Zatanna and her Customs

Zatanna

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Ganmi

Ganmi Genjutsu: Mihoufu ⋓ Minori ) Taste Illusionary Arts: Fruitful Bounty ⋓ Harvest
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Harvest is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceives the world around them with the 5 basic senses, similar to False Surroundings. It does not change how the targets see people, animals, or even themselves, only creates or alters terrains, and inanimate objects or beings. The Secondary Taste allows the user to alter the way the opponents feel their surroundings, or how the surroundings make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. They fall under one of 5 category:
• Anger: The changes done to the terrain will be perceived negatively. This is usually meant to create a decoy of focus onto the surroundings, rather than entities within the battlefield. The target will chase after the terrain or target the terrain or a specific inanimate object. Ex: Create a red curtain behind the opponent, which will prompt him to direct his attacks at the curtain. A wall created with this will be a target to destroy, not to avoid.
• Disgust: This is meant to guide the target away from the terrain creations, and guide them into a specific place or just make them lose focus on their surroundings or specific directions. The target will be disgusted by the terrain constructions and move away from it. Ex: Create a wall of mucus that will prompt the target to move away from it, or go around it, not targeting it but rather avoiding it.
• Fear: This is meant to paralyze or make a person suspect of the terrain changed. The object of the illusion will cause great fear upon the target. Ex: Create a black wall that will seem too big, too imposing, too insurmountable for the opponent to destroy or evade, or do anything but stare at it.
• Happiness: This is meant to calm and attract the target to the terrain feature. This could attrack someone into it, or guide them in this way. Ex: Create a yellow pillar which the target will focus on and travel to, rather than avoiding or wanting to destroy.
• Sadness: This is meant to remove the will of the opponent into doing anything. The terrain will elicit more extreme action of either defend from it or attack it. Ex: Create a blue wall that saddens the opponent, making him sad and exhausted and prompt him to do something gratifying, either destroy it or hide from it.

A person targeted by this technique can still perceive damage from the surroundings, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the terrain, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, trees appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Ganmi Genjutsu: Satoukashi ⋓ Shuen ) Taste Illusionary Arts: Sugary Pastry ⋓ Banquet
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Banquet is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive others,based on the 5 basic senses, similar to Myriad of Mockingbirds. It does not change how the targets sees the terrain or themselves, only creates or alters people or animals, and any techniques other people or the illusionary people use. The Secondary Taste allows the user to alter the way the opponents feel about others or thrown techniques, or how they make the opponents feel, based on the 5 basic Ganmi Emotions, as stated in clan's description.They fall under one of 5 category:
• Anger: The changes done to someone else will evoke destructive sentiments, opponent will want to target that person aiming to destroy it. Ex: Put the face of the target's enemy on someone else, prompting him to attack him.
• Disgust: This is meant to guide the target away from person, and avoid him/her without paying attention to small details like handseals or whatever they're saying. Ex: Make someone's hands turn into pus, which will prompt the target to avoid that person or even looking at their hands.
• Fear: This is meant to paralyze or make a person suspect he person affected by the illusionary change. The object of the illusion will cause great fear upon the target. Ex: Create the face of a dead person behind someone, which will cause fear upon the target when looking at that person.
• Happiness: This is meant to calm and attract the target to the person. This could attract someone into it, or guide them in this way. Ex: Make someone's face look like a cute puppy, prompting someone to get close to them.
• Sadness: This is meant to remove the will of the opponent into doing anything. The person will elicit more extreme actions of either defend from it or attack it, but mostly just disable the target. Ex: Turn someone's face into their dead allies, prompting them to become exhaustively sad.

A person targeted by this technique can still perceive damage from the illusions, being constricted or even cut, but only as external damage. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the other beings, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, animals appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu. The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Ganmi Genjutsu: Kyoushokora ⋓ Koumenzaifu ) Taste Illusionary Arts: Chocolate Pleasure ⋓ Indulgence
Type: Supplementary/Offensive
Rank: D-S
Range: Short-Mid
Chakra Points: 10-40
Damage Points: 20-80
Description: Indulgence is one of the basic applications of the Ganmi Genjutsu. It is versatile in terms of effects and chakra cost in order to cover a wide range of applications, as well as accompany the user in terms of hierarchy within the clan, with lower clansmen having access to lesser ranks. Here, the user will use the Primary Taste of the Illusion to change how the opponents perceive themselves, based on the 5 basic senses, similar to The Voodoo of the Headless Chicken.They fall under one of 5 category:
• Anger: The changes done to himself will be perceived negatively. This is usually meant to create a decoy of focus that change or body part, and make the target want to destroy it. Ex: Create a reptile skin on someone's hands which will make them want to destroy it, and, with it, the hand itself.
• Disgust: This is meant to guide the target away from the change. The user will not want to use the body part or focus on it. Ex: Create blisters on someone's hand, preventing them from wanting to use the to make handseals or hand gestures.
• Fear: This is meant to paralyze or make a person suspect of the changed body part. The object of the illusion will cause great fear upon the target. Ex: Turn their feet into demons that will scare the target into paralysis.
• Happiness: This is meant to calm and attract the target to the terrain feature. This could attract someone into it, or guide them in this way. Ex: Make someone's hands into a strawberry cheesecake, so yummy, making them want to eat their hands.
• Sadness: This is meant to remove the will of the opponent into doing anything. The body part will elicit more extreme of either defend from it or attack it. Ex: The user's eyes are blind, what's the point of even seeing or doing anything?

It does not change how the targets see other people, animals, or even the terrain only creates or alters body parts, and techniques used by the target. The Secondary Taste allows the user to alter the way the opponents feel about themselves and their techniques, or how certain parts or his techniques make them feel, based on the 5 basic Ganmi Emotions, as stated in clan's description. A person targeted by this technique can still perceive damage, being constricted or even cut, by altering the body directly or by using the opponent's techniques against him, within the illusion. Given the different method of casting, and the additional properties, a clansmen, especially newly started, does not require Genjutsu in order to use this technique though Genjutsu is required to use it to it's fullest potential. Without Genjutsu knowledge, the user will be able to attach an emotion to an aspect of the target, without actually creating a complex Primary Taste illusion, which requires Genjutsu mastery. Non-Genjutsu usages make, for example, the opponent appear darker or lighter, depending on the tone of the emotion, but can't be considered anything but premature Genjutsu.The rank of the user and the opponent play crucial point. Rather than wanting to move away or towards something, one can feel just an hesitation or a unforcefull will to go that can be ignored, if the difference is too big and the opponent too strong.

The user is required to describe a spread of toxins through the air 1 turn before he/she is able to perform this technique, or have had an active Saliva technique in the previous turn within 10 meters range of the target(s).
Taester require 4 handseals in order to cast this technique. They can only use it up to C rank. Biiter require the same number of handseals but can use up to B rank. Savor require 3 handseals and can use it up to A rank. Paladar require 2 handseals and can use it up to S rank. A Flavoron Paladar and the Candymaker require only 1 handseal.
Having Genjutsu as the Primary Specialty allows the user to shave 1 handseal from the total required.
All the inherent restrictions of the Clan apply to this technique.

( Tsuba Kijutsu: Myousake ⋓ Meiwain ) Black Tongue Arts: Dark Licorish ⋓ Nectar
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: +10 chakra for each water technique
Damage Points: N/A
Description: Nectar is the most basic application of the Black Tongue Techniques. Because it’s intimately connected with the basic element Water, in behavior, weaknesses and strengths, the primary purpose of this technique is to describe and adapt Ganmi’s corrosive Saliva to any known Water Techniques that are or can be spat from the mouth. Through this technique, the user will activate the salivary glands and infuse them with chakra, spitting out any amount of saliva and then modelling it after a known spat Water Technique. The user pulls from the mouth, instead of the gut, but the saliva will follow everything else about the original water technique that is being adapted, including handseals and restrictions. While intimately related to water, a clansmen doesn’t necessarily require the water element to use this basic technique, though becomes severely restricted by the lack of it. For non-water users, this technique can be merely used as an A rank blast of saliva, that can take the form of a thin stream or a scattered splash. It costs 30 chakra points ,deals 60 damage points also reaching up to mid range. Adapted defensive techniques gain offensive properties due to the corrosive nature of the saliva if applicable and logical, dealing damage equivalent to its rank.
*Water users will need to post this technique alongside the desired water technique; it will not count as a move despite requiring more chakra than the water technique original requires*
*Water users are capable of using the non water users variant*


(Ganmi Jutsu: Pekotaberu ⋓ Pekogakidou ) Taste Technique: Insatiable Desire ⋓ Dulce de Leche
Rank: C- S
Type: Offensive/Supplementary/Defensive
Range: Short – Long
Chakra Cost: 15-40
Damage Points: N/A
Description : This technique encompasses the one of the most complex techniques within the clan, making use of the user's Taste senses and Saliva manipulation, by taking the enemies techniques and actually “eating” the chakra of the technique, digesting it and turning the neutralized chakra into saliva, which the user can then shoot out back at the opponent. The user will inhale, manipulating their Saliva glands to create a syphon of chakra-filled saliva that is connected towards the user’s mouth. The syphon, through shape manipulation and its corrosive properties, will takeover the enemies technique and begin to dissolve chakra located inside of the technique, actually breaking it down, as user draws the technique inside their gullets, “eating” the weakened and now harmless chakra. The technique can also be used on techniques that are in direct contact with user by simply biting the technique or siphoning it in, with the Saliva and repeating the process but much quicker. This siphon and digestion of chakra can only happen in situations where the saliva technique, with it's described S&W, is capable of neutralizing ( equal ) or overpowering ( stronger ) the targetted technique.

When the user is capable of neutralizing the technique, the user will simply eat the chakra and metabolize it into their own chakra resources, in an ammount equal to the technique eaten. When the user is capable of overpowering the technique, then the full amount of chakra dissolved will be converted into damage, 1:2 ratio, sending back a blast of corrosive saliva at the opponent. The end technique is a Saliva technique.

*Siphon is short-range, while the blast can reach up to Mid-Range ( Savors and bellow ) or Long-Range ( Paladar and above ).
*Can only be used 5 times and requires 1 turn cooldown before using again. Savours can use the technique up to A-Rank, rest of the lower ranks can use the technique up to B-Rank. S-Rank can only be used by Paladars and above and once used renders the technique only usable one more time.
 
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Zatanna

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Kisei
( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank

Levitation Charm: - Defensive
The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.


C Rank

Disarming Charm: - Supplementary
The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.


B Rank

Summoning Charm: - Supplementary
The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.


Banishing Charm: - Supplementary
The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.


A Rank

Stunning Charm: - Offensive
The Stunning Spell ( Stupefy ), also known as a Stunner or Stupefying Charm is a charm that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.


Human Presence Revealing Spell: - Supplementary
The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.


S Rank

Severing Charm: - Offensive/Defensive
The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.


Bombardment: - Offensive/Defensive
Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.


Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The restriction applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.
Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

(​ ​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

Dark​ ​spells​ ​can​ ​be​ ​classified​ ​into​ ​three​ ​groups:​ ​jinxes,​ ​hexes,​ ​&​ ​curses.​ ​These​ ​groups​ ​form​ ​a hierarchy,​ ​with​ ​jinxes​ ​at​ ​the​ ​base,​ ​hexes​ ​in-between,​ ​and​ ​curses​ ​at​ ​the​ ​top.​ ​The​ ​further​ ​one ascends​ ​up​ ​this​ ​hierarchy,​ ​the​ ​more​ ​wicked,​ ​the​ ​stronger,​ ​the​ ​longer-lasting​ ​and​ ​the​ ​less reversible​ ​the​ ​Dark​ ​spell's​ ​effects​ ​appear​ ​to​ ​be.

B rank
​ ​​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.


Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move


A rank

Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​
The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​


Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​
The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.


S rank

Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.


Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​


Forbidden rank

Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​
The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.

Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​take​ ​the​ ​form​ ​of​ ​​ ​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.


( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts

Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Impediment Jinx: - Supplementary
The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.


Langslock: - Supplementary
Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.


A

Shield Charm - Defensive

The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.


Knockback - Supplementary/Defensive

The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.


S

Patronus Charm - Supplementary/Defensive

The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.


Maximum Shield Defensive

An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.

Note:​ ​Nearly​ ​all​ ​DADA spells ​take​ ​the​ ​form​ ​of​ ​​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Light Wizards​ ​can​ ​use​ ​all DADA jutsu ​while​ ​Dark ​Wizards​ ​can​ ​only​ ​use​ B ranks.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

(Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank

Hufflepuff's Elixir


An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir


A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.


S rank

Gryffindor's Elixir


A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.

Slytherin's Elixir

A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.

Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.

-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn
-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.
Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
 
Last edited:

Zatanna

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Custom Clan Ideas

C.c idea

Vastayan animalistic.
Name:

Here you state the name of your clan.

Founder:

Here you state the name of who made the clan. Co founders can be added, however the original founder has to be an official sage.

History of the Clan:

Here you include a background story on how your specific clan was conceived, where the clan came from and how, all within the context of the Narutoverse. It should be detailed enough so that anyone who looks at your clan would be able to tell something very specific about it.

Special Abilities:

This is, by far, the most important part of the template and should be where you should spend the most of your time on explaining. Here you will describe your clans abilities and the mechanics behind the abilities. As far as approval goes, this part will be under the most scrutiny. Within this section there are two sub aspects you are required to define:

Passive Traits & Abilities:

Basically, in here you'll explain the passive abilities (if any) that each bio of the custom clan will have access to. Sensory, enhanced hearing, bonus strength, immunities, etc all fit in here. You must make sure its all clear and concise as well as explained clearly as to why and how it works.

Kekkei Genkai (or equivalent):

This section is where you detail the specific trait of your clan. Does it have access to a special element? Does it have some special physical trait? What is the special ability of the clan itself? You can name this section with the name of the special ability of your clan however, it doesn't need to say "kekkei genkai (or equivalent)". Just make sure that within the special abilities of the CC template you have a single section completely dedicated to that special trait your clan has. If its an element, define its weaknesses and strengths, its properties and how it works (for reference, you can use the custom elements template to know the main information you need to refer). If its another trait, just make sure you define it clearly and in a concise manner.

Location:

Here you state where your clan is located. It can be a village like Konoha or Kiri, a meeting place, a headquarters or something of the like. You can also make up your own place, though it still has to be logical (no alternate dimension or whatever).

Purpose:

Discuss here why your organization exists and what they want to accomplish. Does world domination sound like music to your ears?

Special Info:

Here you explain the ranking system [if applicable] and other conditions of members or of the organization itself.

Requirements:

Here you explain how one can become a member? What do they have to do? And what can get you kicked out of the clan?

Name:
Vastaya


Founder:

UdonPanda

History of the Clan:

Not much is known about their culture due to the mysterious nature of this race. However, like their biological nature, their culture is a mix of both animalistic and human behavior which reflects both in the races individuals interaction with other sentient and non sentient beings. Their culture is also heavily shaped by the location each type of Vastaya live in.

The Origins:
Long ago, when those with chakra began teaching their animal kin how to channel and use their chakra, some became quite attached to their animal friends, choosing to further deepen the bond between human and animal living together in harmony. As the decades went on, Human learnt from Animal, and Animals learnt from man, each benefiting from each others way of life. Not much is known about who the first Vastayan were, where it were the Sky folk, River Folk or Landwalkers, but all that is known is very much like all the tribes, each had a special bond and kinship with their local animal spirits. Some would live among them, deciding to leave human kind behind and live as with the animals, teaching the way of Ninshu, and in return, learning how to hunt like a bird of prey, or how to free ones spirit from their human body, to dive deeper into their animalistic nature. As time went on, more of these humans began to live with the animal kin, and as such began to develop animal features, eventually becoming themselves, half human half animal.

The Evolution:
Over time, the varied offshoots began to settle in different regions and naturally adopted different forms - simian, avian, even piscine - according to the creatures which most embodied their strongest characteristics. In addition to their animal-human forms, Vastaya are notable for their extremely long lives. Some have been known to live for thousands of years, while others claim to be immortal. As time wore on and the Vastayan bloodline spread throughout the world, an interesting genetic aberration occurred: certain humans with very small amounts of Vastayan heritage gained the ability to shapeshift. From the frozen north to the darkest jungles, these shapeshifters can't maintain their animalistic forms for long, yet are still capable of harnessing some of their ancestral chakra and change their shape.

Not much is known about their culture due to the mysterious nature of this race. However, like their biological nature, their culture is a mix of both animalistic and human behavior which reflects both in the races individuals interaction with other sentient and non sentient beings. Their culture is also heavily shaped by the location each type of Vastaya live in.

Tribal Culture:
The Marai Vastaya have cultural and existential ties with Mount Targon. The Moonstone protects its people from monsters from the dark depths of the Guardian's Sea. However, the moonstone needs to be replenished over time, so a Tidecaller of each generation is tasked to retrieve a new one from the contemporary vessel for the Targonian Aspect of the Moon.
The Kiilash Vastaya have cultural and existential ties with Shurima. Their entire society revolves around the honor and glory of the hunt. Due to Shurima having a wide infestation of Voidborn creatures, the Killash see them as one of the most venerated and sought after prey.
The Lhotlan Vastaya have cultural and existential ties with Ionia. Being one of the oldest Vastayan tribes in existence, they have deep ties with their ancestral roots and protect their cultural heritage from the ever encroaching human population of the continent.
The Shimon Vastaya have cultural and existential ties with Ionia. These apelike Vastaya are a wise, cautious people, and as pacifists, chose to build their society away from land walkers, cultivating their society atop the tallest trees in Ionia. The Shimon see life as an evolutionary climb to wisdom, thus upon death, the Shimon believe they become stones, returning to the soil to begin the climb of life again.

Special Abilities:

Vastaya are sexually dimorphic group of races of various shapes and sizes. Their animalistic appearance depends on the location in which they adapted. However, there are three distinct types of Vastayan appearances and natures:

With very strong animalistic features. They closely resemble upward walking mammals which have largely animalstic features in their bodies design and behavior.
With mild animalistic features. They closely resemble humans, but still retain a modest level of animalistic elements, most notable feline ears, or feathers. The facial characteristics are closer to human appearance than animalistic.
Shapeshifters. They ether retain ether a human or animal appearance of their choosing, but they are able to shapeshift in and out of each forms.
Each type of Vastaya greatly differ from one another in appearance and abilities, but all of them are in tune with the chakra of the world in various degrees. Some are born in the race (or have ancestral ties to the race and have Vastayan traits manifested), while a rare few are magically altered to become one of three types types of Vastaya. The race has far longer life spans than humans.

Each race of Vastayan's have a natural affinity for a certain element. Whether this be the Marai who have an affinity to water, the Lhotlan that have an affinity for wind, The Shimon tribes that favor earth, Kiilash that are enhanced with Lightning or the Khonlui that work with fire. Each particular tribe have a natural affinity towards their chosen chakra element, which helps them survive and hunt in the wild.

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Vastayan Races from left to right;
Khonlui, Marai, Killash, Lhotlan and Shimon​

Kekkei Genkai (or equivalent):
Passive Traits & Abilities:


A Vastayans abilities mainly work around three concepts, which are self enhancement, stealth and ambushing and lastly summoning family/allies to help.
Self enhancement follows the principle of each Vastayan tapping into their predatory and animalistic instincts, to enhance their sensing, awareness, physical abilities and strength.
Stealth and ambushing abilities focus on concealment, attacking from stealth, and going back into stealth.
Lastly, Vastayans have a unique ability to summon forth allies and family for a single turn to execute one ability or help them in battle. Each Vastayans can only summon their own family members, and each summon lasts only a single turn. This does not count toward the usual summoning limit. These summons may help by attacking, performing distractions or may be supplementary.

Instincts:
The first ability all Vastayan are born with are their instincts, which are honed from a young age and develop as they grow. Being half animal they are given primal reflexes, which allow them to detect and identify a multitude of targets whether it be prey, predators, threats, objectives or even recognising attack patterns.
Given the age/rank of a member in a tribe, they will have a reactionary increase of either 0.75, 1.5, 2.25 or 3x the reaction speed. Those just learning their abilities have almost recognised their instincts and are still learning to harness their potential fully, while a senior hunter or tribal leader has perfectly honed instincts that help him in battle.
Those that lead their tribes have an advantage of unlocking their full potential to where they can sense heat sources. By focusing their senses they can lock on to sources of heat equally to that if regular chakra sensing.

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Camouflage
Each Vastayan has the ability to tap into their primal instincts to hunt their prey. Most Vastayan hunters are specialized in ambush and surprise attacking, often taking out the kill before their opponent has a chance to notice this. To this effect, Vastayan are very adept at hiding themselves and preparing for an ambush in combat. Naturally when surrounded by nature they are capable of blending in to their surroundings without being noticed. Vastayans have all developed an ability to camoflaugh themselves with nature, being able to protect themselves from being seen. While a new hunter may be able to set up a moderate ambush by hiding his physical form and blending into the surroundings, a master tribesman or chief can even use their animal instincts to suppress their chakra, effectively removing all forms of their presence while concealed. This shows the true mastery of the Vastayan hunters being able to leap from hiding only being detected at the last moment when mere inches from an opponent.



Location:
Vastayan Spread far and wide, living in almost any place they settle, but the birthplace and origin of the Vastayans is considered to be Ionia.

Purpose:
Vastayans all have their own agenda and ideals, but deep down primally, each Vastayan has the urge to hunt and prove themselves. They cannot ignore the call to hunt and to become the highest predator.

Special Info:

Ranks for each Tribe are as follows;

First joining - Scout
Just learning their abilities, still needing to finish training.

After completing their training - Warrior
Now can use Vastayan techniques up to A rank. Can start their first hunt.

After completing their first hunt - Predator
After finishing their first hunt they now become a predator and can use up to S rank Techniques and submit their own PCCJ.

Leading a Tribe - Patriarch/Matriarch Chieftain
Capable of leading a tribe, the Chieftains are able to decide whether they are accepting new members or not.



Requirements:
 
Last edited:

Zatanna

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Custom Weapons

Custom Weapons;
1
Hattori Hanzo
Type:
Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user a reduction of 30 damage from techniques that are physical in nature (Earth, Steel, etc) in one instance of damage. The armor can resist a total of S-Rank (80) damage in total before shattering. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage. Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.

(Emerald Mogu Gauntlets) - Emerald Mogu Gauntles
Type: Weapon
Rank: S
Range:
Short-Mid
Chakra: -20 per turn
Damage: N/A
Description:
A very proficient group of blacksmiths collectively called the Mogu, had such skill with shaping and using Hugurian Ore, that generals and leaders traveled all over the world to ask for weapons to be made for them. One particular weapon that was made were a pair of gauntlets, designed for close quarters combat however came with a heavy cost. Originally created for an amazing female warrior, they were lost, and then eventually resurfaced.
The Emerald Mogu Gauntlets are a pair of larger than ordinary fists carved and shaped into dragonesque faced gauntlets, crafted from Hungurian Ore, gilded with Jade, each embedded with a jewel. Each of these jewels empower the gauntlets at the cost of additional chakra, creating a large taxing chakra based weapon.
In the left Gauntlet is a orange topaz, etched with the symbol for barrier. When chakra is charged through the gauntlets, the topaz activates, withdrawing in the same amouont of chakra that is used for a technique, only up to S rank. Once collected the chakra then spreads over the users body as a 10cm layer of second skin, protecting the user and reducing damage taken from the next technique by the amount of chakra taken (ie 40 chakra taken, reducing 40 damage from the next technique that damages the user). while only lasting a few seconds, it only lasts for one turn, and can only draw in chakra from one technique at a time.
The right gauntlet has a malachite gem embedded into the head in which also taxes the user, chakra per technique used. Destined and designed for war and combat, the symbol for challenge is etched into the malachite in which every turn 20 chakra is taken from the uiser each turn. This chakra is the expanded out from the gem once per turn as an invisible field of omnidirectional chakra, acting similarly to a sonar. This chakra in no way harms or damages the opponent however, will ping back to the user about the closest incoming enemy's physical position.
 
Last edited:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
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Kin
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Kumi
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Technology

Technology

The Banshee's Wail | Josei Himei
Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description:
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.

Yoko | Yoko
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: N/A (20)
Damage: 80 (40 and -5 to the user)
Description:
Yoko is a large Heavy Ballistic Seige Rifle, looking very similar to a Barret .50cal sniper.
This Heavy Sniper Rifle is carried around often slung on the back of a user, or summoned from a scroll if desired. The rifle itself uses large ballistic ammo that has been specially crafted from hungurian ore for extra damage. Yoko has two firing modes, Standard Rifling or quick eject cartridge, a custom made style.
When in regular firing mode, the user can use the bipod attached for a steady shot, or those with extreme strength can hold the rifle steady enough to accurately target shots. While in regular Firing mode, ammunition is shot out from a 6 round chamber one at a time with comparable speed to lightning jutsu. This mode requires no chakra on behalf of the user, activating like a regular gun. The extended silencer on the barrel muffles sound, outside of mid range, meaning that when fired only the shot can be heard in short and mid range. In the quick eject mode, Ammunition can be launched out of the holding chamber into the users hand. These cartidges then require 20 chakra from the user to activate to fire off the bullet in the users hand. Doing so causes only 40 damage however and also deals 5 damage to the user for the explosion going off in the users hand.
Notes: Can be fired up to 6 times in total. Only one shot can be fired per turn, including the quick eject mode, counting as a jutsu per turn when used.
Note: Quick Eject shells can only reach within short range.
 
Last edited:

Zatanna

Elite
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Messages
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Bio Coding Quick link

Kazumi:
PHP:
[CENTER][IMG]https://78.media.tumblr.com/5a00c411a35c4947477533c33d2776e3/tumblr_o8rmxpWSDe1uve7bfo1_500.gif[/IMG][/CENTER]
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[FONT=Garamond][B][U][SIZE=15px][COLOR=rgb(238, 130, 238)]N [/COLOR]A M E :[/SIZE][/U][/B][SIZE=15px] 三島 一美 Mishima Kazumi[/SIZE][/FONT]

[SIZE=15px][FONT=Garamond][B][U][COLOR=#EE82EE]N[/COLOR] I C K N A M E :[/U][/B] Hachijo, Hand of God[/FONT][/SIZE]

[SIZE=15px][FONT=Garamond][B][U][COLOR=#EE82EE]G[/COLOR] E N D E R :[/U][/B] Female[/FONT][/SIZE]

[SIZE=15px][FONT=Garamond][B][U][COLOR=#EE82EE]A[/COLOR] G E :[/U][/B] Unknown[/FONT][/SIZE]

[SIZE=15px][FONT=Garamond][B][U][COLOR=#EE82EE]C[/COLOR] L A N :[/U][/B] N/A[/FONT][/SIZE]

[SIZE=15px][FONT=Garamond][B][U][COLOR=#EE82EE]L[/COLOR] O O K S :[/U][/B][/FONT][/SIZE]

[SIZE=15px][FONT=Garamond][justify]Her appearance resembles that of a white Japanese empress. Kazumi is a very beautiful woman, she has long black hair with a full fringe and is tied in a large Japanese bun and brown eyes. She also has a mole on her bottom right eye.[/justify][/FONT][justify][/justify][/SIZE][justify]

[SIZE=15px][FONT=Garamond]She wears a white short sleeved traditional kimono dress with a red rope tied on each side of her shoulders and a red ribbon attached to the back of her shirt which is connected to the red rope and a gray diamond designed obi which is tucked into her kimono dress. She has an off-white traditional kimono dress which is tied in a white karate belt on her waist and both sleeves of the kimono dress are hanging loose with flower designs on her sleeves and her skirt of her dress. She also wears a white and red fingerless gauntlets with a golden shell design tied in red ribbons on each side underneath her arm and wrists. The interior of her off-white kimono dress is red. She also wears white tabi which is tied in red ribbons and traditional Japanese geta. She also has a Mishima Zaibatsu insignia at the center of her waist while wearing the outfit.[/FONT][/SIZE]

[SIZE=15px][FONT=Garamond]At the back of her hair which is just above the nape, she wears a kanzashi shaped like a gold phoenix.[/FONT][/SIZE][/justify]

[SIZE=15px][FONT=Garamond][B][U][COLOR=#EE82EE]P[/COLOR] E R S O N A L I T Y :[/U][/B][/FONT][/SIZE]

[SIZE=15px][FONT=Garamond][justify]Being a serious and very determined woman who is ready to fight her opponents along with her pet summons but she is also mysterious, cunning and seductive as seen in her scrolls when she fights her ex-husband, Heihachi, especially when she summons her pet slug to attack her opponents. Another of her scrolls is shown that she was very sad and disappointed implying that she becomes very upset towards her ex-husband for his actions. In one of her stories however, she becomes calm and a worrywart and can sense other presences known to her probably her own son, Kazuya who thinks she was dead and she can't accept her fate because of her heritage. Although when she faces her son in a fight, she convinces him to use his powers which is enough to wake up the city despite the latter wanting to gain more power as his own. Another one of her scrolls is shown that she formally bows to her opponent and kindly wants to accept her kindest regard. But in one of her win portraits where she calmly wonders while walking away to her defeated opponent and becomes impressed with her opponent's moves.[/justify][justify][/justify][/FONT][justify][/justify][/SIZE][justify]

[SIZE=15px][FONT=Garamond]An interesting note is that Kazumi also shares her ex-husband Heihachi's likeness to train their pets to fight their opponents which both had an affinity for animals. In Kazumi's case, she trains her pet slug which she can summon as she pleases as part of her combo moves, unlike the latter who trains Kuma but not being summoned.[/FONT][/SIZE][/justify]
[CENTER][FONT=Garamond][SIZE=12px][IMG]https://s1.zerochan.net/Mishima.Kazumi.600.2100269.jpg[/IMG][/SIZE][/FONT][/CENTER]

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[CENTER][FONT=Garamond][SIZE=18px][COLOR=rgb(238, 130, 238)]恐怖を教えて差し上げます.[/COLOR][/SIZE][/FONT][/CENTER]


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[CENTER][IMG]https://i.imgur.com/fKZ3vUK.png[/IMG][/CENTER]
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[CENTER][B][U][COLOR=#EE82EE][FONT=Garamond][SIZE=15px]V[/SIZE][SIZE=12px] I L L A G E O F B I R T H :[/SIZE][/FONT][/COLOR][/U][/B]
[FONT=Papyrus]Land of Snow[/FONT]

[FONT=Papyrus][COLOR=#EE82EE][B][U][SIZE=15px]W S E[/SIZE] [SIZE=12px]C L A N :[/SIZE][/U][/B] [/COLOR]
Shimogakure (Kage)[/FONT][/CENTER]

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[CENTER][FONT=Garamond][COLOR=#EE82EE][B][U][SIZE=15px]N[/SIZE][SIZE=12px] I N J A R A N K :[/SIZE][/U][/B] [/COLOR]
Kage of Shimogakure [URL='https://narutobase.net/forums/showthread.php?t=738513&p=21666390&viewfull=1#post21666390'](Jounin)[/URL][/FONT][/CENTER]

[FONT=Garamond][COLOR=#EE82EE][B][U][SIZE=15px]S[/SIZE][SIZE=12px] P E C I A L T Y :[/SIZE][/U][/B][/COLOR][/FONT]
[LIST]
[*][FONT=Garamond]Because of her innate strength, Kazumi is an boost of Advanced Combat Specialist, gaining a passive 20 to all Taijutsu techniques.[/FONT]
[*][FONT=Garamond]She can use Chakra Enhanced Strength and its related Taijutsu and also bypass the damage stacking rules in regards to her Taijutsu[/FONT]
[*][FONT=Garamond]She is also a Perfect Chakra Control Specialist, using 10 chakra less for Ninjutsu up to A rank and 15 less for S and Forbidden ranks[/FONT]
[*][FONT=Garamond]Kazumi was always friendly, and met a unique Slug that became her best friend; Katsuyu, becoming her personal summon.[/FONT]
[/LIST]

[CENTER][IMG]https://78.media.tumblr.com/9caa9badc5c0868f5a3f9d83fac54c61/tumblr_o7eonw34RI1r960qlo1_500.gif[/IMG][/CENTER]
[B][COLOR=#EE82EE][FONT=Garamond][SIZE=15px]E[/SIZE][SIZE=12px] L E M E N T S :[/SIZE][/FONT][/COLOR][/B]
[TABLE=width:-250,-align:-center][TR][TD]
[FONT=Garamond]Lightning Release[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Earth Release[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Fire Release[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Wind Release[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Water Release[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Sugar Release[/FONT]
[/TD]
[TD]
[FONT=Garamond]Creator[/FONT]
[/TD][/TR][/TABLE]


[FONT=Garamond][B][COLOR=#EE82EE][SIZE=15px]Y[/SIZE][SIZE=12px] O U R   [/SIZE][SIZE=15px]N[/SIZE][SIZE=12px] I N J U T S U :[/SIZE][/COLOR][/B][/FONT]
[TABLE=width:-250,-align:-center][TR][TD]
[FONT=Garamond]Taijutsu[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Ninjutsu[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Genjutsu[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Kenjutsu[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]NB Tai[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed (unrestricted)[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Medjutsu[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Slug Summons[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR]
[TR][TD]
[FONT=Garamond]Firefly Summons[/FONT]
[/TD]
[TD]
[FONT=Garamond]Completed[/FONT]
[/TD][/TR][/TABLE]

[FONT=Garamond][B](Kuchiyose no Jutsu: Katsuyu) Summoning Technique: Katsuyu[/B][/FONT]

[FONT=Garamond][spoiler]Type: Supplementary
Rank: B/S
Range: Short
Chakra: 20/40
Damage: N/A
Description: Katsuyu is a large slug, slightly bigger and bulkier than Gamabunta and Manda, that serves as Tsunade's personal summon. She has a very respectable demeanor, using honorifics when addressing other ninjas, regardless of friend or foe, and referring to Tsunade as "Princess". Her abilities seem to complement perfectly Tsunade's own abilities and she acts as a perfect companion for her summoner. She is a fast moving summon, whose main offensive abilities are her own body and her ability to spit acid at her enemies (like through the use of (Zesshi Nensan) Tongue Tooth Sticky Acid)). Apparently, the amount of chakra used to summon Katsuyu determines the size of the body that is summoned. This is related to her unique ability which enables her to split and divide herself apparently without limit, into thousands of clones. The more clones she divides into, the smaller they are. This actually acts as a very unique and powerful defense mechanism, since when facing a powerful physical attack, Katsuyu can simply burst into thousands of smaller slugs and gather herself nearby. Through the use of this mechanism, Katsuyu is effectively immune to physical damage such as Taijutsu inflicted ones or Weapon inflicted ones. As such, the user can summon a small clone or the entire Katsuyu in her full size. Linked to this ability to produce an infinite amount of small clones, is Katsuyu's ability to channel chakra through long distances amongst her clones. Unlike other clone techniques, Katsuyu's clones are physical, biological clones, divided and produced from her own cells. They are linked to each other and act as the same being, even when separated by great distances. This enables them to communicate to each other and to transmit chakra to each other. The clone attaches itself to the summoner while another clone attaches itself to an ally. Through this attachment, chakra can be transmuted from the summoner to the ally to, for example, power a technique that the ally is about to use. A variation of this chakra transmission is the ability that Katsuyu has to channel the healing chakra from the White Strength Seal's abilities. Through this use, the user can fastly heal multiple allies, as long as there is a clone attached to her and the allies. Katsuyu herself also seems to possess the ability to heal injuries on others by encasing them in her clones or inside her. While inside, the target heals slowly, 20 points per turn, if not aided by other techniques. It can, however, effectively be used to keep someone who is on the brink of death, stable. As a chakra transmitter by nature, Katsuyu can also use her own body to stabilize injuries. She will use clones or herself directly on the wound, transmitting chakra to the surrounding tissues and healing 5 points per turn, just enough to prevent death from blood loss or to maintain an amputated body part viable to be attached later.[/spoiler][/FONT][spoiler]

[FONT=Garamond]Note: requires signing the Slug Contract and requires a Tsunade or Sakura bio to use the healing related techniques.
Note: The main Katsuyu can only be summoned once.
Note: Clones can vary in size but cannot use the chakra transfer or the White Seals related abilities and only one can be asummoned at a time. They can, however, use the basic abilities of the slug, such as the Acid techniques and the stabilization of wounds.[/FONT][/spoiler][FONT=Garamond][/FONT]

[FONT=Garamond][B]Hattori Hanzo [/B]
[spoiler]Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.[/spoiler][/FONT]

[FONT=Garamond][SIZE=12px][hr][/hr][/SIZE][/FONT]
[CENTER][IMG]https://i.imgur.com/pHtiDYl.png[/IMG][/CENTER]
[hr][/hr]

[FONT=Garamond][SIZE=12px][B][U][COLOR=#EE82EE]H[/COLOR] I S T O R Y :[/U][/B]
Many years ago, Kazumi Hachijo arrived at Jinpachi Mishima's dojo when she was a young girl. As she trained alongside Heihachi, they became fierce rivals and eventually fell in love. Kazumi then gave birth to their son, Kazuya, and she was enamored by and doted on him. But the family's days of happiness came to an end one day when Kazumi collapsed with a fever during training. While Heihachi was treating her, she got up and suddenly attacked him. The next day, Kazumi had no recollection of what she did to her husband and her fever was gone. For a while, Heihachi believed that Kazumi was suffering from a split personality disorder. But on one stormy night, his belief was proven incorrect. At some point, she found an injured Akuma out of nowhere and secretly tending his wound. As Akuma wants to repay her debt to him, Kazumi task him to eliminate Heihachi, and later Kazuya, should she failed and Kazuya falls into a similar path as Heihachi.[/SIZE][/FONT]

[CENTER][FONT=Garamond][SIZE=18px][COLOR=rgb(238, 130, 238)]仕方ありませんね.[/COLOR][/SIZE][/FONT][/CENTER]

[FONT=Garamond][SIZE=12px][B][U]Scientific Tools:[/U][/B][/SIZE][/FONT]
[B][FONT=Garamond]The Banshee's Wail | Josei Himei[/FONT][/B]
[FONT=Garamond][spoiler]Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description:
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.[/spoiler]
[B]( Chakura Tu ) Chakra Blade[/B]
[spoiler]Type: Tool
Rank: A
Range: Short
Chakra: 30 per turn
Damage: 60
Description: The user invents a chakra blade that uses the wielder's chakra to generate a makeshift blade but has the downside of draining too much chakra too quickly. These blades are able to cut through attacks of the same rank and below with ease. Cyborgs are able to grow these blades from attachments to their body.
Note: Ninja can have up to 2 Chakra Blades. Cyborgs can have up to 4 and are able to be double sided for double the chakra cost. [/spoiler]
[SIZE=12px][B][U]Artifacts:[/U][/B] N / A[/SIZE][/FONT]


[FONT=Garamond][SIZE=12px][hr][/hr][/SIZE][/FONT]
[CENTER][IMG]https://i.imgur.com/n2z75Vb.png[/IMG][/CENTER]
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[CENTER][FONT=Garamond][SIZE=12px][IMG]https://img00.deviantart.net/b39f/i/2015/049/7/e/kazumi_mishima_tekken_7_by_septian_febri_anto-d8ilii5.jpg[/IMG][/SIZE][/FONT][/CENTER]

[CENTER][/CENTER]

[CENTER][FONT=Garamond][SIZE=12px][B][U][COLOR=rgb(238, 130, 238)]T[/COLOR] H E M E S O N G :[/U][/B][/SIZE][/FONT][/CENTER]

[CENTER][FONT=Garamond][SIZE=12px][YOUTUBE]B9Bsp7oGvYU[/YOUTUBE][/SIZE][/FONT][/CENTER]

[CENTER][/CENTER]

[CENTER][FONT=Garamond][SIZE=12px][B][U][COLOR=#EE82EE]B[/COLOR] A T T L E S :[/U][/B][/SIZE][/FONT][/CENTER]

[CENTER][/CENTER]

[CENTER][FONT=Garamond][SIZE=12px][B][U]Won:[/U][/B] n/a[/SIZE][/FONT][/CENTER]

[CENTER][FONT=Garamond][SIZE=12px][B][U]Lost:[/U][/B] n/a[/SIZE][/FONT][/CENTER]


[hr][/hr]
[SIZE=12px]Dropping/Switching [URL]https://animebase.me/threads/next-generation-nana-shimura.765214/[/URL][/SIZE]



Jaina

PHP:
[CENTER][IMG]https://i.imgur.com/b3Irahs.jpg[/IMG]

[FONT=Times New Roman][SIZE=4][COLOR="#008080"]"Sure is nice to get outside once in a while. Feels like I've been cooped up in a tower for years."[/COLOR][/SIZE][/FONT]

[IMG]https://i.imgur.com/bTGNDd0.jpg[/IMG][/CENTER]
[SIZE=4][FONT=Century Gothic][B][U]Name:[/U][/B][/FONT][/SIZE] [COLOR="#008080"][FONT=Book Antiqua]Jaina Proudmoore[/FONT][/COLOR]
[FONT=Century Gothic][SIZE=4][B][U]Nickname:[/U][/B][/SIZE][/FONT] [FONT=Book Antiqua][COLOR="#008080"]Leader of the Kirin Tor (formerly), Ruler of Theramore (formerly), Daughter of the Sea...[/COLOR][/FONT]
[FONT=Century Gothic][SIZE=4][B][U]Gender:[/U][/B][/SIZE][/FONT] [COLOR="#008080"][FONT=Book Antiqua]Female[/FONT][/COLOR]
[FONT=Century Gothic][SIZE=4][B][U]Age:[/U][/B][/SIZE][/FONT][COLOR="#008080"][FONT=Book Antiqua] Unkown[/FONT][/COLOR]
[FONT=Century Gothic][SIZE=4][B][U]Clan:[/U][/B][/SIZE][/FONT] [FONT=Book Antiqua][COLOR="#008080"]Kisei[/COLOR][/FONT]

[CENTER][IMG]https://i.imgur.com/6O8x0fJ.jpg[/IMG][/CENTER]

[SIZE=4][FONT=Century Gothic][B][U]Looks:[/U][/B][/FONT][/SIZE]
[FONT=Book Antiqua][COLOR="#008080"]Lady Jaina Proudmoore is a medium build woman, who often dresses in purples and blues in her robes. She frequently changes the colour of her hair depending on her moods, as well as the colour of her robes too, switching between blues for calm, and purples for rage. Jaina has a soft complexion despite the hardships and wars she has fought in, constantly making sure that she would always be a survivor with her peoples. Jaina likes to relax sometimes changing her outfit to something more casual, but only when she is on vacation. [/COLOR][/FONT]

[SIZE=4][FONT=Century Gothic][B][U]Personality:[/U][/B][/FONT][/SIZE]
[FONT=Book Antiqua][COLOR="#008080"]Jaina Proudmoore is one of the most inquisitive and talented sorceresses in her hometown of Lordaeron. With her power and intellect, many survivors of Lordaeron looked to her leadership to thrive in the foreign lands of their small island in Theramore Isle while other leaders of the villages appreciated her wisdom in their faction's affairs. Although she was originally wary of the mainlanders, her time fighting shoulder to shoulder with Thrall during the invasions showed her that the mainlanders were capable of honor. Jaina hoped Thrall's patience and diplomatic leadership would rub off on his people and curb their aggressive tendencies, thus leading to peace and coexistence between their different lands. Since her land of Theramore lives so close to the mainlands kingdoms in Durotar, she hoped peace could be achieved between their races before one of their nations gets annihilated by the tides of war.[/COLOR][/FONT]

[CENTER][IMG]https://78.media.tumblr.com/bfc8ebfc2ad785365016c7c809c188d8/tumblr_ov1tnf67kW1r687oqo1_500.gif[/IMG]



[IMG]https://i.imgur.com/6mcEgMC.jpg[/IMG][/CENTER]

[FONT=Century Gothic][SIZE=4][B][U]Village of Birth:[/U][/B][/SIZE][/FONT] [COLOR="#008080"]N/A - UNKNOWN[/COLOR]
[SIZE=4][FONT=Century Gothic][B][U]WSE Clan:[/U][/B][/FONT][/SIZE] [COLOR="#008080"]N/A - UNKNOWN[/COLOR]

[CENTER][IMG]https://i.imgur.com/eWnQEIP.jpg[/IMG][/CENTER]
[SIZE=4][B][U]Ninja Rank:[/U][/B][/size] [COLOR="#008080"][FONT=Book Antiqua][B]Kage[/B] [url=https://narutobase.net/forums/showthread.php?t=738513&p=21666390&viewfull=1#post21666390](X)[/url][/FONT][/COLOR]

[B][U][SIZE=4][FONT=Century Gothic]Specialty:[/FONT][/SIZE][/U][/B] 
-Jaina being a wizard and sorceress from the Kisei clan and has completed learning the spells from her clan. She also carries around a wand made from Rosewood with a Dittany stark core. 
During their special sorting ceremony, Jaina was placed in Gryffindor. (Custom)

Jaina natural element is [COLOR="#008080"]Water[/COLOR], and as such can perform the most advanced techniques with only one handseal. (Single Handseal Specialist)
In addition to this, Jaina doesnt need any source of water to use techniques that normally require them. (Sourceless Materializing Specialist)

Jaina is a master illusionist, capable of extending the range of who she can target in her genjutsu. (Genjutsu Range Specialist)


[table="width: 700, align: center"]
[tr]
	[td][B][COLOR="#EE82EE"]E L E M E N T S :[/COLOR][/B]

[table="width: 250, align: center"]
[TR]
[TD]Lightning Release[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Earth Release[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Fire Release[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Wind Release[/TD]
[TD]Completed[/TD]
[/TR]
[tr]
[td]Water Release[/td]
[td]Mastered[/td]
[/tr]
[TR]
[TD]Sugar Release[/TD]
[TD]Creator[/TD]
[/TR]
[TR]
[TD]Kisei[/TD]
[TD]Training[/TD]
[/TR]
[/tr][/TABLE][/td]
	[td][B][COLOR="#EE82EE"]Y O U R   N I N J U T S U :[/COLOR][/B]

[table="width: 250, align: center"]
[TR]
[TD]Bubblegum[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Taijutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Ninjutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Genjutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]NB Tai[/TD]
[TD]Completed (unrestricted)[/TD]
[/TR]
[TR]
[TD]Medjutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Firefly Summons[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Hare Summons[/TD]
[TD]Completed[/TD]
[/TR]
[/TR][/table][/td][/tr][/table]

[CENTER][IMG]https://i.imgur.com/6O8x0fJ.jpg[/IMG]

[IMG]https://i.imgur.com/0p58b4Z.jpg[/IMG][/CENTER]
[FONT=Century Gothic][SIZE=4][B][U]History:[/U][/B][/SIZE][/FONT]
[FONT=Book Antiqua]Lady Jaina Proudmoore is one of the most powerful human sorcerers alive and the former leader of the Kirin Tor of Dalaran and the port-city of Theramore. She is the daughter of Grand Admiral Daelin Proudmoore and Katherine Proudmoore and sister of Derek Proudmoore and Tandred Proudmoore. She was once one of the most trusted sorceresses of Dalaran, trained as the personal agent of the Archmage Antonidas, leader of the Kirin Tor. Early in the Third War, Antonidas dispatched Jaina to discover what was happening in the northlands of Lordaeron. She was escorted by her childhood friend and one-time romantic interest, Prince Arthas Menethil, to uncover if the plague had magical origins. Jaina saw the fall of Lordaeron firsthand and — guided by a mysterious prophet — rallied what survivors she could and fled across the sea to the new lands.[/FONT]

[CENTER][IMG]https://media1.tenor.com/images/fc8cb4156e0beb19f39de1251c316ed6/tenor.gif[/IMG][/CENTER]

Jaina swore to defeat the Burning Legion and its sinister agents any way she could. Assembling the survivors of Lordaeron, Jaina led her expedition forces to defeat the demon warrior Archimonde and banish the Legion at the Battle of Mount Hyjal. She then gathered the survivors in Kalimdor and founded the port city of Theramore Isle, where she ruled over the tattered remnants of the Alliance and hoped to reunite the distant human kingdoms once more, while maintaining peace with Thrall's Horde.

Shortly after the fall of Deathwing, the Horde led by Garrosh Hellscream unleashed a devastating attack against Theramore, destroying the city. Jaina managed to escape with her life, but the experience transformed her, making her more bellicose and even altering her appearance. Following the death of Rhonin during the attack, and fulfilling a prophecy made by the mage Korialstrasz, Jaina took the fallen mage's place as leader of the Kirin Tor and head of the Council of Six. In spite of personal tragedies, she attempted to maintain the Kirin Tor's neutrality during the Alliance-Horde war which expanded to the forgotten shores of Pandaria. After the Horde aligned Sunreavers took advantage of Dalaran resources to aid the Horde in circumventing her protective wards and steal the Divine Bell, Jaina's fury was reignited. Lady Proudmoore purged the Sunreavers from Dalaran and aligned the Kirin Tor with the Alliance.

[CENTER][IMG]https://thumbs.gfycat.com/ThirdEmbarrassedGull-max-1mb.gif[/IMG][/CENTER]

Jaina would later become furious at the Horde for abandoning the Alliance during the Battle for the Broken Shore which led to many Alliance deaths. With the Burning Legion growing in strength however, Archmage Khadgar made a plea to the Council of Six to readmit the Horde back into the Kirin Tor in order to fight the demons at full strength. Jaina Proudmoore was in opposition to this but the Council put the matter to a vote and the majority voted against her. In response, Jaina left the Kirin Tor, unable to condone the Council's decision. She left the lands that she onced called home and moved on to the new lands that were known where the Hungurals were.

[CENTER][IMG]https://i.imgur.com/RcRMjwF.jpg[/IMG][/CENTER]
[SIZE=4][B][U][FONT=Century Gothic]Other[/FONT][/U][/B][/SIZE]
[B][U][FONT=Century Gothic]Custom Weapon:[/FONT][/U][/B]
[CENTER][B](Antonidasu no arashi no sutaffu) Storm Staff of Antonidas[/B]
[IMG]https://i.imgur.com/eb5RHrs.jpg[/IMG][/CENTER]
[SPOILER]Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.

-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn
-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.
Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.[/SPOILER]


[B][U][FONT=Century Gothic]Scientific Tools:[/FONT][/U][/B]
[FONT=Book Antiqua][COLOR="#008080"]The Banshee's Wail | Josei Himei[/COLOR][/FONT]
[SPOILER]Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description: 
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.[/SPOILER]
[B][U][FONT=Century Gothic]Artifacts:[/FONT][/U][/B] [FONT=Book Antiqua]N/A[/FONT]

[B][U][FONT=Century Gothic][SIZE=4]Picture[s]:[/SIZE][/FONT][/U][/B]
[CENTER][IMG]https://78.media.tumblr.com/ac7ee768403aa5e623d11eec23075474/tumblr_osq0w5SN1V1r687oqo2_500.gif[/IMG][/CENTER]

[B][U][SIZE=4][FONT=Century Gothic]Theme Song and Background Music:[/FONT][/SIZE][/U][/B]
[youtube]Fo7XPvwRgG8[/youtube]

[SIZE=4][B][U]Battles[FONT=Century Gothic][/U][/B][/SIZE]
[/FONT]
[B][U][FONT=Century Gothic]Won:[/FONT][/U][/B] [FONT=Book Antiqua]N/A[/FONT]
[B][U][FONT=Century Gothic]Lost:[/FONT][/U][/B] [FONT=Book Antiqua]N/A[/FONT]




Kairi
PHP:
[QUOTE="Zatanna, post: 0"][FONT=Palatino Linotype][CENTER][IMG]https://data.whicdn.com/images/61433113/original.gif[/IMG][/CENTER]
[hr][/hr][CENTER][IMG]https://i.imgur.com/zjxYeOq.png[/IMG][/CENTER]
[hr][/hr]
[B][U][SIZE=3][COLOR="#EE82EE"]N [/COLOR]A M E :[/U][/B]カイリ Kairi

[B][U][COLOR="#EE82EE"]N[/COLOR] I C K N A M E :[/U][/B] Red, Fluer, Embrace

[B][U][COLOR="#EE82EE"]G[/COLOR] E N D E R :[/U][/B] Female

[B][U][COLOR="#EE82EE"]A[/COLOR] G E :[/U][/B] 17

[B][U][COLOR="#EE82EE"]C[/COLOR] L A N :[/U][/B] Ganmi

[B][U][COLOR="#EE82EE"]L[/COLOR] O O K S :[/U][/B]

[justify]Kairi has auburn hair, blue eyes, a pale complexion, and a necklace with a silver bead that is only absent when she wears her school uniform.
As a child, her hair is a little longer than it is when she's 14; she wears a white apron-like shirt with blue flowers and a blue line across the chest, a pink skirt with a white line on it and large, white shoes with pink and purple lines on them.

At age 14, she wore a white top with a black one underneath (the black one shows at her collarbone and at the hem) which slightly exposes her navel, purple biker shorts underneath a purple skirt with a blue belt, and white slip-on shoes with purple caps. She also features a black choker, a yellow wristband as well as a purple arm band on her left arm and a pair of bracelets on her right arm.

At 16, Kairi is taller, her hair is longer and has become a darker shade of auburn, her bangs part to the opposite side, and her body has developed into that of a young woman.

She dons two outfits on missions, her ninja school uniform which features a white shirt of which she has rolled up the sleeves, a sky blue striped tie which she has slightly loosen up, a matching skirt with navy knee-high stockings and black shoes; and then her main outfit which mainly contains a pink strapless mini-dress made up of three zippers (two appear to be just decorative) as well as a white halter top underneath her mini-dress with a black hood. She also sports three bracelets on her left wrist, a black belt reminiscent of suspenders with a note book shaped bag attachment, and lilac sneakers with black laces.

[CENTER][IMG]https://i.imgur.com/ss7lWcy.jpg[/IMG][/CENTER]

Currently Kairi has a pink and black dress, black ruffles on one side of her skirt and plaid on the other, with thick belted boots.[/justify]

[B][U][COLOR="#EE82EE"]P[/COLOR] E R S O N A L I T Y :[/U][/B]

[justify]Kairi is caring, kindhearted and brave. She is determined and courageous when someone she cares about is in danger, as she always puts herself in harm's way to help follow members when they're in trouble despite the dangers. Kairi's heart is said to be filled only with pure light and goodness, despite darkness and evil residing in almost every heart. Kairi's good heart filled with pure light helped lead her best friend back to his true form when he was consumed by the greed and darkness, and led her friends Sora and Riku back to Destiny Islands when they were trapped on an island after their battle with Xemnas.

Kairi is also very charismatic, quickly befriending travellers Hayner, Pence, and Olette in Twilight Town before being kidnapped by Axel. She's usually always very cheerful and upbeat.She is loyal, and she can be rather stubborn sometimes. While the bond of friendship between Sora, Riku, and Kairi is very strong, Sora and Kairi seem to be particularly close to one another.[/justify]

[CENTER][IMG]https://78.media.tumblr.com/tumblr_m3euicwG1G1rpc46to1_250.gif[/IMG]

[COLOR="#EE82EE"]"Thinking of you, wherever you are. We pray for our sorrows to end, and hope that our hearts will blend. Now I will step forward to realize this wish. And who knows: starting a new journey may not be so hard, or maybe it has already begun. There are many worlds, but they share the same sky — one sky, one destiny."[/COLOR][/CENTER]


[hr][/hr][center][img]https://i.imgur.com/fKZ3vUK.png[/img][/center]
[hr][/hr]

[B][U][COLOR="#EE82EE"]V [/COLOR]I L L A G E O F B I R T H :[/U][/B] [STRIKE]LAND OF FIRE[/STRIKE]

[B][U][COLOR="#B22222"]W S E[/COLOR] C L A N :[/U][/B] N / A

[HR][/HR][CENTER][IMG]https://i.imgur.com/yYPF4jn.png[/IMG][/CENTER]
[hr][/hr]

[B][U][COLOR="#EE82EE"]N[/COLOR] I N J A R A N K :[/U][/B] Kage [url=https://narutobase.net/forums/showthread.php?t=738513&p=21666390&viewfull=1#post21666390](X)[/url]

[B][U][COLOR="#EE82EE"]S[/COLOR] P E C I A L T Y :[/U][/B]
[LIST][*]Kairi often uses genjutsu to alter the reality of her opponents to her advantage, and as a result became a master in [COLOR="#008000"]genjutsu[/COLOR] as one of her specialities. (P, 1)
[*]Since a child, Kazumi's primary elemental affinity was [COLOR="#40E0D0"]Water[/COLOR]. Due to this, she performs advanced Water Elemental attacks and requires only One handseal for almost any technique. (P, 2)
[/LIST]

[CENTER][IMG]https://pa1.narvii.com/6052/8f13222638c5005a3620284587e2008472800c67_hq.gif[/IMG][/CENTER]

[table="width: 700, align: center"]
[tr]
	[td][B][COLOR="#EE82EE"]E L E M E N T S :[/COLOR][/B]

[table="width: 250, align: center"]
[TR]
[TD]Lightning Release[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Earth Release[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Fire Release[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Wind Release[/TD]
[TD]Completed[/TD]
[/TR]
[tr]
[td]Water Release[/td]
[td]Mastered[/td]
[/tr]
[TR]
[TD]Sugar Release[/TD]
[TD]Creator[/TD]
[/TR]
[TR]
[TD]Ganmi Arts[/TD]
[TD]Training[/TD]
[/TR]
[/tr][/TABLE][/td]
	[td][B][COLOR="#EE82EE"]Y O U R   N I N J U T S U :[/COLOR][/B]

[table="width: 250, align: center"]
[TR]
[TD]Taijutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Ninjutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Genjutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]NB Tai[/TD]
[TD]Completed (unrestricted)[/TD]
[/TR]
[TR]
[TD]Medjutsu[/TD]
[TD]Completed[/TD]
[/TR]
[TR]
[TD]Slug Summons[/TD]
[TD]Completed[/TD]
[/TR]
[/TR][/table][/td][/tr][/table]

[hr][/hr][CENTER][IMG]https://i.imgur.com/pHtiDYl.png[/IMG][/CENTER]
[hr][/hr]

[B][U][COLOR="#EE82EE"]H[/COLOR] I S T O R Y :[/U][/B]
Kairi was born in a small village called Radiant Garden, where she lived with her grandmother. One day, she is chased by a group of bandits and encounters Aqua, who senses a pure light in her heart.

Frightened, Kairi touches Aqua's hand, unintentionally performing an Inheritance Ceremony. As she and Aqua are about to be attacked, King Mickey arrives and Aqua evacuates Kairi before returning to fight alongside Mickey. After the bandits are defeated, King Mickey and Aqua talk about the light they sense in Kairi's heart, and Mickey suggests that they team up, but is called away immediately afterwards. Kairi then gives Aqua the bundle of flowers she picked before the bandits appeared as thanks for helping her.

In return, Aqua puts a protective charm on Kairi's necklace, and tells her, "One day when you're in trouble, the light within you will lead you to the light of another, someone to keep you safe". Kairi thanks Aqua and then returns to her grandmother, who begins to tell her a story of the light and the darkness, while Aqua believes their meeting may not have been a coincidence.

After setting out to find her destiny Kairi encountered a woman who recognised her appearance from Kairi's parents, and told her of her Ganmi heritage. Curious about her inheritance, Kairi set off to find someone to teach her about her clan.

[CENTER][COLOR="#EE82EE"]"He's far away. But I know we'll see him again."[/COLOR][/CENTER]

[B][U]Scientific Tools:[/U][/B] N / A

[B][U]Artifacts:[/U][/B] N / A


[hr][/hr][CENTER][IMG]https://i.imgur.com/n2z75Vb.png[/IMG][/CENTER]
[hr][/hr]
[CENTER][IMG]https://i.imgur.com/JsIgYSa.jpg[/IMG]

[B][U][COLOR="#EE82EE"]T[/COLOR] H E M E S O N G :[/U][/B]
[YOUTUBE]tSb3UJsHQNI[/YOUTUBE]

[B][U][COLOR="#EE82EE"]B[/COLOR] A T T L E S :[/U][/B]

[B][U]Won:[/U][/B] n/a
[B][U]Lost:[/U][/B] n/a[/CENTER][/FONT][/SIZE]
 
Last edited:

Zatanna

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Med Jutsu:


Type: Offensive/Supplementary
Rank: A - S
Range: Short - long
Chakra: 30 - 40
Damage: 60 - 80 (For physical attacks)
Description: This is a mode based off the basic principles of healing techniques that allow you to regrow flesh. But rather than try to heal and regrow damaged tissue in a persons body, this takes on a more drastic measure. The user will release a surge of chakra around their body and in doing so, their chakra will form pure muscle flesh all around the user, surrounding their entire body but on a large scale, the same size of the earth golem technique. Unlike Akimichi techniques which expand the users body, this grows around the users body, and is linked to their body and their chakra system. Eyes will form that are linked to the users vision, but the rest is just muscle tissue that the user controls through their extreme chakra control. Through chakra control the user will be able to feel what happens to this body, but wont feel the pain of it. The user will be in the in neck part of this giant form of muscle, but their will be a thin layer of skin tissue layered over it, making it look near human, though savage at the same time, with no clothes, and no genitalia. Due to the sheer size and mass of muscle being controlled, the user will gain +20 to their taijutsu in this form, and due to their size their moving speed would increase. Much like leg weights, only the users moving speed would be faster, as with one step they'd cover a distance of 10m, giving them 2x their base speed. This will not stack with other boosts such as dropping leg weights. This is purely based on using chakra control the create new muscle tissue around the user, to form an avatar of muscle tissue, being at Max 30m in stature. This is the A rank version and the basic tai attacks of this beast would be A rank. The user can release jutsu from this flesh body as it's liked to their chakra system.



A unique ability of this form is that the user can harden the outer layer of the titan, by compacting the flesh muscle through chakra control, compressing it to become like stone, increasing the power and density of the Titan to S rank, though in doing this, though their power and defense increase, they will lose their x2 to speed as the hardened flesh wouldn't move as fast while running. The user can create this solid defense from the moment they form it if they so choose. The titan will stand 30m tall and take the shape of the user along with cosmetic features like hair and eyes etc.



Note: Once used, lasts for 4 turns, can be used twice and two turns between uses.
Note: Due to the chakra control it takes and the creation of flesh, once this ends the user can't use any medical jutsu for three turns afterwords.
Note: The user can escape from this at any point through the back of the neck.
Note: S rank version lasts three turns, and elemental techniques cannot be utilized through the S rank version.
 

Zatanna

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Spare bios:

PHP:
[JUSTIFY][B][U][SIZE=4]Basic Information[/SIZE]

Name:
Nickname:
Gender:
Age:
Clan:

Looks:

Personality:[/U][/B]

[SIZE=4][B][U]Village Info[/U][/B][/SIZE]

[B][U]Land of Birth:
WSE Clan:[/U][/B]

[SIZE=4][B][U]Rank//Chakra Info[/U][/B][/SIZE]

[B][U]Ninja Rank:
Specialty:
Elements:
Your ninjutsu:[/U][/B]

[SIZE=4][B][U]Background Info[/U][/B][/SIZE]

[B][U]History:[/U][/B]

[SIZE=3][B][U]Other[/U][/B][/SIZE]
[B][U]Scientific Tools:
Artifacts:

Picture[s]:

Theme Song and Background Music[/U][/B]:

[SIZE=4][B][U]Battles[/U][/B][/SIZE]

[B][U]Won:
Lost:[/U][/B][/JUSTIFY]
You must be registered for see images

You must be registered for see images
Basic Information
Name: Kyoko Kirisake
Nickname: Matsukaze, Makaze, Yoarashi
Gender: Female
Age: 27
Clan: Uchiha



Looks
Kyoko is a tall slim woman with an angular face similar to her mother's. She has long dark blue tinted hair that goes past her thighs and blue eyes. She had long hair as a child, and while it was cut slightly shorter during her teen years, she grew it out later on. Kyoko often wears a variety of attires, depending on her whims and feelings on the day, particularly fond of her sets of armours. Often, kyoko can be seen wearing a light lavender, sleeveless kimono-style blouse with vertical lines, tied with a dark purple obi around her waist. She wears a pair of short dark navy shorts with thigh-high stockings and has changed her regular ninja sandals to black high-heeled boots. Overall, her attire is noticeably more form-fitting and less conservative than previously. She begins not wearing her forehead protector at all. Her outfits become more varied after that, changing to match the occasion or simply being more casual than her prior garb. When out in missions however, this changes to various protective armour that is quite usually covered with a kimono, with a large straw hat to avoid suspicion or unwanted eyes.


Personality

Prideful to say the least, Kyoko is extremely intelligent, calculating, patient, while simultaneously unwavering and iron-fisted. Unlike with previous friends she has had, she has no shame in wearing clothing in its most revealing form; she claims that her actions in donning them are time old traditions worn by female assassins and samurai to distract the eye. Kyoko will sometimes refer to people as "pigs in human clothing", and justifies that the weak and foolish must be ruled. Due to her steadfast convictions, she also possesses a natural charisma and ability to lead others. In spite of her pride, Kyoko is shown to be pragmatic and determined, willing to cast aside pride and using whatever means necessary in order to secure victory, even if it threatens her life. When fighting her master, Kyoko noted that her willingness to fight her sensei and the determination to get stronger was due to revenge, noting that great causes are born from personal desires.


In spite of her behavior at school, Kyoko is not heartless. While very harsh and not very willing to tolerate failures, she does care a great deal for the others in her clan; and is as protective of them (in her own hidden ways) as they are to her.

“The Lioness will use all her strength even when hunting a rabbit.”

Land of Birth - WSE Clan
Fire Country - N/A


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R
ank & Chakra Information
- Rank - Kage of Shimogakure
- Chakra - 1600
- Health - 160
- Primary Specialty - Single Handseal Specialist
- Secondary Specialty - Sourceless Materializing Specialist
- Apex Specialty - Apex Handseal Specialist
Elements
- Fire - Mastered
- Wind - Mastered
- Lightning - Mastered
- Earth - Mastered
- Water - Mastered
- Magnetism (Iron Sand) - Mastered
- Sugar - Mastered
Ninjutsu
- Ninjutsu - Mastered
- Taijutsu - Mastered
- Genjutsu - Mastered
- Sharingan - Mastered
- Kenjutsu - Mastered
- Firefly Summons - Mastered
- Dog Summons - Mastered


Background Information

History:
Kyoko was the first-born child to Ragyō and Sōichirō Kirisaki, and soon became the first child to be born with a Kekkei Genkai in the family. However, after Sōichirō learned the truth about Ragyō, he knew that he would be punished if he betrayed her. He secretly taught a 5-year-old Satsuki about her mother and the secrets of the Uchiha clan.


While in kindergarten, Satsuki was friends with Nonon Jakuzure, who knew what Satsuki was thinking and decided to join her in her resolve.

During her rise to power, Satsuki helped Ira Gamagōri save a boy who was being forced into jumping off the roof of Rinne-Dō Junior High, discovered Hōka Inumuta following his hacking into the Revocs Corporation's computer systems, and was impressed with Uzu Sanageyama's fighting skills. Upon Honnōji Academy being established, she became the school president with her followers becoming the Student Council's Elite Four.


After the attack on the S.S. Naked Sun, Kyoko allows Ryūko, to punch her, although the Elite Four protect her by standing in the way. After explaining the reasons for her actions to Ryūko, Kyoko calls herself a fool; she states that she cannot hope to win against Ragyō by employing her cruel methods—which include manipulating and using one's own family. Kyoko finally sees that the world's beauty comes not from being "cut from the same cloth", but from the innumerable, unexplained things that the world overflows with. She asks Ryūko to help her fight to protect that "beautiful world"; upon saying her part, Kyoko bows to Ryūko—a shocking sign of sincerity. Though Ryūko tries to stay angry at her, this uncharacteristic act convinces her to let her anger go.


After this, Kyoko becomes a bit more open and relatable to others. She shows this when the gang has a celebratory dinner of Sukuyo Mankanshoku's signature croquettes, when she agrees with Mako about their being delicious; and when Nonon Jakuzure and Uzu Sanageyama have an argument involving disrespect (Nonon) and lack of tact (Uzu), telling Ira that hearing them bicker "makes it feel that I've truly come home". She also refers to Aikurō Mikisugi as Mikisugi-san, to his shock, when she places him in charge of the Naked Sol. Kyoko displays that she is still dead-set on accomplishing the mission at hand.


Other
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Fire Mastery:
Due to Kyoko having an Uchiha Bloodline, she is very skilled in the art of Fire, mastering the element with ease. She is capable of using no handseals, as well as materialising it out of thin air.
Sharingan Mastery:
Kyoko worked hard to master her families trait, the Sharingan, and has evolved it to a 3 Tomoe Sharingan.
Magnetic Release:
With both of Kyoko's parents secretly being ninja, it wasn't until later that Kyoko also found out she had a second ability, Magnetism, specifically the ability to control iron sand. Kyoko has iron sand covered all under her armour as a source for her techniques.
Hattori Hanzo:
Kyoko was given a set of armour worn by her family for generations, originally owned by a great samurai leader. This armour is worn at all times by her.

Scientific Tools:

- Josei Himei | The Banshee's Wail
- Chakura Tu | Chakra Blade
- Mikagami Dorōn | Mirror Drone
- Abusōbu Ude | Absorption Arm

Artifacts:


- N/A


Theme Song


Battles
Won: Some

Lost: Some
 
Last edited:

Zatanna

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Kenjutsu Techs
here
(Hachidori) - Hummingbird
Rank: B
Type: Offensive, Supplementary
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user will flow their chakra into their sword and concentrate it. Through the motion os swinging the sword the user causes the chakra to react abnormally causing it to vibrate within the blades edge to high frequencies that when clashing with an object or opponent causing the vibrating energy to be released at the opponent which generates a noise like a hummingbirds wings but with more potency that causes the opponent to involuntarily fall back into covering their ears in an attempt to muffle the sound and subsequently leaving them open for further attack.

(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.

(Gyaku Iai Kata) - Reverse Quickdraw Form
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: A variant form of Iaido where the user takes a reverse hand to draw their katana at quick speeds. The form doesnt have quite the reach as standard Iaido but its perfect for close and tight situations. The user when using the reverse quick draw form they will bend their knees and they draw the katana with their back hand facing down and when fully unsheaved switched to the back hand facing up and by finishing the attack the user springs up to add extra speed to the deliverance of the attack. (Note on the difference of the two: standard Iaido is a wide draw method with the elbow facing outwards so the range is also longer, where as reverse hand iaido has a shorter draw arc as the elbow is closer to the body and facing down giving the draw a almost parallel line to the body allowing for better use in close range however the reach is short).
Note: Must have first been taught Iaido and have a samurai biography

(Junrei no Michi) - Pilgrims Road
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user by flowing their chakra into their sword will control and manipulate it to create multiple blades of chakra to extend from the initial blade branching out in front of the user up to 1 meter in length. The user can use this as a method of surprise by attacking with their sword to gain close quarters and then extending the various blades from various angles to attack their opponent.
Note: Can only be used three times per battle.

(Yama no Hōkai) - Collapsing Mountain
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user will channel chakra into their arms and blade and then acquiring the Jodan no Kamae stance raising the sword to above their head and taking a central body posture with the left foot forwards and the right foot backwards the user then brings the sword down with devastating power to break through many defenses through using the understanding of ones joints to maximize performance with the least wastage. However as this is taken under a kendo stance the wielding of the sword allows a user to still subsequently react in time to most incoming techniques other than those that would require heightened perceptive and reactive capabilities.

(Iai no San Dankai) - Quick Draw Three Step
Rank: S
Type: Offensive, supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: This technique is an adaption to half step where the user will make a simple three stepping method when a target attacks them. The user will move to the side the target when they attack and then taking a short step backwards quickly drawing their katana whilst stepping forwards again to slash the target using the momentum of the step forwards aswell as the quick draw. This technique is done in a matter of seconds.
Note: Depends upon the rank of the user in how fast this technique is performed , and may only be used twice per battle.
Note: Requires a samurai biography.
Note: can only be used three times per battle
 

Zatanna

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PHP:
[CENTER][COLOR=rgb(97, 189, 109)][SIZE=26px][B][U][FONT=Shadows Into Light]AnimeBase Naruto RolePlay Terminology![/FONT][/U][/B][/SIZE][/COLOR]
[/CENTER]
[FONT=Raleway]The following guide is meant to help new RPers understand and learn about some of the language used in the Naruto Roleplay. This quick start guide will be a simple but effective way for you to understand what someone is talking about when referring to specific slang.[/FONT]

[FONT=Raleway]7SM - [URL='https://animebase.me/threads/seven-swordsmen-of-the-mist.126935/']7 Swordsman of the Mist[/URL], or [URL='https://animebase.me/threads/caliburns-seven-swordsmen.294911/']Caliburns 7 Swordsman of the Mist[/URL]
AB - [URL='https://animebase.me/']AnimeBase![/URL]
[URL='https://animebase.me/threads/basic-bio-rules-template-ranks.717680/post-20809540']ACADEMY STUDENT[/URL] - The Lowest Rank of a ninja
[URL='https://animebase.me/threads/bio-rules-quick-access.718945/post-20849129']AE[/URL] - Advanced Element such as Ice, Dark or Crystal etc
[URL='https://animebase.me/threads/bio-rules-quick-access.718945/post-20849129']AN[/URL] - Advanced Ninjutsu such as poison or puppetry
[URL='https://animebase.me/forums/naruto-battle-arena.23/']BA[/URL] - Battle Arena where members can fight each other
[URL='https://animebase.me/threads/nine-jinchuurikis.253553/']BIJUU[/URL] - Bijuu that are the tailed beasts such as Matabi the 2 tailed cat
[URL='https://animebase.me/forums/rpg-character-biographies.43/']BIO[/URL] - A biography or character that a member uses to roleplay
[URL='https://animebase.me/threads/custom-clan-submission.764487/unread']CC[/URL] - Custom Clans that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/custom-clan-jutsu-submission.764500/']CCJ[/URL] - Custom Clan Jutsu that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/custom-element-bureau.764498/']CE[/URL] - Custom Element that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/unread']CEJ[/URL] - Custom Element Jutsu that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/chakra-enhanced-strength-techniques.368749/']CES[/URL] - Chakra Enhanced strength, the trademark ability of Tsunade or Sakura
[URL='https://animebase.me/threads/custom-fighting-style-submission.764489/']CFS[/URL] - Custom Fighting Styles that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/custom-fighting-style-technique-submission.764490/']CFSJ[/URL] - Custom Fighting Style Jutsu that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/basic-bio-rules-template-ranks.717680/post-20809540']CHUUNIN[/URL] - The rank between Genin and Jounin
[URL='https://animebase.me/threads/custom-jutsu-submission-iv.764493/']CJ[/URL] - Custom Jutsu are custom techniques that members have made that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/curse-mark.719099/']CM[/URL] - Curse Marks that are a type of Mode
[URL='https://animebase.me/threads/custom-mangekyou-sharingan-techniques.764486/unread']CMSJ[/URL] - Custom Mangekyou Sharingan Jutsu that can be submitted when a Mangekyou Sharingan is obtained.
CP - Chakra Points which is your chakra counter in battle
[URL='https://animebase.me/threads/approved-custom-summoning-contracts.240965/']CSC[/URL] - Custom Summoning Contract which are animals that members have made custom contracts for that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/custom-technology-submission.764499/unread']CT[/URL] - Custom Technology that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/ability-custom-weapons.74495/']CW[/URL] - Custom Weapons that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/shikotsumyaku.689643/']DBP[/URL] - Dead Bone Pulse or Shikotsumyaku that is a Kekkei Genkai
[URL='https://animebase.me/forums/earth.433/']DOTON [/URL]- Earth Release
[URL='https://animebase.me/threads/eight-inner-gates.736818/']EIG[/URL] - Eight Inner Gates which is a Mode
[URL='https://animebase.me/threads/sharingan.721246/']EMS[/URL] - Eternal Mangekyou Sharingan
[URL='https://animebase.me/forums/wind.434/']FUTON[/URL] - Wind Release
[URL='https://animebase.me/threads/f%C5%ABinjutsu.721619/']FUUIN[/URL] - Fuuinjutsu or Sealing Jutsu
[URL='https://animebase.me/forums/genjutsu.439/']GEN[/URL] - Genjutsu
[URL='https://animebase.me/threads/basic-bio-rules-template-ranks.717680/post-20809540']GENIN[/URL] - The rank between Academy Student and Chuunin
[URL='https://animebase.me/threads/bio-rules-quick-access.718945/post-20849129']HA[/URL] - Hidden Ability which are like Nara Clan or Aburame Clan
HP - Health Points or Hit Points
[URL='https://animebase.me/threads/sage-mode.723879/']ISM[/URL] - Imperfect Sage Mode, which is a type of mode
[URL='https://animebase.me/threads/nine-jinchuurikis.253553/']JIN[/URL] - Jinchuuriki which is the host of a tailed beast
[URL='https://animebase.me/threads/basic-bio-rules-template-ranks.717680/post-20809540']JOUNIN[/URL] - The rank between Chuunin and Sage Rank
[URL='https://animebase.me/threads/j%C5%ABbi-jinch%C5%ABriki.724254/']JUBI[/URL] - Jubi Jinchuriki such as Madara, Obito or Naruto
[URL='https://animebase.me/threads/nb-taijutsu.726822/']KAITO'S[/URL] - Kaito's Taijutsu also known as NBtai or NarutoBase Taijutsu is a form of taijutsu
[URL='https://animebase.me/forums/fire.431/']KATON[/URL] - Fire Release
[URL='https://animebase.me/threads/kenjutsu-techniques.78342/']KEN[/URL] - Kenjutsu
[URL='https://animebase.me/threads/bio-rules-quick-access.718945/post-20849129']KG[/URL] - Kekkei Genkai or bloodline abilities such as Sharingan or Sand Release
[URL='https://animebase.me/threads/kinjutsu.721620/']KIN[/URL] - Kinjutsu or Forbbiden Arts
[URL='https://animebase.me/threads/currency-system-kumi-purchase-lists.756468/']KUMI[/URL] - A form of Currency used to purchase abilities or special permissions and biographies
[URL='https://animebase.me/threads/leg-weights-training.726823/']LW[/URL] - Leg Weights or Leg Weights Training
[URL='https://animebase.me/threads/medjutsu.721622/']MEDJUTSU[/URL] - Medical Ninjutsu
[URL='https://animebase.me/threads/bio-rules-quick-access.718945/post-20849129https://animebase.me/threads/bio-rules-quick-access.718945/post-20849129']MODE[/URL] - A special skill that can be added to a members bio
[URL='https://animebase.me/threads/sharingan.721246/']MS[/URL] - Mangekyou Sharingan
[URL='https://animebase.me/threads/custom-jutsu-submission-iv.764493/']MSC[/URL] - Mythical Summoning Contracts that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/custom-jutsu-submission-iv.764493/']MYTH CONTRACT[/URL] - Mythical Summoning Contracts that are submitted in the custom jutsu section
NB - NarutoBase, the old website that this section used to be hosted on
[URL='https://animebase.me/threads/nb-taijutsu.726822/']NBTAI[/URL] - NarutoBase Taijutsu or also known as Kaito's Taijutsu
[URL='https://animebase.me/forums/ninjutsu.437/']NIN [/URL]- Ninjutsu
[URL='https://animebase.me/forums/naruto-role-playing.663/']NRP[/URL] - Naruto Roleplay, this section!
[URL='http://narutobase.net/forums/showthread.php?t=333597']ORO[/URL] - Orochimaru
[URL='https://animebase.me/threads/custom-clan-jutsu-submission.764500/']PCCJ[/URL] - Personal Custom Clan Jutsu that are submitted in the custom jutsu section
[URL='https://animebase.me/threads/sage-mode.723879/']PSM[/URL] - Perfect Sage Mode which is a form of mode
[URL='https://animebase.me/threads/puppetry-ninjutsu.719200/']PUPPETS [/URL]- A form of Advanced Ninjutsu
[URL='https://animebase.me/forums/lightning.435/']RAITON [/URL]- Lightning Ninjutsu
[URL='https://animebase.me/threads/rinnegan.721295/']RINNE[/URL] - Rinnegan
RP - Roleplay, the description og what or how your character is feeling or acting
[URL='https://animebase.me/threads/animebase-official-sages.634309/']SAGE[/URL] - Sage Rank, the highest rank and title in the Roleplay
[URL='https://animebase.me/threads/summoning-animal-contracts.722342/']SC[/URL] - Summoning Contract
[URL='https://animebase.me/threads/seven-heavenly-breaths.750271/']SHB[/URL] - Seven Heavenly Breaths, a type of mode
[URL='https://animebase.me/threads/sage-mode.723879/']SM[/URL] - Sage Mode, which refers to Imperfect or Perfect Sage Mode
[URL='https://animebase.me/threads/s%C5%8Dma-no-k%C5%8D.719620/']SNK[/URL] - Soma no Ko, a kekkei Genkai
ST - This can refer to two things, a) Space Time such as Kamui or Flying Thunder God techniques, or Shinra Tensei, a Rinnegan technique
[URL='https://animebase.me/forums/water.432/']SUITON [/URL]- Water Release
[URL='https://animebase.me/forums/taijutsu.438/']TAI [/URL]- Taijutsu
[URL='https://animebase.me/threads/yin-yang-release.714311/']Y/Y[/URL] - Yin or Yang
[URL='https://animebase.me/threads/yin-yang-release.714311/']YY[/URL] - YinYang Release[/FONT]

[FONT=Raleway]A few terms you may come across more frequently if youre in the Ninja World are shown below.[/FONT]

[FONT=Raleway][URL='https://animebase.me/threads/custom-artifact-submission.757247/']ARTIFACTS[/URL] - Special Items that are found in the Ninja World
[URL='https://animebase.me/threads/ninja-world-conflict-resolution.758571/']CR[/URL] - Conflict Resolution thread where members that cannot agree on an outcome or have an issue can ask to get it resolved
HHG - Head Hunter Games, an annual event
KOTH - King of the Hill, a type of event
LLM - Leaving Landmark, to signify that one is leaving the landmark that their bio is in
LM - Landmark, the threads which represent parts of the lands that make up the Ninja world
[URL='https://animebase.me/forums/ninja-world.642/']NW [/URL]- Ninja World, the section which refers to the Open World where members can move, roleplay and partake in missions
[URL='https://animebase.me/threads/ninja-world-marketplace.757307/']RYO [/URL]- A form of currency specific for the use in the Ninja World
Shimo - Shimogakure, a Hidden Village members can join
Taiyo - Taiyogakure, a Hidden Village members can join
Tani - Tanigakure, a Hidden Village members can join
Tsumi - Tsumigakure, a Hidden Village members can join
[URL='https://animebase.me/threads/ninja-world-guidelines-and-rules.757182/']WSE[/URL] - Warring States Era, the theme for which the Ninja World is set in
[URL='https://animebase.me/threads/witchwood-arena-208.757248/']WW [/URL]- Witchwood Arena, a specific Landmark within the Ninja
 

Zatanna

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Fistweaving

Type:
Medical Nintaijutsu

Background:
When the Pandaren were subjugated by the Mogu centuries ago, it was the Monks that brought hope to a seemingly dim future. Restricted from using weapons by their slave masters, these pandaren instead focused on harnessing their chakra and learning weaponless combat. When the opportunity for revolution struck, they were well-trained to throw off the yoke of oppression. Whatever their combat role, monks rely mainly on their hands and feet to do the talking, and on strong connection with their inner chakra to power their abilities. Abilities such as Expel Harm and Chakra Wave both heal their allies while at the same time damaging their enemies.
Masters of bare-handed combat, monks never rely solely on the need to have a weapon in their hands to defend against their enemies. Although most widely known to the outside world for their fearsome jabs and flying kicks, they refuse to limit themselves to a single method of combat. Many monks prefer instead to “soak it up” and seem to revel in the intoxicating effect of absorbing blow after blow while their companions press the attack. Other monks specialize in calling upon the restorative power of the mists to balance the good and bad energy within people, returning them to good health and fortune. Monks bring a unique martial arts style to any fight, and harness an exotic form of chakra that’s unfamiliar to those who practice other body arts. They seek spiritual balance in life and in combat, and as dangerous as Monks can be on the battlefield, they’re rarely looking to pick a fight without just cause. They view the world through a different lens, finding power through serenity and inner peace—then expressing it through artful combat techniques and powers that mend life. Perhaps most surprisingly, Monks are also adept at producing powerful brews they consume to aid them in battle.

Description on the Abilities and Inner Workings of the Style:
While normally most medical ninjutsu isnt suited to close quarters or fast paced combat, practitioners of this style have been able to have heightened reflexes and precision, being able to perform precise and accurate medical techniques in the heat of combat. After relentlesstly studying medical ninjutsu, students learn every aspect about the body from pressure points, effects of various medicines, even learning the fastest and most effective way to recover from their own injuries. Medical Ninja are usually the last to enter combat, however famous medical shinobi such as Tsunade and Sakura have shown that medical ninjutsu has more than just a healing capacity, being able to be used in an offensive way such as Chakra enhanced strength. This style focuses more on the other various aspects of Medical ninjutsu that can greatly enhance taijutsu in other ways than chakra control.
This is how Fistweaving works, by 'weaving' medical chakra while performing taijutsu to ones advantage.
Medical chakra has a variety of uses such as healing and restoring wounds (Mystic Palm Technique), Preventing an opponent from molding chakra by manipulating their tenketsu (Medical Technique: Open Tenketsu) or even by strengthening ones body to prevent damage (Medical Mode).
Fistweaving is that ability to use medical like ninjutsu in taijutsu moves, incorporated with unique martial arts. Performing ninjutsu like Mystic Palm, Anaesthesia, strong medical beam or Open Tenketsu usually require one to very carefully prepare and make precision movements usually to heal a friendly person. However, this offensive type of medical taijutsu doesnt need necessarily the patience that regular medical ninjutsu needs. Using anaesthesia to numb an opponents body part isnt designed to reduce their pain but to disable their movement. Being able to manipulate their tenketsu isnt to allow for greater chakra flow but to slow it down. The ability to incorporate medical ninjutsu into ones arsenal is a great feat, and those that master it can even use it along side their close combat as explained above. After learning and mastering medical ninjutsu, one starts to explore and incorporate it into strikes, learning just how long it takes to gather the right amount of anaesthetic chakra to effectively disable an opponents limb, as well as learning just how long contact is maintained to increase the (turns) it is unusable. While in regular medical training, ninja learn the vital points of the body, where the tenketsu is located etc. When combined with taijutsu training that allows one to learn proper strikes to disable opponents, where to strike for greatest effect etc, one can combine these two forms to deliver devastating taijutsu with additional repercussions to the opponent should a blow land.
One such mastery is the ability to generate medical chakra almost instantly instead of the regular slow gather and concentration that is required for regular medical ninja. Because those that master this style have studied this advanced medical nintaijutsu, they have an increased heightened awareness of their body, even more so than regular medical shinobi. This allows them to have a stronger more durable body that increased the rate of their cell division, through sheer willpower alone.

Example Techniques:
Blackout Kick
Type:
Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
The user performs a half step turn swinging their leg upwards in a roundhouse motion catching the opponent in the jaw, with the additional effect of their branch. As they connect, the user channels medical chakra through their foot to release a powerful anesthesia to numb the opponents jaw, causing them to be unble to use mouth based ninjutsu for 2 turns until it wears off.

Tiger Palm
Type:
Offensive/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
A basic forward flurry of punches, the user will strike the target in the chest as they side step around them attacking from all angles with an additional effect from their discipline. Channeling medical chakra through their fist, as they strike the chakra is inserted into the opponent internally destroying their muscles instead of externally doing damage.


Additional effects and Restrictions:
-Users of this style must have Medical Ninjutsu mastered
-Masters that specialize in this style of fighting passively heal 5 damage per turn due to the users heightend affinity towards medical ninjutsu, and having a higher rate of recovery after studying medical ninjutsu to such a degree.
 

Zatanna

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Tenshin Ichizoku | 天使 | Angel

Name:
Tenshi Ichizoku | Angel Clan

Founder:

Zatanna

History of the Clan:
Long ago, when the world was created, several sentient entities existed in the universe to create everything they saw fit. These primeval forces shaped the universe, and they were Light, Disorder, Death, Shadow, Order and Life. The 6 forces that made up the laws of the universe created everything we know and experience in it. Within each of these forces existed their conduits, the very life that were their 'champions' that helped shape and maintain balance in the universe. Whether to bring life, destroy it, cause chaos, order or ruin, each one of these forces and their champions brought balance to the universe through their actions. The two most powerful of these forces were Light and Dark, the opposites that clashed, but neither can exist without the other, for every light casts a shadow, and a shadow cannot exist without light.
Eventually chakra came into the world and thus began the age of the shinobi and man.

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Chakra signatures are passed genetically, allowing a person's clan to be identified by their chakra; over time, entire populations can have perceptibly different chakra. Each person's chakra also has a unique "colour" that can be seen by those with dōjutsu. One of these unique Chakra's was seen as a pinkish hue, which became to be known as "Lights Chakra" wielded by those pure of heart, and just in cause. This chakra, unique compared to other chakras was noticeably stronger than regular chakra, for it carried with it, the Will of Light, which were those that were blessed with a small portion of Light inside themselves. People that were blessed with this unique type of chakra instead of regular chakra were known as Children of light and after some study, were found to be related by one clan, the Tenshi Ichizoku, or Angel Clan. Legend has it that when a being of pure heart uses their Lights Chakra, they can transform their very being into an Angel. There have been multiple accounts of this feat almost happening, by those that have the chakra but not mastered it.

Eventually one shinobi by the name of Yen Sid would become the first to master his Lights Chakra, and completely be able to control it. He was considered to be one of the most powerful men in history, his chakra stronger than that of anyone else, capable of competing with the Six Sage Chakra, Senjutsu or even Tailed Beast Chakra. He founded a dojo to train all students of the Tenshi Ichizoku, and to help them master the Light inside themselves, and to go forth to help bring Good and Light into the world.

While some were born with the essence of Light withing themselves, the same was said for Shadow. Consumed by darkness, they take on more darker traits both physically and personality wise. These Shadow embodiment are physical, living manifestations of the darkness within people's hearts. They manifest in two forms; "Pureblood" and "Emblem" (Emblem Shadows being created artificially). These shinobi mastered the art of Shadows, their very chakra taking a darker tint, navy blue or almost blackish in colour. They manipulated shadows and darkness, giving birth to the polar opposite ideals of the Lights clan, but still being decended from the same forces.


Special Abilities:

Passive Traits & Abilities:
Light's/Shadow Chakra;
The Spirit within - Lights Embrace
"Inside each and every Tenshi is a shard of the cosmic forces that made up this universe. Whether Light or Shadow, they are destined for great things"
Those of the Tenshi clan have a unique chakra compared to that of the rest of regular shinobi, being that they have a shard of the comisc energy inside them part of "The Light". While there are many different types of chakra such as Tailed Beast Chakra, Senjutsu which is natural energy mixed with normal chakra, Negative Chakra, Six Paths Chakra and Ryūmyaku Chakra, Lights Chakra is said to be the strongest, capable of matching any in a contest of power. This chakra itself comes from the source of Light which is embodied within oneself, that is to say, only being pure of Good Heart and Positive energy are capable of using this chakra.
Lights chakra is a somewhat sentient form of chakra, being the portion of a universal force, this ability is a bodyless invisible force, a force without form. While capable of being interacted with, this comes more as a form of energy rather than a physical touchable force.

The Consuming Darkness - Shadows Hunger
"Light will always oppose Shadow, just like how Shadow will oppose light, for neither can survive without the other"
Similar to those of the Light that have a shard inside, so too does those of the Shadow, having a seed of the Shadow within them. Those that come from the Shadow have a more physical embodiment for their chakra, a semi sentient force that has a physical form, that can be touched and interacted with.
Shadow acts differently than regular normally made shadows, being more akin to something like a fluid, capable of being manipulated by the user. While Light may be seen as an invisible energy, Shadow is a solid touchable force.

You are (not) alone
Children of Light have an easier time manipulating their chakra than others, normally wielding it through weapons, which they are taught to control and use as a conduit for their power. Depending on their personality types this could be something simple as Swords, Shields, Staves, to more unique weapons such as Books, Cards, what ever represents them as a person.
Techniques and abilities that come from Light/Darkness chakra play evenly against other forms of chakra, having no strength or weakness to them.
To simply put, each decendant of the Tenshi clan have a symbiotic relationship with their source of power, whether the Light or Shadow. While Light is an invisible formless source, Shadow is a physical manifestation that can be interacted with.


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Weapons:
These weapons are a conduit for their Lights/Shadow Chakra, and are used in place of hand seals by directions and movements. Normally the weapons are stored away hidden from view, considering some of them can be quite big and bulky, as well as hard to carry around hidden, but all Tenshi Ichizoku members have a seal on their hand ready to summon the weapon when needed or when ready.

fig.1 - examples of weapons that could be used-
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Kekkei Genkai (or equivalent):
As said above, members of the Tenshi Ichizoku posses Lights/Shadow Chakra which augments their abilities and is used instead of regular chakra. This can be used in a variety of ways from simply being used as a source of Ninjutsu, increasing ones speed, physical strength or strength of ninjutsu, to enhancing themselves, entering almost diety like forms, known as Drive Forms, to increase their power, depending on the situation required.
fig.2 -examples of a form change-
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-Lights/Shadow chakra
When used with ninjutsu is able to clash with other said ninjutsu on a chakra scale. Due to the sheer raw purity of Lights/Shadow Chakra, regardless of what nature transformation or type of chakra it has become.

-There are 4 modes of Drive Forms;
*Valor Form: Soley focused on physical strength, speed and endurance, obtaining a secondary copy of the users weapon. Being a soul conduit for a shard of Light or Shadow, this form increasing the user speed, taijutsu and kenjutsu strength, this form increases all weapon, taijutsu and kenjutsu attacks, focusing on the close combat approach to fighting.
*Wisdom Form: The ninjutsu approach to Lights/Darkness Chakra, increasing each jutsu performed's effectiveness. Using the Shard pure cosmical influence, the strength of ones techniques are increased in volume, power and control, giving mastery to what ever element the bio uses.
*Master Form: A hybrid between the two, combining the best of both forms, increasing ones speed and strength also increasing ones Ninjutsu power while also obtaining a secondary copy of the users weapon.
*Final Form: Unlocked by those that have Mastered the use of Lights/Darkness Chakra, it is both a combination and enhancement of Valor and Wisdom Forms combined, while wielding either one, two or no weapons. This form is much more powerful than the Master form, having only a limited duration.

Both Valor and Wisdom are the basic forms to which one is in, being that they are the least taxing on the body, capable of being maintained without effort. Master Form which combines the two takes a stress on the body, at -10 chakra per turn to maintain untill the cost can no longer be paid. Final Form, the ultimate combination and perfect balance of the two, causes severe strain on the body, increasing the chakra cost per turn to -15, and can only be maintained for 6 turns, and must have a cooldown period of the same time before being used again. Each Drive Form change will have a cost of chakra, and once a student has passed the Mark of Mastery, can change between forms passively. (Jutsu to change between forms+strengths and details to be submitted)


Location:
Master Yen Sid makes his home in Hallow Bastion, a landmass the is populated with unique flower and fauna where the blessing of the Light are strongest, in a city called Twilight Town.
Those swallowed and consumed by Shadow make a landmark called Ny'alotha their base, twisted and warped by darkness itself.

Purpose:
The Tenshi Ichizoku are warriors of Light, Good and Justice. They fight for everything good in the world and always help everyone around themselves. They fight the evil and wrong where ever that may be.

Those consumed by Shadow serve their own agenda, greed and own will.

Special Info:
Once passing the Mark of Mastery Test, users no long are bound by channelling their Lights Chakra through a weapon, and can simply access it through gestures and movements of their body.

Requirements:
At the discretion of the Clan owner, or Clan head, applicants will be processed.
 

Zatanna

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WIP
Doraibufōmu | Drive Form

Type: Supplementary
Rank: A-S
Range: Short
Chakra: 30-40 (N/A or -15)
Damage: 30-40
Description:
One of the basic abilities and core techniques of the Tenshi Clan, the Drive Form technique allows one to change between several different forms, causing them to gain benefits dependent on the situation. By filling their bodies with chakra, the Light or Shadow shard within them use this chaka to then give them strength on the form activated, whether Valor, Wisdom, Master or Final. When activating these forms, a small short range shockwave erupts from the user, as the transformation happens, causing foreign chakra to be evacuated from the body, at the cost of of how much chakra is in the technique affecting the user. (EG. if an A rank genjutsu is affecting the user while in Wisdom Form and they change to Master Form, then the technique cost would be 40+30=70). The two basic forms, Valor and Wisdom have no cost to maintain, while Master and Final form have a cost of -15 chakra per turn.
Each form appears unique to the user, whether some may gain increased muscle mass, become different colours, or even have different kind of clothing for each form. (These changes cosmetic, each form has its own unique strengths)

Valor Form:
One of 2 basic Forms, Valor Form focuses on strength, speed and endurance, at the cost of ranged combat. The Light of Shadow envelops the users muscles, giving them increased speed, reaction time, strength and heightened agility. While in this form favors close combat, giving the user a 4 level base speed boost, increased strength with a +15 to all Taijutsu, Kenjutsu and bukijutsu techniques. Additionally, the user gains a second copy of their unique Clan Weapon and with a secondary skin covering them with Light or Shadow, they can shave 15 physical damage from incoming techniques, having a greater stamina with the increased physical condition. The cost of this form however is that all Ninjutsu and Genjutsu techniques are reduced by 1 range.

Wisdom Form:
The second basic form that gives the user a heightened use of ninjutsu, this form favors ranged combat over close, allowing the user to focus on Ninjutsu giving them a greater use. With Wisdom form, every time the user uses ninjutsu, a portion of their Light or Shadow is infused in each technique, increasing it by one rank, causing it to be a wider, bigger and longer technique (if applicable). This does not affect special skills such as Fuuinjutsu, Yin/Yang etc, only elemental and regular ninjutsu. Trading off against this increase, the user is Unable to use Taijutsu above A rank.

Master Form:
A powered up form for the user, this form combines both Valor and Wisdom, taking the strengths of each to become a greater fighter. After learning about both the Valor and Wisdom Form, the user can unlock the Master Form, while losing the abilities of the other 2, gains greater strengths. These benefits include a speed increase, doubling their speed, while increasing their Taijutsu/Kenjutsu and Bukijutsu by 20, while all ninjutsu performed by the user has no elemental weakness.

Final Form:
The Ultimate Form, aptly named Final Form, is designed to take a user to their peak performance. Only capable of being maintained for 6 turns with 15 chakra per turn, Final Form will cause the user to go beyond what the average warrior can do. Increasing their speed to 3 times faster, they receive an increase to +25 to their physical attacks of Taijutsu, Kenjutsu and Bukijutsu. Shielded by their Light or Shadow, they are capable now of shaving up to 30 damage of physical damage, and 20 Spiritual damage. Overflowing the users ninjutsu with Light or Shadow, they increase their strength by 1 rank as well as having no elemental weakness. (Counts as 2 boosts to ninjutsu)

Tenshi no Sento | Angelic Combat
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: N/A-40
Damage: 30-80
Description:
One advantage of having a shard of cosmic power infused within oneself, is the enormous boost that it gives to the users body allowing them to perform fantastic feats not normally able. This includes things like contorting ones body, having complete control over ones agility and flexibility, or even simply pushing their strength beyond ordinary limits.
 
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