainty which buffets animals and incites a mentally inhibitory anxiety. Basically it makes them feel as if they’re constantly being smothered by a presence which is physically absent. This causes a mental strain which Which reduces the time the summon is allowed to be on the field by one turn as long as they feel this effect. When it comes to jutsus/items the "Absence" of space will cause said surroundings around the user to collapse, completely destroying and annihilating anything with substance of the same rank or lower (Meaning this doesnt work on energy based techniques such as wind/fire/lightning but those such as earth or water) - Lasts 3 turns - Usable twice with a two turn cooldown in-between [/spoiler] Kūkan Mahō: Kami no honshitsu| Spatial magic: Divine Essence [spoiler]Type: Supplementary/Attack/Defense Rank: C-S Range: Short-mid Chakra:15-40 Damage: 30-80 Description: Through spatial manipulation the Noah collapses space around a focal point to create a construct of immense spatial density. The enormous concentration of density deposits a physical “essence” that evokes physical effects despite no physical entities being present. Fundamentally the space becomes filled with space and thus prevents other entities from passing through like they normally would with respect to rank. Being composed entirely of space, the effects of this spatial condensation are visually imperceptible naturally unless by spatial sensory or chakra sensory. The technique can be applied in two ways. First, the spatial manipulation can be anchored to an object. In this case it can be used to shroud an entity partially or completely thus acting like an aura and moving with the object. This supplements the objects physical qualities adding strength to Jutsu to make them stronger. The second application involves using the condensed space on its own. Here as space is condensed shape manipulation is applied to give the condensed product a preferred shape. This can range from a simple wall to giant spikes. Whatever the case the final product is anchored to the location it was created in and remains for up to three turns before diffusing away. - C rank usage requires one handseal and each rank gains +1 handseal as the rank increases - A-rank and above can be used 3 times only. B-rank usage requires a 2 turn cooldown in-between uses except for Generals and higher who require only a single turn cooldown. - S-ranked spatial creations must always originate from the Noah’s immediate vicinity (short range) but can extend to mid-range. - Cloaking items can only be done via techniques. Meaning this cant be used on a freeform kunais but if a kunai is used in the form of a technique then this technique still applies simply by adding an additional handseal to said technique [/spoiler] Kūkan Mahō:Shifuto | Spatial Magic: Shift [spoiler]Type: Supplamentary | Defensive Rank: B Range: Short - Long Chakra: 20 Damage: N/A Description: This technique is designed to apply the Concentration Gradient and Distance Gradient simultaneously. The user focuses chakra into the space on either side of two entities in an arching fashion. On one side of the entity, space begins to rapidly unfold while on the opposite side the space begins to fold in on itself. This forces the entity to quickly progress towards the location of the second entity while the second entity is pushed away from the first. This technique essentially allows two entities to rotate into different spaces by unfolding and folding space simultaneously swapping positions relative to each other. The direction of these arcs are completely dependent on the user as they can choose to either put these arcs on the left and ride side of this entity, above and below the entity, diagonal to them, etc. This can be used to completely rotate the orientation of a room, or the orientation of two techniques. Due to these predetermined arcs, the movement is always in a semi circle for both entities but the summed of movement of space would be a circle (To visualize this movement, pick two end points of a circle directly opposite of each other and rotate the circle.) Despite being extremely fast, this technique is not instant as the revolution occurs at 2 times the users' speed for Generals and higher. Seconds can perform this technique at 1.5x their speed and lower members execute this technique at their base speed. Note: The displacement causes no lasting harm to objects used on. Note: Can be used up to 4 times per battle with a two turn cool down in between usages. Note: No Spatial Magic above A rank can be used in the same turn [/spoiler] Kūkan Mahō: Sunpō kōbai | Spatial Magic: Dimension Gradient [spoiler]Type: Supplamentary Rank: A Range: Short - Long Chakra: 30 (+1 Rank) Damage: N/A (+1 Rank) Description: Dimension Gradient is a technique that empowers other Spatial Magic Techniques done by the Noah Clan. By performing four handseals and activating Dimension Gradient, the user is able to increase the amount of chakra spent on Spatial Magic Techniques by 10 for an extended period of time. Dimension Gradient can either collapse or expand space in conjunction with the effected Spatial Magic technique. This collapse or expand of space is depended on the Spatial Magic technique used, if the effected technique Collapses space, Dimension Gradient will reinforce the collapsing effect by additionally collapsing more space than normally allowed. This effect can also be applied to expanding space. When Spatial Magic is used, Pressure can be felt by the opponent (depending on the technique). This pressure is caused by the rapid expansion or reduction of space that can be used to achieve various affects. Dimension Gradient's effect would result in an increase in pressure felt by the opponent, due to Dimension Gradient adding more increased space (or collapsing more space) in conjunction with the affected jutsu. Dimension Gradient can also be used on techniques that focus on bending space, by increasing the amount of chakra put into a technique which directly increases how much space is bent and how strong the bent space is. As a result Dimension Gradient can increase the strength and effectiveness of Noah Techniques by one rank up to and including S rank techniques. Note: Dimension Gradient can be activated three times per battle with a three turn cooldown in between usages, with each usage lasting 4 turns. [/spoiler] Kūkan Mahōu:Sai haichi to wariate | Spatial Magic: Relocation and Allocation [spoiler]Type: Supplementary/Defensive Rank: C-S Range: Short - Long Chakra: 15-40 Damage: N/A Description: Relocation and Allocation is a Spatial Magic technique that allows the user to allocate and relocate space itself by folding in and expanding space simultaneously in two separate locations. The user begins by focusing their chakra into two focal points in space. The first space begins to fold in on itself, infinitely, especially "removing" that space. The space at the second focal point expands rapidly in proportion to how much space was removed from the first focal point. In fact, the space that was removed from the first focal point is the exact same space being unfolded at the second focal point. This effectively allows the Noah to relocate that space to a different area. When an object occupies the first focal point, that object is also caught within the folding of space essentially being removed along with the removed space. Naturally, the removed object will then be unfolded at the location of the second focal point along with the removed space. However, the opponent cannot be directly affected/targeted by the folding and unfolding of space which prevents the user from relocating the opponent.The rank of Relocation and Allocation affects the size of space that can be relocated. C rank can relocate a 2m x 2m x2m space with each rank increasing the affected area by an extra 3 meters. B rank application of this technique requires a handseal with each rank adding an extra handseal. + The secondary focal point cannot be created within 5 meters of the opponent. + A rank variation of this technique can be used three times per battle and the S rank application only twice per battle. +Generals can use S-rank version; lower ranks can use A-rank version and below + Generals and higher can relocate space up to 2 times their base speed. While all lower ranks can only do it at x1.5 speed. [/spoiler] (Kūkan Mahō: Yakujou Rajikon) Spacial Magic: Contraction Planes [spoiler]Type:Offensive | Supplamentary Rank: Forbidden Range: Short - Mid Chakra: 50(-20 per turn) Damage: 90(-20 to user) Description: Contracted Planes is a unique technique of the Noah clan, using the spacial bending in an offensive way, without directly being offensive. The user will do three handseals, focusing on the space around the opponent in a dome shape fashion 5 meters from the target's body. By doing this, the user cause the space around the opponent causing contractions, using the target's body as a focal point. This will cause the space around the opponent to shrink and shrink, causing incredible pains due to the constriction from the space around the opponent shrinking. If the opponent doesnt release from this technique after two turns, the physical strain will cause them to take damage. The target is capable of breaking through this technique should they produce enough damage to nullify the concentrated space around them. Note: Cant use any spacial techniques will technique is in play Note: No Spacial techniques above S rank in the same turn Note: Cant only use a max of 2 times, 3 times for generals and above Note: Last a max of three turns Note: Technique happens gradually. First and second turns do no damage, with the opponent taking damage in the third turn. [/spoiler] (Kūkan Mahō: Mugen Hayashi) Spacial Magic: Infinite Forest [spoiler]Type: Supplamentary Rank: S-rank Range: Long Chakra: 40 (-20 Per Turn) Damage: N/a Description: Infinite Forest is one of the four main techniques, used and created by Hakumen himself. This technique takes the application of spacial bending in its more purest and simple form, which is simply bending space. The user will do a set of five handseals, ending with the half tiger handseal. This will increase the "weight" of space all across the battle field to the users will. This will cause the space to be distorted, similar to when gai fought madara, but the distortion can be controlled by the user himself, and the distortion stays active, meaning the distortion is always taking place. This allows the user to nullify the effects of spacial bending in their immediate vicinity. Once per turn, at the cost of a move, the user can manipulate the spatial orientation of an opposing technique S-rank and below through the manipulation of this heavier space, allowing the user to alter its trajectory. -Cant use any spacial techniques while technique is active -Technique last for three turns -Cant use any techniques above S rank while technique is active -This technique does not physical harm to the opponent. -Can only be used twice per battle[/spoiler] [hr][/hr][/B] [CENTER][B]Ñoldor Clan [IMG]https://pm1.narvii.com/6883/792dd7be74a9b177416359bb198415e7b22d926fr1-882-441v2_hq.jpg[/IMG][/B] [/CENTER] [B]1) Kyohaku Kasai | Star Fire [SPOILER]Type: Offensive/Supplementary/Defensive Rank: S (C-S) Range: Short-Long Chakra: (15-40) Damage: (30-80) Description: The Noldor, also know as the Elves, have always loved to live within their ancient forest which they felt at one with. Over the years bows were developed but always forged using the holy fire to infuse them with their chakra. They were now made of chakra steel, so as to not drain all the trees of their power. But a few unique traits were added: Blades: The bow is made out of two, one handed swords that link together to form the bow. They were forged first with the holy fire purifying the steel, and make them so they are more adaptable to the elves element. Each blade is a foot and a half long that curves as it gets towards the point to create the shape need to form the bow. Much like the bow itself, these blades can be infused with the Silmarilis (holy fire) which cause them to glow with bright flames as they are covered in the element. The strength of this light is dependent on the amount of chakra put into the blades. To put chakra into the blades it counts as one of the three moves per turn. This chakra can be released in a wave like the samurai techniques, going in a straight line up to long range. Releasing the wave counts as a move per turn, and will causes the swords to no longer be infused with the silmarilis as all the chakra would have been released from them. Bow: The swords can be on either side of the waste, or on the users back in an X shape or already locked in their bow form ready to use. This bow has no string but is formed from the users energy when they hold it, flowing out of their body to create the string. This making it useless to all that are not part of the clan. The arrows for the bow are made up of the Silmarilis (holy fire) in a focused form to create an arrow. The more chakra the user puts into the arrow the stronger it will be and the more devastating the impact. The arrows pierce, and hit their targets, then explode outwards into a burst of light, which can leave craters from the release of energy. The user can fire up to 3 arrows at once to hit different targets, but each arrow counts as a move per turn consuming chakra. Can only make one arrow A rank and above per turn. Note: Can only be held by clan members as the weapon will burn the skin of others Note: The weapon takes S rank to destroy and if one sword is destroyed the bow can't be formed. Note: The power behind the abilities corelatates to the chakra. So for a C rank arrow, it costs 15 chakra and does 30 damage. And will be treated as so. Same for covering the swords in chakra and releasing the waves. S rank versions of the abilities can be used 3 times with two turns between each use, this total is for all S rank, both sword and bow. Note: Combining the swords to make the bow or detaching them counts as a move per turn Note: Waves and arrows B rank and below can only reach mid range[/SPOILER] 2) Junsei Dageki | Holy shock [SPOILER] Type: Offensive/Supplementary/Defensive Rank: C-S-Rank Range: Short-Long Chakra: 15-40 (15-40 per turn to sustain) Damage: 30-80 Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application. This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly. Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application. C to B rank can be made without handseals just hand gestures, A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user. Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn. Note: The A rank version can only be used once per turn. Note: Can only be made around the user or on the borders of short range around an enermy Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns[/SPOILER] 3) Shigai no Seisen | Body of the Crusader [SPOILER]Type: Offensive/Supplementary/Defensive Rank: A/S Range: short Chakra: 30/40 Damage: 60/80 Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm. Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 3 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also. Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element. Note: Blinding lasts while this is active. Once this ends the targets remain blind for one more turn. Note: only be able to use elements that compose Holy Fire when in full body mode[/SPOILER] 4) Consecration | houken [SPOILER]Type: Offensive/Supplementary/Defensive Rank: A Range: Short - long Chakra: 30 Damage: 60 Description: This is a unique jutsu to the Elves in which they release their silmarilis into the ground on a target location with a radius of 5m-15m (short to mid). This light is charged into the ground creating what looks like cracks of light as the holy fire is charged into the ground. It would be like creating the swamp but with a pool of holy fire chakra. Standing on this will burn any and all unfriendly targets in the users eyes, with a single hand motion short range within the center of this technique a pillar of holy fire will errupt into the sky like a pillar of holy fire engulfing all and burning them with all the power of holy fire. Note: Can only be used once every two turns for 4 usages overall. Note: Lasts for the turn used[/SPOILER] 5) Ame no Junsei Seisen | Rain of the Holy Crusade [SPOILER]Type: Offensive/Supplementary/Defensive Rank: A Range: Short-Long Chakra: 30 Damage: 60 Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate causing it to take twice as long for them to perform a jutsu, so what would normally be as easy as making a single handseal, due to the constant burning it would take twice as long for them to focus. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan as the byakugan can see through chakra, like how it can see through the hidden mist. Where as sharingan and the rinnegan will just see chakra all around them blocking their vision. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches as it gives off an even brighter glow, allowing one to notice this, starting ateast 5 meters above the target. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to S rank, taking up 1 of the three jutsu per turn. Note: Useable 3 times, lasting 3 turns, 2 turns between uses Note: Making it burn and increasing it to S rank can be done once per use lasting for that single turn, ending the usage of the full jutsu. Note: Will not harm the user as the holy fire just becomes one with them once more[/SPOILER] 6) Obliteration | Heisoku [SPOILER]Type: Supplementary/Defense Rank: A Range: Short-long (blast short range) Chakra: 30 Damage: 60 Description: This is one of the unique jutsu of the Elves created for a quick retreat or counter in dangerous situations. The user will release a surge of holy fire around their body turning their skin to what looks like a solid layer of holy fire, almost like glass made of fire. This would be extremely bright like all other holy fire jutsu and so would blind any that look at this for one turn. At any point the user can release this shell, which would burst outwards like shattering glass, where the holy fire would be the tiny fragments of glass. This burst would be A rank damage hitting short range around the user and releasing a more intense burst of light for those who weren't initially blinded. Any who see this (apart from the elves) would be blinded for one turn afterwards. The main part of this jutsu isn't the blast, the blast is a distraction, where as the user turns them self into one of the shards of holy fire that is shot off in a chosen direction. In doing this the Elves were able to blind their targets, distracting them and escape in the process. The user can only remain in the holy fire form shard for one turn then they reform in a puff of light, a small light, but enough to give away their location to any who weren't blinded. In this form, they would be weak to the natural weaknesses of holy fire. Note: Useable 4 times per battle Note: Must wait two turns between uses. Note: Cannot attack while in shard form.[/SPOILER] 7 ) Furukauntā | Full Counter [spoiler]Type: Offensive/Supplementary/Defensive Rank: S (C-S) Range: Short-Long Chakra: (15-40) Damage: (30-80) Description: This is a unique technique of the Elves developed from the way that they gained their powers. In the begining, to gain their powers, the fused the Amber from the tree of life into their bodies which then gave them their powers. This technique is based of the traces of the Amber still found in their body today. The tree of life has the ability to absorb chakra, being from the tree the amber would be able to do the same just not on such a scale. The way this works is when energy based chakra comes at the users they will tap into their bloodline using the traces of amber within them to absorb the chakra into their body breaking down the chakra to raw chakra. From here they can't keep the chakra within their body or find a way to use it, and so they then release the built up chakra using the power of the clan in the form of holy fire. For example if a shinobi released chidori nagashi at the user, the attack would be absorbed into their body and then released again in the form of holy fire, in a wave, blast, shock, which ever the user wishes. They can even release it through a medium such as a sword or the clans bow. The power of the attack released would be the same as the attack absorbed, and the same range. Due to the attack actually using the chakra of the attack absorbed, it takes little effort from the users part. All power is reliant on the attack that hits the user. This would work on all energy based attack and fluid elmenents like water as they flow into the user in a chakra form, it will not work on any form of solid as it would hit the user before the chakra could be broken down. The user can absorb one attack at a time, not multiple, though if an attack is two elements they can be absorbed as long as they meet the above requirements. The user can hold the chakra within them for up to two turns but can't absorb another technique into them until they have released the one within them. When the user absorbs an attack, before it is released, their veins will glow like the fire is surging through them, this doesn't harm them but is the result of he absorbtion technique, giving their body a blinding glow to short range around them, as is the way with holy fire. Note: Useable 6 times per battle, two turns between uses. Note: The attack released is holy fire and should be treated as such, the power of the attack is the same as that absorbed, and the same range. Note: S rank usable twice with 3 turn cool down[/spoiler] 8) Tolkien's Isan | Tolkein's Legacy [spoiler]Type: Offensive/Defensive/Supplementary Rank: B-S Range: Short - Long Chakra: 20-40 Damage: 40-80 Description: This is a technique that was developed by the Elves to give them a more versatile ranged fighting style, using their bows to fire Holy Fire in a more varied way than just single arrows, such as in the form of multi shots, animals, binding methods, all explained below. Scatter shot - A rank: This allows the users to fire multiple shots at their opponent/opponents all at the same time. This allows them to attack multiple targets but also cover a larger range at the same time. In doing this, all the arrows they fire have a collective power of the chosen rank. They can be fired all at the same single target or fired as an array in front of the user. This can be done once every 2 turns and 4 times in total at A rank. Aspect of the beast A - S rank: The user fires an arrow that takes the form of a chosen animal or beast, be it a replica of the users summoning contract or a basic animal, excluding mythical creatures. The user will draw back their bow and release and arrow that takes the form of an animal of their choosing made of holy fire being released at the speed of a shot arrow. The user can control this beast's movements for up to 2 turns. While active, the user can only use Holy Fire and and it's components. The size depends on the user's will but S rank can reach a maximum of thrice the size of the user. The arrow will burst into animal form as it's released from the bow, retaining all the properties of holy fire. This can be done once every 2 turns and 4 times in total at A rank while it's S rank version can only be used once per 3 turns, preventing use after it. For every turn it is out, the user will spend 10 chakra each turn. Aspect of the Guardian - S rank: The user will draw back their bow and the arrow they form will have a large shield of holy fire that can be flat like a wall or wrap around them like a barrier, extending up to 2 meters around them in either use. They will hold this in place as a barrier which they can also shoot to either attack their opponent with their defense or to protect an ally. This can be done once every 2 turns and 3 times in total at S rank. After each use, the user cannot use Holy Fire in the next turn. Aspect of Judgement: The user will fire an arrow in the sky towards a a chosen location, but this will explode into an array of holy fire, that will fall like snowflakes of holy fire on a chosen location (up to mid range diameter). This will rain on the chose location for three turns. Designed to detect enemies, it will only harm their enemies as an inherent skill of holy fire. This can be done once every 2 turns at B rank. Aspect of the Binding shot: The user will draw back their bow forming an arrow of holy fire that contains a sealing formula. After release, the arrow has two uses: If the seal hits their intended target, the seal will restrict their movements as the holy fire burns. This seal is S rank and use of this arrow takes up two of the users moves per turn. The second use is to hit the ground near the intended target, and releases the sealing formula onto the ground as the arrow ignites the ground also. The seal binds the target to the ground holding them in place as the holy fire burns them alive. This variation will only bind their legs has a short range radius. If this is used the user can't use fuuin above B rank in the following turn. This can be done once every 3 turns and 3 times in total at S rank and requires Fuuinjutsu. . Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns Note: Every version released is capable of causing blindness for one turn to none Elves who see them directly.[/spoiler] 9.) Seinaru kagayaki | Holy Radiance [spoiler]Rank: S Type: Supplementary Range: short Chakra Cost: 40 Damage Points:80 Description: The Noldor were formed by the amber from the tree of life being sealed within their bodies through lasting generations it remains there, this is what gives them their traits and powers. As it still lingers in their bodies, natural energy is constantly drawn in to their body, strengthening them, keeping them immune to illness and such. Their bodies are at one with the amber itself. This technique relies on that, what it does is, the amber in the users blood can feel the flow of chakra, being at one with it, adding natural energy, constantly into their system while creating a balance in it's own way, this is a constant effect in order to stop the elves turning to stone. The amber isn't sentient it's just part of the users body, much like how a white blood cell acts in a way that it is there and will fight infection, in the same sense, the amber is there and will force the users chakra flow to remain constant, in the same flow to create the balance. The way this works is the amber will react on it's own within the users body, in releasing a pulse throughout their entire body of pure natural energy. In doing this it will act as an outside insertion of chakra, much like a curse mark, as the amber will push a surge of Natural energy through the users body and out through their chakra points in a way to cleanse their chakra flow and their body at the same time, even forcing open their chakra points after being close by a hyuuga. Due to this surge of Natural energy it will heal the user for 40 points, in a sudden wave, much like how sage mode can heal. The downside from this is the Natural energy pushes out in a pulse around the the user in a short range burst, pushing everything away, including the natural energy itself. What this would mean is the Noldor member would lose their Elven traits in the following turn after using this, being unable to use holy fire and their added strength/enhanced vision. After 1 turn, the natural energy will begin following through their body once more through their body, the amber once again creating balance as their traits return to them. Note: Usable twice with two turns between uses. Note: Heals 40 health and minor injuries such as cuts, bruises, not enough to heal a broken bone fully etc. Note: Once used, until the turn after next, the user cannot use Holy fire jutsu, enhanced vision, sage mode, enhanced strength. Note: If used in sage mode it would end sage mode, but the effects would be increased by the amount of sage chakra in the users body, equating to an F rank jutsu, with damage = to which ever sage mode they are using being added on[/spoiler] (Manto Erufu) Cloak Of The Elves [spoiler] Type:Supplementary Rank:S Range:Short Chakra: 40 Damage: 80 Description: Cloak of the elves is one of the unique techniques of the Noldor clan, specially to Mereoleona who created it. The user will do a set of 3 handseals, causing a cloak made of holy fire to form around the users body. Doing this, it will not only moderately heal the users body, it will also compliment the users body physical functions. The user gains a boost to speed (by +2) and taijutsu (by +15). But the unique thing about the Cloak of the Elves isnt the portion increased physical abilities or healing but the ability for the user to gain control over the holy fire that is around the user. Due to it being holy fire, anybody who looks at the user will become blinded by the bright light from the fire for one turn. The user is able to mold the holy fire to shape to anything within short range, all from a shield of fire, or a sword, or even a claw. The user is able to make the holy fire non dangerous, by making it as warm as a bonfire, or as destructive as it can be. Note: Technique last 4 turns Note: Can only use be twice per battle Note: Cant use any jutsu above S rank while technique is active Note: Mode Heals +10 per turn (+20 if have the medical specialty)[/spoiler] (Seisei hakai) Purification Of Destruction [spoiler] Type: Offensive Rank: Forbidden Range: Short - Long Chakra: 50 Damage: 90 (-30 to user) Description: Purification of Destruction is one of the most powerful techniques of the Noldor Clan, passed on by the hermit of the Noldor clan to those only worthy of it. Due to its destruction power, the user will need plenty of space to activate said technique which can only be used when the opponent is mid-long range. The user will gather a massive amount of holy fire from their hands. Once done the user will release it in countless streams of holy fire that travel in the direction of the user hands in a incredibly violent fashion up to long range high and far and mid range in width.. The holy fire is so destructive that getting hit by one will purify enemies, leaving the entire field with burning Holy Light beams. Purifying Though this technique is indeed very powerful, it comes with great risk. Due to the powerful outlet of the technique, the user hands become incredibly damage, due to the strain. Doing this, the user will not only take -30 damage but wont be able to use techniques dealing with the hands for two turns. Note: Can only use twice per battle, once every 3 turns. Note: Once used, cant use any holy fire techniques for two turns[/spoiler] (Houshakido Heiretsu) Parallel Of Radiance [spoiler] Type:Offensive Rank:A/S Range:Short-Mid Chakra: 30/40 Damage:60/80 Description: PoR is a very unique technique technique as it utilized the holy aspect of holy fire as a whole. The user will start off by forming 2 handseals and extending their hands, creating a large ball of holy fire. Doing this, the user will cause the heat from the holy fire to extend outwards in like a wave of powerful heat up to short range. Doing this, if the user has any violent intentions towards the user, the heat from the holy fire will in sense "purify" the opponent. This will cause the opponent body to burn causing them to be in incredible pain. If the user wants to use the S rank version, the user will send the fireball towards the opponent in a forceful fashion, sending them back not giving them mobility. The user will then snap their fingers, causing the holy fireball to explode into a huge fireball with a mid range explosion. Note: Can use Three times per battle (S rank twice only) Note: Once done the user cant use noldor techs S rank or above Note: If used the S rank version, the fire shoots off with the opponent into long range, causing a mid range explosion. [/spoiler] [hr][/hr][/B][/QUOTE][/spoiler][/spoiler] [/QUOTE]
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What animal is associated with Naruto's inner demon?
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