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Kensai
Morithar Alaris
6 posters

    Akari Uchiha Customs

    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
    Discord Tag : Malyaska#2258

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    Post by Morithar Alaris Fri Mar 27, 2020 7:03 am

    Below are the only five jutsu I had apped on this account, all five were previously approved.

    Name: Art of The Blade Mistress
    Rank: B
    Power: -
    Activation Cost: -
    Upkeep Cost: 5
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: -
    Hand Seals: -
    Description: A Kenjutsu style focusing on equal parts coordination and misleading their opponents. This style increases the users coordination while this style is active by ++ but also reduces the perception of the target by --.
    Weaknesses: -

    Name: Blade Mistresses Waltz
    Rank: B
    Power: -
    Activation Cost: 10
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: This technique involves the user utilizing the Art of The Blade Mistress style to further mislead and deceive their opponent. Rushing the opponent with their blade drawn, the user utilizes their incredible control over their physical capabilities to deceive the opponent about the strikes intended location.

    The technique increases the users coordination by +1 advantage and reduces the targets perception by -1 tier.
    Weaknesses: -

    Name: Mistresses Parry
    Rank: B
    Power: -
    Activation Cost: 10
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: A Kenjutsu technique that utilizes the user's 'technique' quite literally. This technique allows the user to parry an incoming weapon attack by twisting their wrist upon the moment of contact with the weapons. The sudden torque throws the parried weapon aside, leaving the target potentially disarmed and at the very least, open to attack.

    This technique relies on the users coordination for the sake of the block, rather than the defense. Which pits the users coordination against the targets strength. Strength equal to the coordination of the user will allow them to keep their weapon, strength weaker than the users coordination will disarm them and toss the weapon aside a distance/speed based on the strength of the target -2 tiers. Strength higher than the coordination cannot be blocked by this technique.

    This technique increases the users coordination by +1 tier and their strength by +1 advantage

    Weaknesses: User has to have at least coordination equal to the strength of the incoming blow to even block the attack, otherwise the opposing weapon overpowers the parry attempt.

    Name: Swift Riposte
    Rank: C
    Power: -
    Activation Cost: 5
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: This technique is simply a swift thrust of the users blade toward their target, simple, quick, and efficient

    The user gets +1 tier to coordination for the technique.
    Weaknesses: -

    Name: Savage Thrust
    Rank: C
    Power: -
    Activation Cost: 5
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: Similar to 'Swift Riposte' only instead of the thrust being quick, clean, and efficient, it's more quick and savage, using explosive force for the blow.

    This technique increases the users strength by +1 tier
    Weaknesses: -
    Kensai
    Kensai



    Village : Minor Nation
    Clan : A-Class Clanless
    Discord Tag : kensai#2709

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    Post by Kensai Sat Mar 28, 2020 12:52 pm

    Akari Uchiha wrote:Below are the only five jutsu I had apped on this account, all five were previously approved.

    Name: Art of The Blade Mistress
    Rank: B
    Power: -
    Activation Cost: -
    Upkeep Cost: 5
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: -
    Hand Seals: -
    Description: A Kenjutsu style focusing on equal parts coordination and misleading their opponents. This style increases the users coordination while this style is active by ++ but also reduces the perception of the target by --.
    Weaknesses: -

    Name: Blade Mistresses Waltz
    Rank: B
    Power: -
    Activation Cost: 10
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: This technique involves the user utilizing the Art of The Blade Mistress style to further mislead and deceive their opponent. Rushing the opponent with their blade drawn, the user utilizes their incredible control over their physical capabilities to deceive the opponent about the strikes intended location.

    The technique increases the users coordination by +1 advantage and reduces the targets perception by -1 tier.
    Weaknesses: -

    Name: Mistresses Parry
    Rank: B
    Power: -
    Activation Cost: 10
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: A Kenjutsu technique that utilizes the user's 'technique' quite literally. This technique allows the user to parry an incoming weapon attack by twisting their wrist upon the moment of contact with the weapons. The sudden torque throws the parried weapon aside, leaving the target potentially disarmed and at the very least, open to attack.

    This technique relies on the users coordination for the sake of the block, rather than the defense. Which pits the users coordination against the targets strength. Strength equal to the coordination of the user will allow them to keep their weapon, strength weaker than the users coordination will disarm them and toss the weapon aside a distance/speed based on the strength of the target -2 tiers. Strength higher than the coordination cannot be blocked by this technique.

    This technique increases the users coordination by +1 tier and their strength by +1 advantage

    Weaknesses: User has to have at least coordination equal to the strength of the incoming blow to even block the attack, otherwise the opposing weapon overpowers the parry attempt.

    Name: Swift Riposte
    Rank: C
    Power: -
    Activation Cost: 5
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: This technique is simply a swift thrust of the users blade toward their target, simple, quick, and efficient

    The user gets +1 tier to coordination for the technique.
    Weaknesses: -

    Name: Savage Thrust
    Rank: C
    Power: -
    Activation Cost: 5
    Upkeep Cost: -
    Range: N/A
    Speed:N/A
    Element: -
    Skill: Kenjutsu
    Classification: Personal
    Requirements: -
    Parent Technique: Art of The Blade Mistress
    Hand Seals: -
    Description: Similar to 'Swift Riposte' only instead of the thrust being quick, clean, and efficient, it's more quick and savage, using explosive force for the blow.

    This technique increases the users strength by +1 tier
    Weaknesses: -

    Approved!~
    Calis Kazehana
    Calis Kazehana



    Village : Sunagakure
    Rank : Genin
    Clan : Kazehana

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    Post by Calis Kazehana Thu Apr 02, 2020 2:50 am

    Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger
    Description: Gandr is a ninjutsu that produces a black and red orb of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank force. Should this force not be enough to outright kill someone it will reduce their strength stat by 1 tier -- (One tier and 2 disadvantages) for three rounds.
    Weaknesses: -
    Kara
    Kara



    Village : Sunagakure
    Rank : Civilian
    Clan : N/A
    Discord Tag : Beckon#9188

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    Post by Kara Thu Apr 02, 2020 3:21 am

    Nejire Yuki wrote:Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger
    Description: Gandr is a ninjutsu that produces a black and red orb of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank force. Should this force not be enough to outright kill someone it will reduce their strength stat by 1 tier -- (One tier and 2 disadvantages) for three rounds.
    Weaknesses:  -

    I would like this to be rewritten on the correct character please. Also I'm not to keen on the idea that it does seemingly persistent damage or perhaps continually activated damage (which would theoretically reapply the debuff) for minimal drawbacks and no weaknesses. It is also not clear to me whether this is intended to be a ball/orb of chakra or a laser beam.
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
    Discord Tag : Malyaska#2258

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    Post by Morithar Alaris Thu Apr 02, 2020 3:43 am

    Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger - Rat - Boar - Ram.
    Description:
    Spoiler:
    Gandr is a ninjutsu that produces a black and red bolt of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank force. Should this force not be enough to outright kill someone it will reduce their strength stat by 1 tier -- (One tier and 2 disadvantages) for three rounds.
    Weaknesses:  One has to dedicate at least one hand to maintaining the jutsu. Should one attempt to utilize any other ninjutsu from that hand, be it by doing hand seals or using it as a launch point for any ninjutsu Gandr will automatically drop and have to be recast again.

    -----

    The damage isn't persistent, each firing of the technique is a single 1 meter long, 1 foot diameter bolt that travels for up to 50 meters before dispersing. Unless of course it slams into someone or something before it hits in which case whatever it hits is probably in for a bad time.

    In regards to 'constantly reapplying the debuff' one has to get hit by the jutsu multiple times for that to occur. Each instance of getting struck by the bolt would apply the debuff yes. But they would have to get hit by the bolt all over again in order for that to happen.


    Last edited by Akari Uchiha on Thu Apr 02, 2020 4:11 am; edited 1 time in total
    Kara
    Kara



    Village : Sunagakure
    Rank : Civilian
    Clan : N/A
    Discord Tag : Beckon#9188

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    Post by Kara Thu Apr 02, 2020 3:55 am

    Akari Uchiha wrote:Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger
    Description:
    Spoiler:
    Gandr is a ninjutsu that produces a black and red bolt of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank force. Should this force not be enough to outright kill someone it will reduce their strength stat by 1 tier -- (One tier and 2 disadvantages) for three rounds.
    Weaknesses:  One has to dedicate at least one hand to maintaining the jutsu. Should one attempt to utilize any other ninjutsu from that hand, be it by doing hand seals or using it as a launch point for any ninjutsu Gandr will automatically drop and have to be recast again.

    -----

    The damage isn't persistent, each firing of the technique is a single 1 meter long, 1 foot diameter bolt that travels for up to 50 meters before dispersing. Unless of course it slams into someone or something before it hits in which case whatever it hits is probably in for a bad time.

    In regards to 'constantly reapplying the debuff' one has to get hit by the jutsu multiple times for that to occur. Each instance of getting struck by the bolt would apply the debuff yes. But they would have to get hit by the bolt all over again in order for that to happen.

    I want this to have 4 hand seals, otherwise it looks fine to me.
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
    Discord Tag : Malyaska#2258

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    Post by Morithar Alaris Thu Apr 02, 2020 4:12 am

    This has been edited
    Kara
    Kara



    Village : Sunagakure
    Rank : Civilian
    Clan : N/A
    Discord Tag : Beckon#9188

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    Post by Kara Thu Apr 02, 2020 4:13 am

    Akari Uchiha wrote:Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger - Rat - Boar - Ram.
    Description:
    Spoiler:
    Gandr is a ninjutsu that produces a black and red bolt of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank force. Should this force not be enough to outright kill someone it will reduce their strength stat by 1 tier -- (One tier and 2 disadvantages) for three rounds.
    Weaknesses:  One has to dedicate at least one hand to maintaining the jutsu. Should one attempt to utilize any other ninjutsu from that hand, be it by doing hand seals or using it as a launch point for any ninjutsu Gandr will automatically drop and have to be recast again.

    -----

    The damage isn't persistent, each firing of the technique is a single 1 meter long, 1 foot diameter bolt that travels for up to 50 meters before dispersing. Unless of course it slams into someone or something before it hits in which case whatever it hits is probably in for a bad time.

    In regards to 'constantly reapplying the debuff' one has to get hit by the jutsu multiple times for that to occur. Each instance of getting struck by the bolt would apply the debuff yes. But they would have to get hit by the bolt all over again in order for that to happen.

    Approved~
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
    Discord Tag : Malyaska#2258

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    Post by Morithar Alaris Thu Apr 02, 2020 3:58 pm

    Name: Gandr: Beam
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed:S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger
    Description: Gandr: Beam is similar to appearance and to Gandr with the exception that instead of it firing a ‘bolt’ the user instead fires a constant stream of energy that forms into a cutting ‘beam’. This beam can be as small as 1 inch wide if fired from the fingertip or have a similar width as the original Gandr, which is 1 foot. In exchange for the constant stream of energy that allows the use to cut through anything it’s power normally could, this technique loses the stat debuff and constant reusability of the original Gandr.
    Weaknesses: -

    --

    Name: Gandr: Volley
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Rat - Boar.
    Description: Gandr: Volley is a secondary version of Gandr that allows the user to fire multiple ‘bullets’. The technique fires up to 50 bullet sized projectiles of Gandr that spread out from the user in a 45 degree cone. The wide end of the cone is 40m in diameter. The takeaway from the spread of the technique is that these smaller ‘bullets’ no longer have the debuff capability of the original Gandr and instead trade that in for a wider area of damage.
    Weaknesses: -

    --

    Name: Gandr: Burst
    Rank: S
    Power: A
    Activation Cost: 30
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: -
    Description: Gandr: Burst is a follow up technique to the original Gandr. This ability allows the user to ‘detonate’ any Gandr bullet, bolt, or mine,  into a 10m wide burst of energy. This technique can be utilized with any single Gandr bullet or bolt fired by this technique's user and will spread its effect to other bullets or bolts that fall within it’s detonation range. This technique will not maintain the debuff of any Gandr bolt it detonates, meaning it will no longer cause a debuff to the strength of those afflicted.  

    Weaknesses: Due to this technique not having seals, this techniques power and speed are reduced by a tier.

    --

    Name: Gandr: Mine
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 15m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Boar - Rat
    Description: Gandr: Mine is another offshoot of Gandr, only this time the user makes a much larger bolt than normal. Then, instead of firing it off as a projectile they simply let it go. The bolt then separates into 10 bolts that orbit around the user at this technique's speed stat. The original bolt expands from the users hand into a 10 foot wide bolt before separating into individual mines 1 foot wide. The mines idly circle around the user, keeping a 15m distance from them. Should someone come within 15m of the mines they will hone in on the target and rush toward them at this technique’s speed. The bolts will strike the target with force equal to this technique's power. These mines hold the same debuffing capability as the original Gandr, but not to the same degree, instead only able to reduce the strength stat of one afflicted by 1 tier.

    Weaknesses: This technique does not distinguish between friend and foe. If someone comes within the proximity of the mines they will attack them, regardless of who they might be. Except the user of course.
    Chigetsu
    Chigetsu



    Village : Kirigakure
    Rank : Genin
    Clan : Hōzuki
    Discord Tag : Lithium#2476

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    Post by Chigetsu Fri Apr 03, 2020 3:58 pm

    Akari Uchiha wrote:Name: Gandr: Beam
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed:S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger
    Description: Gandr: Beam is similar to appearance and to Gandr with the exception that instead of it firing a ‘bolt’ the user instead fires a constant stream of energy that forms into a cutting ‘beam’. This beam can be as small as 1 inch wide if fired from the fingertip or have a similar width as the original Gandr, which is 1 foot. In exchange for the constant stream of energy that allows the use to cut through anything it’s power normally could, this technique loses the stat debuff and constant reusability of the original Gandr.
    Weaknesses: -

    --

    Name: Gandr: Volley
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Rat - Boar.
    Description: Gandr: Volley is a secondary version of Gandr that allows the user to fire multiple ‘bullets’. The technique fires up to 50 bullet sized projectiles of Gandr that spread out from the user in a 45 degree cone. The wide end of the cone is 40m in diameter. The takeaway from the spread of the technique is that these smaller ‘bullets’ no longer have the debuff capability of the original Gandr and instead trade that in for a wider area of damage.
    Weaknesses: -

    --

    Name: Gandr: Burst
    Rank: S
    Power: A
    Activation Cost: 30
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: -
    Description: Gandr: Burst is a follow up technique to the original Gandr. This ability allows the user to ‘detonate’ any Gandr bullet, bolt, or mine,  into a 10m wide burst of energy. This technique can be utilized with any single Gandr bullet or bolt fired by this technique's user and will spread its effect to other bullets or bolts that fall within it’s detonation range. This technique will not maintain the debuff of any Gandr bolt it detonates, meaning it will no longer cause a debuff to the strength of those afflicted.  

    Weaknesses: Due to this technique not having seals, this techniques power and speed are reduced by a tier.

    --

    Name: Gandr: Mine
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 15m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Boar - Rat
    Description: Gandr: Mine is another offshoot of Gandr, only this time the user makes a much larger bolt than normal. Then, instead of firing it off as a projectile they simply let it go. The bolt then separates into 10 bolts that orbit around the user at this technique's speed stat. The original bolt expands from the users hand into a 10 foot wide bolt before separating into individual mines 1 foot wide. The mines idly circle around the user, keeping a 15m distance from them. Should someone come within 15m of the mines they will hone in on the target and rush toward them at this technique’s speed. The bolts will strike the target with force equal to this technique's power. These mines hold the same debuffing capability as the original Gandr, but not to the same degree, instead only able to reduce the strength stat of one afflicted by 1 tier.

    Weaknesses: This technique does not distinguish between friend and foe. If someone comes within the proximity of the mines they will attack them, regardless of who they might be. Except the user of course.

    Approved
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
    Discord Tag : Malyaska#2258

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    Post by Morithar Alaris Mon May 18, 2020 8:19 pm

    Shivarra, Mistress of The Frozen Plains

    Akari Uchiha Customs Leonid10

    Shivarra is a being that none have ever truly been able to understand. She embodies all that which is cold. She herself is oft times cold and distant to all around her. In her lies great power which she has the capability to bestow upon those who seek her out. Or those that manage to take control of her. Shivarra appears to be a woman in her early to mid twenties. Her skin is an icy blue, her eyes are opalescent, shifting between shades of sea green, icy blue, and twilight purple. Her hair is raven black, stretching down to her lower back and separating into braids with icicles forming upon the ends. Her body is adorned with jewels, all gems of more opalescence, shifting between multitudes of colours that always seem to match her eyes. Shivarra tends to eschew much clothing, reveling in the pure, cold, beauty of her body. To feel the touch of Shivarra is to know the true meaning and cold, and when she has her way with any host they become crueler, colder, and meticulously vicious.

    Abilities

    Shivarra grants it’s host multiple capabilities should they have the ability to unlock them for themselves. However one thing that she cannot keep from her host is her capabilities toward that of Ice. As such Shivarra bequeaths to her host the Ice Release advanced element at no unlocking cost to her host.

    Otherwise, Shivarra is treated as any bijuu might.

    Strength: A (Quarternary)
    Constitution: A (Quinary)
    Stamina: S
    Speed: S (Secondary)
    Coordination: S+ (Primary)
    Intelligence: A
    Perception: A (Tertiary)

    Chakra Access
    The first thing a host will attempt when trying to gain better control over Shivarra is accessing her chakra. Shivarra has a sizable pool of Stamina that is usually higher than the hosts and, because it only counts against the entity when used, it can be very beneficial to the host. Gaining access to an entity’s chakra usually begins with pleading with her to use its power, whether to accomplish some task or to win some fight. Shivarra  naturally wishes to preserve herself, and will usually bestow their power when it appears necessary to ensure the survival of her host, whose life is linked to hers, but only for short periods of time. A host is initially able to access Shivarra’s Stamina for one post out of a topic. With more usage, she  begins to trust the container's ability to effectively use its chakra and may allow increased opportunity to wield it, should the host  display some level of aptitude. By spending 100 Experience posts, a host can increase this limit by 1 post to a maximum of 5 posts. With Control, this increases to 10 and again to 20 when a Bond is formed, but you still need to spend 100 exp for each post's worth of increase. Be careful, though, because Shivarra’s Stamina can run out, which brings us to:

    Chakra Recovery
    If one somehow manages to actually use up all or most of Shivarra’s Stamina, the entity will enter into a focused meditation devoted to regaining its reserves. This is a time when her power will be completely cut off from the host, preventing any sort of ability at all related to her. Recovery occurs at a rate of 10% per post. Shivarra's Stamina must be at 50% before activating again if depleted.

    Healing
    For the sake of self-preservation, Shivarra  will use her chakra to regenerate wounds inflicted upon her host if they deem the situation threatening enough to warrant her interference. This can be taxing on her, which is why it is rarely used, but it can potentially heal all wounds, even those that no other technique might be able to. By dumping 20% of its reserves into the host, Shivarra can cause all non-lethal wounds to progressively recover over the course of a single post. By increasing that amount to 50%, all wounds will progressively recover over the course of a single post. Even holes in the body and destroyed organs will be regenerated in moments. Once Control is gained, the host will no longer need to wait for Shivarra  to determine the threat of the situation, and can activate this ability at will.

    Initial Enhanced Mode
    This is a state in which Shivarra’s power slowly leaks over the host body, creating a cloak of icy blue chakra that is invisible to the naked eye, but emanates a sort of vile energy that can clearly be felt. The hosts eyes will change to match that of Shivarra, and the body will be increased slightly. This is a response to extreme stress, when the container  loses control over the emotional state and Shivarra’s influence is allowed to seep into the subconscious. Survival instincts begin to take over even as the nails and teeth elongate into sharp, pointed ends. This state provides a ++ boost to Strength, Constitution, Speed, and Coordination, while subtracting a tier from Intelligence. Something unique to note with Shivarra is that as Intelligence decreases in the host, their behavior more accurately reflects that of the entity, until it reaches E-Tier, at which point, the container acts exactly as Shivarra would. This mode can be mastered at the cost of 250 Experience Points, which allows it to be activated at will, with a post limit that extends like Chakra Access: 100 Experience per post, up to a 5 maximum, 10 with Control, and no maximum with a Bond.

    Version One
    When the loss of emotional control reaches a point that the host is not recovering, by either remaining in the Initial Enhanced Mode for 3 posts (or 5 if mastered), or the strain is particularly great, or if the entity was forced to heal a lethal wound, the chakra cloaking the container suddenly becomes visible and takes a bubbling, almost liquid form reminiscent of the entity itself that coats the host body. Version One increases the physical body while diminishing the mind, and its ability to do both increases with each additional tail that is present. A Tail is added only with three posts of continued use, so long as the emotional strain is still present. V1 provides an A-Rank Defense.

    Version One: ++ Boost to Strength, Constitution, Speed, and Coordination with an additional + in the primary stat of the Entity. -1 Tier to Intelligence.

    Prior to obtaining control over this form, Version One will cause physical discomfort to those nearby and may even inflict burns to those that touch it. It can also corrode the user's body over time, reducing Constitution by one "-" after the form ends. While in Version One, the host gains access to Chakra Arms and Shockwave. Additionally, an ability unique to Version One is the self sufficiency of the cloak. Because the cloak is not condensed around the user as in Version Two and is of sufficient potency to take a physical form, unlike Initial Enhanced Mode, Version One's cloak can act of its own accord, moving separate from the user to confuse the enemy by thinking two attacks are happening at once. This confusion reduces the Perception of the enemy by one tier and has been known to scramble the Sharingan's once thought flawless powers of prediction. In order to master a tail in this state, the host must spend 250 Experience. That will allow activation at will, with a time limit determined by spending 50 Experience per post, up to 5 Posts or 10 posts with Control. With a Bond, there is no maximum. Keep in mind that this will not negate the stat reductions.

    Version Two
    After undergoing extreme stress, such that emotions run wildly out of control, or after remaining in the Entity’s maximum level of Version One for 3 posts (or 5 if mastered), the cloak will condense over the skin and expand into an orb that explodes with extreme pressure. This can create a large crater in the ground and blow away massive trees and boulders and burn anything still standing. This explosion is optional, and has a 50 meter radius, travels at S-Rank speed, and inflicts A-Rank damage. What remains after the explosion is the host, coated in a chakra cloak not unlike Version One, but of such density that only a dark, blue shape can be seen, and barely anything of the person underneath. This cloak provides an S-Rank Defense along with complete immunity to piercing. Touching it can cause swift incineration. The body is enhanced greatly, as well, but Intelligence takes a heavy hit and the body is left weakened afterwards.

    Version 2: 1 Tier Boost to Strength, Constitution, Speed, and Coordination. -2 Tiers to Intelligence.


    Now, normally a tail is added after three posts of consistent use, but in Version Two, if the hosts Intelligence hits E-Tier, a tail is added every single post, until the maximum. When the host is at the maximum amount of tails with E-Tier Intelligence, the seal begins to burn, tripling the rate at which it deteriorates while in Version Two. The host will be unable to deactivate the mode, as well, meaning that unless someone else intervenes, the Entity will be unleashed and the container will be killed.

    While in Version Two, Shivarra’s host will gain access to an ability similar to Tailed Beast Ball, but can only use a partial, A-Rank version of it. It still deals great damage and can be fired in the same ways as the large one: as an explosive sphere or a destructive beam.

    To master this state, simply spend 350 Experience Points per tail you wish to master, and increase the time limit by 50 Experience per post for up to 5 posts, or 10 with Control, or however high as you wish with a Bond. Again, this doesn't negate the stat reductions, so be careful if your Tail level gets your Intelligence too low.

    Control
    Whenever Shivarra’s container feels that they’ve reached a point in their journey that full manipulation of the entity's power is needed, they may challenge her  in combat. This battle will take place in the mind, with the battlefield set as whatever that specific container's mental scape is –it was a basement level factory for Naruto in canon, for example. During this battle, the host will have access to none of the entity’s power and, in most cases, will be fighting that entity at full strength one-on-one. Those that possess the Sharingan or other host containers can enter the mind to aid in the battle, as well as any who have implanted their chakra within the seal itself, but only for a short while, as when Kushina aided Naruto. However, the true meaning of this battle is the drawing out of the entity’s chakra and containing it within the host, a task that is left entirely to the container. The host will need to complete an extraction. An extraction is done by disabling the entity long enough to remove all or a portion of its chakra, done once per post.

    Once all of the entity’s chakra has been extracted, the host is now able to use it freely. Initial Enhanced Mode and the Version forms no longer reduce Intelligence and Constitution. However, the primary benefit is that Shivarra’s abilities will now deteriorate the seal at a slower rate, allowing more usage of her chakra before the seal is broken.

    It's important to note that the maximum amount of experience a host can invest into Shivarra without having gained control is 3000 experience points. After that, they are absolutely required to fight her in their minds and achieve control before they can be able to invest any further points and gain more abilities.


    Full Embodiment
    This is arguably the most powerful ability of the host. The container  is able to use Shivarra’s power to recreate her in a perfect replica, potentially with full access to her original power. This is incredibly difficult to master, however, and takes great time and practice. Once in any of the following transformations, the host can gain access to the fully powered Tailed Beast Ball variant.

    Initial (0 Exp): The transformation is similar to a Combination Transformation technique performed with a giant summon. Shivarra is created in perfect form, but her power is not yet fully accessed. -3 Tiers to all of her stats. Using this level requires the host to have mastered the Initial, Version One, and Version Two forms. Control is not actually required to learn this level. For each post that this is used, 15 CP per post is deducted from Shivarra’s chakra. If the host attempts to use this without mastering the previous forms, the transformation will fail and the host will become a comical miniature version of the being that has the same stats as the host at base.

    Partial (250 Exp): Now a considerable amount of Shivarra is beginning to project onto the transformation as the container becomes more accustomed to properly siphoning that power. Only 2 Tiers are deducted from all of the entity’s stats, and to use the Initial transformation will only cost 15% of Shivarra’s chakra per post. Using the Partial costs 15 CP per post, however, and the host must have activated the Initial at least ten different times over ten topics.

    Advanced (250 Exp): Only when the host has reached the Partial level and gained Control over Shivarra’s chakra may the near full might of her be transmitted through this transformation. Just 1 Tier is reduced to all of the entity’s stats.  Advanced is set at 20 CP per post.

    Complete (250 Exp): After using the Advanced form a daunting twenty times over twenty different topics, the Jinchuuriki will finally be able to use the full might of the entity, negating all reductions to the Shivarra’s stats when using Full Embodiment. The costs are 25 CP per post. There isn't much to say about this level other than the host will now be a force of nature and something to be feared.

    Master (250 Exp): When the host has formed a Bond with Shivarra and has acquired the Complete form, the Master level is unlocked. This does not provide any increases to the power of Full Embodiment, but it does allow for partial transformations that vary in size from the hosts body to the entity's body. Any portion can be transformed at will and, should the host have mastered Chakra Mode, the altered part can also be composed solely of Shivarra’s chakra. This drains 30 CP per post.

    Chakra Mode
    Chakra Mode is the state a host enters when they decide to use the entity’s chakra in full and apply it to their bodies. This can only happen when the host has acquired Control over the entity’s chakra and can quickly burn up the seal, making it very difficult to use with weaker seals. This cloak forms an icy blue shell around the user. There are different levels for this mode, based on general entity mastery and use of this ability. Chakra Mode provides an S++ Rank Defense.

    Shroud (0 Exp): Immediately after gaining Control, the hosts Chakra Mode appears as a simple shroud of icy blue chakra coating the body and clothing, taking on the shape of the host's appearance with the sole addition of sealing patterns based on the specific Fuuinjutsu used to contain the entity. This level can use all of Shivarra’s abilities save only for the full sized Tailed Beast Ball variant, though it can still make use of the smaller, A-Rank variation. The stat boosts for this state are slightly better than Version Two, but without any of the physical alterations. 2 Tier Boost to Strength, Constitution, Speed, and Coordination. The cost of keeping Chakra Mode active is deducted from the hosts Stamina rather than Shivarra’s, due to her siphoning from it. The Shroud level costs 30 CP per post.

    Cloak (0 Exp): Once a Bond has been formed, the coating of Chakra Mode enhances to form into its own cloak-like appearance, covering the host in an extra set of clothing made entirely from the energy of the entity. The seal markings present in the Shroud level enhance and spread further, and the eyes change to resemble that of Shivarra.  The entity no longer siphons the host's chakra, isolating the cost of Chakra Mode to only the entity’s chakra. The cost remains at 30 CP per post.

    Unity (500 Exp): The host and Shivarra have become accustomed to unifying their energies and are able to synchronize on a far higher level than before. Rather than shelving their own chakra,  host’s are able to combine and enhance it with Shivarra’s chakra, using the impressive potency of her chakra to bolster their own reserves. No longer does the entity's Stamina stat replace the hosts. The cost remains at 30 CP per post although both the host's Stamina and the entity's Stamina pool are added together for this purpose.

    Mastery (500 Exp): So much experience has the host  gained in using the entity's chakra that they can manipulate each other's energies as their own. The container can now use chakra to enter into Full Embodiment, standing amidst the head or within the arms, hands, feet, or tails behind a veil of translucent but very solid energy. It will appear just as Shivarra does, but with the same color and seal patterns as are present in Chakra Mode, and should the host have reached the Master level of Full Embodiment, they can partially form parts of the entity out of chakra, without the need to actually change their own bodies. Even better, however, is the ability to project Full Embodiment beyond the body. It drains chakra at its own cost, in conjunction with whatever the host uses, but the entity can fight as would a summon, separate from its host and with its full power. The actual power of this level is determined by the level of Full Embodiment that the host has acquired. Utilizing this ability costs 30 CP per post.

    Bond
    The Bond is a form of mutual understanding and friendship that only occurs with time and effort, represented by a total of 3100 Experience points that has been invested into Shivarra’s powers. This is a running total based on how far the host progresses. Once formed, the Bond initiates the Cloak level of Chakra Mode and eliminates nearly all downsides to being possessed; Shivarra no longer wishes to harm the body when using Version One and Two Forms. It freely works to allow the host to manipulate her vast power in as little as accessing her chakra supply or as much as fully utilizing Full Embodiment. Shivarra no longer makes any effort to escape, removing the strain and damage caused on the seal when using entity related abilities and forms.

    Note: Remember that the maximum amount of exp you can invest before achieving control is 3000 points. This means that it's impossible for any host to achieve Bond before achieving Control.

    Seals
    In order to become a host in the first place, a character must have a Fuuinjutsu technique that is capable of sealing an entity applied to the body and used in the presence of the being. Each technique describes its own sealing process, as they can be very similar or completely different, but all generally result in the entity  being entirely contained within the character's body. This Fuuinjutsu is then the only thing keeping the being locked within the host body, and is also what binds the host’s  life to the entity's. Obviously, this causes the entity to make a point of breaking that seal to undo the link and regain freedom, usually at the cost of the host's life.

    Breaking the seal is a long process that involves forcing Shivarra’s chakra through the seal and onto the host, steadily weakening the seal in the process, until it finally breaks. All Fuuinjutsu that contain entity’s are inherently linked to the hosti's will, such that when the host is strong and of sound mind, there may well be no chakra leakage at all, but in cases when the host is wounded or near death and that will falters, the entity will be able to force its chakra out. This often occurs when the host is wounded and the chakra induces healing, or when the container suffers from emotional trauma that might unleash one of the chakra forms. Of course, at any point, the host can mentally undo the seal and release Shivarra that way. This will still kill the host, however.

    Each seal is given a point value based on its rank. These points represent the remaining life of the seal, and when they are depleted, the host  is killed and the entity is released. The point values are as follows:
    E-Rank: 25
    D-Rank: 50
    C-Rank: 100
    B-Rank: 150
    A-Rank: 300
    S-Rank: 500

    Using any entity abilities mentioned on this page will reduce those points, so it is suggested that the highest ranking seal available be used and that the host take great care in accessing any power. The points lost for each post that an ability is used are listed below:
    Unique Ability: 1
    Chakra Access: 5
    Minor Healing: 10
    Major Healing: 20
    Initial Enhanced Mode: 10
    Version One: 15
    Version Two: 25
    Full Embodiment: 30
    Chakra Mode: 15

    Gaining Control over Shivarra’s chakra will allow the host  to utilize it in a more secure manner, though because the entity  does not wish to work alongside the host, its chakra is still toxic to the seal. Once Control is gained, the above point reduction values are all reduced by 5.

    Once a Bond is formed, Shivarra will no longer use her chakra to deteriorate the seal. For those not quite so progressed with their entity, however, there is a way to reinforce the seal. Seals that contain entity’s can be learned by any that possess the Fuuinjutsu Skill, but when created, can only be as strong in Rank as the Tier of the creator's Intelligence. The same is true of reinforcement; one with the Fuuinjutsu Skill can reinforce a seal but only if one's Intelligence is equal to or higher than the Rank of the seal.

    A seal that is reinforced regains some of its power, thereby extending the life of the host while allowing for further use of the entity’s abilities. However, a seal cannot be made new, no matter how hard a Fuuinjutsu user may try. Every time a seal is reinforced, it is restored to exactly 25 points less than the previous maximum point value. So, if a B-Rank seal is reinforced, it will be brought back up to 125 points. If it's reinforced again, it'll be restored to 100 points, and so on until the seal cannot be reinforced any longer.


    Last edited by Akari Uchiha on Thu May 28, 2020 9:37 am; edited 1 time in total
    Chigetsu
    Chigetsu



    Village : Kirigakure
    Rank : Genin
    Clan : Hōzuki
    Discord Tag : Lithium#2476

    Akari Uchiha Customs Empty Re: Akari Uchiha Customs

    Post by Chigetsu Tue May 19, 2020 10:05 am

    Akari Uchiha wrote:
    Shivarra, Mistress of The Frozen Plains

    Akari Uchiha Customs Leonid10

    Shivarra is a being that none have ever truly been able to understand. She embodies all that which is cold. She herself is oft times cold and distant to all around her. In her lies great power which she has the capability to bestow upon those who seek her out. Or those that manage to take control of her. Shivarra appears to be a woman in her early to mid twenties. Her skin is an icy blue, her eyes are opalescent, shifting between shades of sea green, icy blue, and twilight purple. Her hair is raven black, stretching down to her lower back and separating into braids with icicles forming upon the ends. Her body is adorned with jewels, all gems of more opalescence, shifting between multitudes of colours that always seem to match her eyes. Shivarra tends to eschew much clothing, reveling in the pure, cold, beauty of her body. To feel the touch of Shivarra is to know the true meaning and cold, and when she has her way with any host they become crueler, colder, and meticulously vicious.

    Abilities

    Shivarra grants it’s host multiple capabilities should they have the ability to unlock them for themselves. However one thing that she cannot keep from her host is her capabilities toward that of Ice. As such Shivarra bequeaths to her host the Ice Release advanced element at no unlocking cost to her host.

    Otherwise, Shivarra is treated as any bijuu might.

    Strength: A (Quarternary)
    Constitution: A (Quinary)
    Stamina: S
    Speed: S (Secondary)
    Coordination: S+ (Primary)
    Intelligence: A
    Perception: A (Tertiary)

    Chakra Access
    The first thing a host will attempt when trying to gain better control over Shivarra is accessing her chakra. Shivarra has a sizable pool of Stamina that is usually higher than the hosts and, because it only counts against the entity when used, it can be very beneficial to the host. Gaining access to an entity’s chakra usually begins with pleading with her to use its power, whether to accomplish some task or to win some fight. Shivarra  naturally wishes to preserve herself, and will usually bestow their power when it appears necessary to ensure the survival of her host, whose life is linked to hers, but only for short periods of time. A host is initially able to access Shivarra’s Stamina for one post out of a topic. With more usage, she  begins to trust the container's ability to effectively use its chakra and may allow increased opportunity to wield it, should the host  display some level of aptitude. By spending 100 Experience posts, a host can increase this limit by 1 post to a maximum of 5 posts. With Control, this increases to 10 and again to 20 when a Bond is formed, but you still need to spend 100 exp for each post's worth of increase. Be careful, though, because Shivarra’s Stamina can run out, which brings us to:

    Chakra Recovery
    If one somehow manages to actually use up all or most of Shivarra’s Stamina, the entity will enter into a focused meditation devoted to regaining its reserves. This is a time when her power will be completely cut off from the host, preventing any sort of ability at all related to her. Recovery occurs at a rate of 10% per post.

    Healing
    For the sake of self-preservation, Shivarra  will use her chakra to regenerate wounds inflicted upon her host if they deem the situation threatening enough to warrant her interference. This can be taxing on her, which is why it is rarely used, but it can potentially heal all wounds, even those that no other technique might be able to. By dumping 20% of its reserves into the host, Shivarra can cause all non-lethal wounds to progressively recover over the course of a single post. By increasing that amount to 50%, all wounds will progressively recover over the course of a single post. Even holes in the body and destroyed organs will be regenerated in moments. Once Control is gained, the host will no longer need to wait for Shivarra  to determine the threat of the situation, and can activate this ability at will.

    Initial Enhanced Mode
    This is a state in which Shivarra’s power slowly leaks over the host body, creating a cloak of icy blue chakra that is invisible to the naked eye, but emanates a sort of vile energy that can clearly be felt. The hosts eyes will change to match that of Shivarra, and the body will be increased slightly. This is a response to extreme stress, when the container  loses control over the emotional state and Shivarra’s influence is allowed to seep into the subconscious. Survival instincts begin to take over even as the nails and teeth elongate into sharp, pointed ends. This state provides a ++ boost to Strength, Constitution, Speed, and Coordination, while subtracting a tier from Intelligence. Something unique to note with Shivarra is that as Intelligence decreases in the host, their behavior more accurately reflects that of the entity, until it reaches E-Tier, at which point, the container acts exactly as Shivarra would. This mode can be mastered at the cost of 250 Experience Points, which allows it to be activated at will, with a post limit that extends like Chakra Access: 100 Experience per post, up to a 5 maximum, 10 with Control, and no maximum with a Bond.

    Version One
    When the loss of emotional control reaches a point that the host is not recovering, by either remaining in the Initial Enhanced Mode for 3 posts (or 5 if mastered), or the strain is particularly great, or if the entity was forced to heal a lethal wound, the chakra cloaking the container suddenly becomes visible and takes a bubbling, almost liquid form reminiscent of the entity itself that coats the host body. Version One increases the physical body while diminishing the mind, and its ability to do both increases with each additional tail that is present. A Tail is added only with three posts of continued use, so long as the emotional strain is still present. V1 provides an A-Rank Defense.

    Version One: ++ Boost to Strength, Constitution, Speed, and Coordination with an additional + in the primary stat of the Entity. -1 Tier to Intelligence.

    Prior to obtaining control over this form, Version One will cause physical discomfort to those nearby and may even inflict burns to those that touch it. It can also corrode the user's body over time, reducing Constitution by one "-" after the form ends. While in Version One, the host gains access to Chakra Arms and Shockwave. Additionally, an ability unique to Version One is the self sufficiency of the cloak. Because the cloak is not condensed around the user as in Version Two and is of sufficient potency to take a physical form, unlike Initial Enhanced Mode, Version One's cloak can act of its own accord, moving separate from the user to confuse the enemy by thinking two attacks are happening at once. This confusion reduces the Perception of the enemy by one tier and has been known to scramble the Sharingan's once thought flawless powers of prediction. In order to master a tail in this state, the host must spend 250 Experience. That will allow activation at will, with a time limit determined by spending 50 Experience per post, up to 5 Posts or 10 posts with Control. With a Bond, there is no maximum. Keep in mind that this will not negate the stat reductions.

    Version Two
    After undergoing extreme stress, such that emotions run wildly out of control, or after remaining in the Entity’s maximum level of Version One for 3 posts (or 5 if mastered), the cloak will condense over the skin and expand into an orb that explodes with extreme pressure. This can create a large crater in the ground and blow away massive trees and boulders and burn anything still standing. This explosion is optional, and has a 50 meter radius, travels at S-Rank speed, and inflicts A-Rank damage. What remains after the explosion is the host, coated in a chakra cloak not unlike Version One, but of such density that only a dark, blue shape can be seen, and barely anything of the person underneath. This cloak provides an S-Rank Defense along with complete immunity to piercing. Touching it can cause swift incineration. The body is enhanced greatly, as well, but Intelligence takes a heavy hit and the body is left weakened afterwards.

    Version 2: 1 Tier Boost to Strength, Constitution, Speed, and Coordination. -2 Tiers to Intelligence.


    Now, normally a tail is added after three posts of consistent use, but in Version Two, if the hosts Intelligence hits E-Tier, a tail is added every single post, until the maximum. When the host is at the maximum amount of tails with E-Tier Intelligence, the seal begins to burn, tripling the rate at which it deteriorates while in Version Two. The host will be unable to deactivate the mode, as well, meaning that unless someone else intervenes, the Entity will be unleashed and the container will be killed.

    While in Version Two, Shivarra’s host will gain access to an ability similar to Tailed Beast Ball, but can only use a partial, A-Rank version of it. It still deals great damage and can be fired in the same ways as the large one: as an explosive sphere or a destructive beam.

    To master this state, simply spend 350 Experience Points per tail you wish to master, and increase the time limit by 50 Experience per post for up to 5 posts, or 10 with Control, or however high as you wish with a Bond. Again, this doesn't negate the stat reductions, so be careful if your Tail level gets your Intelligence too low.

    Control
    Whenever Shivarra’s container feels that they’ve reached a point in their journey that full manipulation of the entity's power is needed, they may challenge her  in combat. This battle will take place in the mind, with the battlefield set as whatever that specific container's mental scape is –it was a basement level factory for Naruto in canon, for example. During this battle, the host will have access to none of the entity’s power and, in most cases, will be fighting that entity at full strength one-on-one. Those that possess the Sharingan or other host containers can enter the mind to aid in the battle, as well as any who have implanted their chakra within the seal itself, but only for a short while, as when Kushina aided Naruto. However, the true meaning of this battle is the drawing out of the entity’s chakra and containing it within the host, a task that is left entirely to the container. The host will need to complete an extraction. An extraction is done by disabling the entity long enough to remove all or a portion of its chakra, done once per post.

    Once all of the entity’s chakra has been extracted, the host is now able to use it freely. Initial Enhanced Mode and the Version forms no longer reduce Intelligence and Constitution. However, the primary benefit is that Shivarra’s abilities will now deteriorate the seal at a slower rate, allowing more usage of her chakra before the seal is broken.

    It's important to note that the maximum amount of experience a host can invest into Shivarra without having gained control is 3000 experience points. After that, they are absolutely required to fight her in their minds and achieve control before they can be able to invest any further points and gain more abilities.


    Full Embodiment
    This is arguably the most powerful ability of the host. The container  is able to use Shivarra’s power to recreate her in a perfect replica, potentially with full access to her original power. This is incredibly difficult to master, however, and takes great time and practice. Once in any of the following transformations, the host can gain access to the fully powered Tailed Beast Ball variant.

    Initial (0 Exp): The transformation is similar to a Combination Transformation technique performed with a giant summon. Shivarra is created in perfect form, but her power is not yet fully accessed. -3 Tiers to all of her stats. Using this level requires the host to have mastered the Initial, Version One, and Version Two forms. Control is not actually required to learn this level. For each post that this is used, 15 CP per post is deducted from Shivarra’s chakra. If the host attempts to use this without mastering the previous forms, the transformation will fail and the host will become a comical miniature version of the being that has the same stats as the host at base.

    Partial (250 Exp): Now a considerable amount of Shivarra is beginning to project onto the transformation as the container becomes more accustomed to properly siphoning that power. Only 2 Tiers are deducted from all of the entity’s stats, and to use the Initial transformation will only cost 15% of Shivarra’s chakra per post. Using the Partial costs 15 CP per post, however, and the host must have activated the Initial at least ten different times over ten topics.

    Advanced (250 Exp): Only when the host has reached the Partial level and gained Control over Shivarra’s chakra may the near full might of her be transmitted through this transformation. Just 1 Tier is reduced to all of the entity’s stats.  Advanced is set at 20 CP per post.

    Complete (250 Exp): After using the Advanced form a daunting twenty times over twenty different topics, the Jinchuuriki will finally be able to use the full might of the entity, negating all reductions to the Shivarra’s stats when using Full Embodiment. The costs are 25 CP per post. There isn't much to say about this level other than the host will now be a force of nature and something to be feared.

    Master (250 Exp): When the host has formed a Bond with Shivarra and has acquired the Complete form, the Master level is unlocked. This does not provide any increases to the power of Full Embodiment, but it does allow for partial transformations that vary in size from the hosts body to the entity's body. Any portion can be transformed at will and, should the host have mastered Chakra Mode, the altered part can also be composed solely of Shivarra’s chakra. This drains 30 CP per post.

    Chakra Mode
    Chakra Mode is the state a host enters when they decide to use the entity’s chakra in full and apply it to their bodies. This can only happen when the host has acquired Control over the entity’s chakra and can quickly burn up the seal, making it very difficult to use with weaker seals. This cloak forms an icy blue shell around the user. There are different levels for this mode, based on general entity mastery and use of this ability. Chakra Mode provides an S++ Rank Defense.

    Shroud (0 Exp): Immediately after gaining Control, the hosts Chakra Mode appears as a simple shroud of icy blue chakra coating the body and clothing, taking on the shape of the host's appearance with the sole addition of sealing patterns based on the specific Fuuinjutsu used to contain the entity. This level can use all of Shivarra’s abilities save only for the full sized Tailed Beast Ball variant, though it can still make use of the smaller, A-Rank variation. The stat boosts for this state are slightly better than Version Two, but without any of the physical alterations. 2 Tier Boost to Strength, Constitution, Speed, and Coordination. The cost of keeping Chakra Mode active is deducted from the hosts Stamina rather than Shivarra’s, due to her siphoning from it. The Shroud level costs 30 CP per post.

    Cloak (0 Exp): Once a Bond has been formed, the coating of Chakra Mode enhances to form into its own cloak-like appearance, covering the host in an extra set of clothing made entirely from the energy of the entity. The seal markings present in the Shroud level enhance and spread further, and the eyes change to resemble that of Shivarra.  The entity no longer siphons the host's chakra, isolating the cost of Chakra Mode to only the entity’s chakra. The cost remains at 30 CP per post.

    Unity (500 Exp): The host and Shivarra have become accustomed to unifying their energies and are able to synchronize on a far higher level than before. Rather than shelving their own chakra,  host’s are able to combine and enhance it with Shivarra’s chakra, using the impressive potency of her chakra to bolster their own reserves. No longer does the entity's Stamina stat replace the hosts. The cost remains at 30 CP per post although both the host's Stamina and the entity's Stamina pool are added together for this purpose.

    Mastery (500 Exp): So much experience has the host  gained in using the entity's chakra that they can manipulate each other's energies as their own. The container can now use chakra to enter into Full Embodiment, standing amidst the head or within the arms, hands, feet, or tails behind a veil of translucent but very solid energy. It will appear just as Shivarra does, but with the same color and seal patterns as are present in Chakra Mode, and should the host have reached the Master level of Full Embodiment, they can partially form parts of the entity out of chakra, without the need to actually change their own bodies. Even better, however, is the ability to project Full Embodiment beyond the body. It drains chakra at its own cost, in conjunction with whatever the host uses, but the entity can fight as would a summon, separate from its host and with its full power. The actual power of this level is determined by the level of Full Embodiment that the host has acquired. Utilizing this ability costs 30 CP per post.

    Bond
    The Bond is a form of mutual understanding and friendship that only occurs with time and effort, represented by a total of 3100 Experience points that has been invested into Shivarra’s powers. This is a running total based on how far the host progresses. Once formed, the Bond initiates the Cloak level of Chakra Mode and eliminates nearly all downsides to being possessed; Shivarra no longer wishes to harm the body when using Version One and Two Forms. It freely works to allow the host to manipulate her vast power in as little as accessing her chakra supply or as much as fully utilizing Full Embodiment. Shivarra no longer makes any effort to escape, removing the strain and damage caused on the seal when using entity related abilities and forms.

    Note: Remember that the maximum amount of exp you can invest before achieving control is 3000 points. This means that it's impossible for any host to achieve Bond before achieving Control.

    Seals
    In order to become a host in the first place, a character must have a Fuuinjutsu technique that is capable of sealing an entity applied to the body and used in the presence of the being. Each technique describes its own sealing process, as they can be very similar or completely different, but all generally result in the entity  being entirely contained within the character's body. This Fuuinjutsu is then the only thing keeping the being locked within the host body, and is also what binds the host’s  life to the entity's. Obviously, this causes the entity to make a point of breaking that seal to undo the link and regain freedom, usually at the cost of the host's life.

    Breaking the seal is a long process that involves forcing Shivarra’s chakra through the seal and onto the host, steadily weakening the seal in the process, until it finally breaks. All Fuuinjutsu that contain entity’s are inherently linked to the hosti's will, such that when the host is strong and of sound mind, there may well be no chakra leakage at all, but in cases when the host is wounded or near death and that will falters, the entity will be able to force its chakra out. This often occurs when the host is wounded and the chakra induces healing, or when the container suffers from emotional trauma that might unleash one of the chakra forms. Of course, at any point, the host can mentally undo the seal and release Shivarra that way. This will still kill the host, however.

    Each seal is given a point value based on its rank. These points represent the remaining life of the seal, and when they are depleted, the host  is killed and the entity is released. The point values are as follows:
    E-Rank: 25
    D-Rank: 50
    C-Rank: 100
    B-Rank: 150
    A-Rank: 300
    S-Rank: 500

    Using any entity abilities mentioned on this page will reduce those points, so it is suggested that the highest ranking seal available be used and that the host take great care in accessing any power. The points lost for each post that an ability is used are listed below:
    Unique Ability: 1
    Chakra Access: 5
    Minor Healing: 10
    Major Healing: 20
    Initial Enhanced Mode: 10
    Version One: 15
    Version Two: 25
    Full Embodiment: 30
    Chakra Mode: 15

    Gaining Control over Shivarra’s chakra will allow the host  to utilize it in a more secure manner, though because the entity  does not wish to work alongside the host, its chakra is still toxic to the seal. Once Control is gained, the above point reduction values are all reduced by 5.

    Once a Bond is formed, Shivarra will no longer use her chakra to deteriorate the seal. For those not quite so progressed with their entity, however, there is a way to reinforce the seal. Seals that contain entity’s can be learned by any that possess the Fuuinjutsu Skill, but when created, can only be as strong in Rank as the Tier of the creator's Intelligence. The same is true of reinforcement; one with the Fuuinjutsu Skill can reinforce a seal but only if one's Intelligence is equal to or higher than the Rank of the seal.

    A seal that is reinforced regains some of its power, thereby extending the life of the host while allowing for further use of the entity’s abilities. However, a seal cannot be made new, no matter how hard a Fuuinjutsu user may try. Every time a seal is reinforced, it is restored to exactly 25 points less than the previous maximum point value. So, if a B-Rank seal is reinforced, it will be brought back up to 125 points. If it's reinforced again, it'll be restored to 100 points, and so on until the seal cannot be reinforced any longer.


    Approved
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
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    Post by Morithar Alaris Tue May 19, 2020 10:10 pm

    Name: Atlas
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 0
    Range: N/A
    Speed: N/A
    Element: -
    Skill: Fuinjutsu
    Classification: Personal
    Requirements:
    Parent Technique:
    Hand Seals: Rat, Dog, Horse, Tiger.
    Description: Atlas is a seal designed to assist a Jinchuriki/Entity holder within their mental scape during their control fight. The sealing array can only be taken advantage of if the holder meditates within the middle of the array and as such this technique has absolutely no use in combat.

    The sealing array takes up an entire room and it’s design is to weaken the bijuu considerably during the fight for control. Of which the holders only true goal is to take the chakra from the being that is inside of them. ‘Atlas’ reduces all physical stats of the entity within their minds by 3 tiers. (Remembering that S rank stats require two to drop to A). These stats include Strength, Speed, and Coordination. The entity feels a massive pressure pressing down upon them that makes it more difficult to move and weakens the body considerably. These effects continue until the end of the control fight one way or another.
    Weaknesses: Utilizing this seal prevents the holder from receiving help in any way during the fight from other means with the exception of means that are inherent within their seal. Eight Trigram Seal is an example of this.

    Kara
    Kara



    Village : Sunagakure
    Rank : Civilian
    Clan : N/A
    Discord Tag : Beckon#9188

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    Post by Kara Wed May 20, 2020 7:56 pm

    Akari Uchiha wrote:Name: Atlas
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 0
    Range: N/A
    Speed: N/A
    Element: -
    Skill: Fuinjutsu
    Classification: Personal
    Requirements:
    Parent Technique:
    Hand Seals: Rat, Dog, Horse, Tiger.
    Description: Atlas is a seal designed to assist a Jinchuriki/Entity holder within their mental scape during their control fight. The sealing array can only be taken advantage of if the holder meditates within the middle of the array and as such this technique has absolutely no use in combat.

    The sealing array takes up an entire room and it’s design is to weaken the bijuu considerably during the fight for control. Of which the holders only true goal is to take the chakra from the being that is inside of them. ‘Atlas’ reduces all physical stats of the entity within their minds by 3 tiers. (Remembering that S rank stats require two to drop to A). These stats include Strength, Speed, and Coordination. The entity feels a massive pressure pressing down upon them that makes it more difficult to move and weakens the body considerably. These effects continue until the end of the control fight one way or another.
    Weaknesses: Utilizing this seal prevents the holder from receiving help in any way during the fight from other means with the exception of means that are inherent within their seal. Eight Trigram Seal is an example of this.


    I can't approve this, as it appears to be a way to circumvent the bijuu/entity fight for control.
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
    Discord Tag : Malyaska#2258

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    Post by Morithar Alaris Wed May 20, 2020 8:27 pm

    I mean it circumvents it in the same way bringing people to help you does too, which you can do too. Anyone utilizing this seal has to fight the bijuu one on one unless the seal they have is specifically designed to allow for assistance. I still have to fight the staff controlled fight against the entity, this doesn't remove that requirement. It's simply a way to try to stack the deck more in favour in preparation.

    Even if it that isn't good enough, I'm perfectly willing to look at alternate ways to 'stack the deck' so to speak. I simply did this because there's already a similar aspect in place on the bijuu rules where there's instances of the bijuu stats being reduced by 3 tiers. I am of course referring to the following.

    'Initial (0 Exp): The transformation is similar to a Combination Transformation technique performed with a giant summon. The Bijuu is created in perfect form, but its power is not yet fully accessed. -3 Tiers to all Bijuu stats. Using this level requires the Jinchuuriki to have mastered the Initial, Version One, and Version Two forms. Control is not actually required to learn this level. For each post that this is used, 15 CP per post is deducted from the Bijuu's chakra. If the Jinchuuriki attempts to use this without mastering the previous forms, the transformation will fail and the Jinchuuriki will become a comical miniature version of the Bijuu that has the same stats as the Jinchuuriki at base.'

    Now, obviously this wasn't intended to be used in the manner I'm apping, I'm simply using the amount of debuff on it as the basis for this. If that's not acceptable, we could reduce the debuff or remove the debuff entirely and try to work with something else to 'stack the deck' to use my own words once more.

    Hell, I initially posted this expecting a response similar to what you gave and intended to try to work on it with whoever got to it to try to make something work. So with that in mind, what other avenues could be explored with the concept of trying to 'stack the deck' a bit in mind? ^_^

    Thank you for the taking the time to look at this Smile
    Kara
    Kara



    Village : Sunagakure
    Rank : Civilian
    Clan : N/A
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    Post by Kara Thu May 21, 2020 5:11 pm

    The 'fight for control' is included in the bijuu/entity rules as both an important part of canon and to offer a true element of danger which helps keep it balanced. As for suggestions; I would think that you may want to enlist help, maybe create some jutsu that help boost your own ability. That's not something I'm entirely comfortable guiding in the suggestion department. As far as mechanics go it is kinda end game and also the bijuu/entity is played by staff.
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
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    Akari Uchiha Customs Empty Re: Akari Uchiha Customs

    Post by Morithar Alaris Fri May 22, 2020 10:43 am

    I'm aware the event is played by staff, that's why I felt the ability to debuff the entity wouldn't be obscene. NPC's become an order or magnitude more difficult when someone else is trying to kill you with it.

    Not to mention that the 'entity' in question during this is still either equal or more powerful than the player at the end of it all when one looks at the raw numbers.

    We'll use mine as an example.

    Shivarra has equal stat raises to Shukaku, the weakest of the actual bijuu (Minus the Reibi which is only 1 - weaker to my recollection). Thus, she has 34 stat raises attributed to her stats when they look like this.

    Strength: A (Quarternary)
    Constitution: A (Quinary)
    Stamina: S
    Speed: S (Secondary)
    Coordination: S+ (Primary)
    Intelligence: A
    Perception: A (Tertiary)

    Utilizing this seal which reduces Strength, Coordination, and Speed by 3 tiers will cause her stats to become

    Strength: D (Quarternary)
    Constitution: A (Quinary)
    Stamina: S
    Speed: B (Secondary)
    Coordination: B+ (Primary)
    Intelligence: A
    Perception: A (Tertiary)

    Which is still equal to 25 stat raises which is equal to a clanless character with a big boost UA.

    This still makes the control fight a very dangerous fight which can kill the user easily if they aren't careful. It just makes it more manageable as a whole while sacrificing the ability to bring reinforcements.

    To that end, if you still think this is a bit too OP to use in a fight I completely understand. With that in mind I'll wait until I discuss the concept with others who might think of a suggestion before I give up on the concept ^_^.

    Unless my example above has changed your mind, I'll shelve this and start apping other things ^_^ Thank you!
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
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    Akari Uchiha Customs Empty Re: Akari Uchiha Customs

    Post by Morithar Alaris Sat May 23, 2020 3:03 pm

    Name: Seal of Control
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 0
    Range: N/A
    Speed: N/A
    Element: -
    Skill: Fuinjutsu
    Classification: Personal
    Requirements:
    Parent Technique:
    Hand Seals: Rat, Dog, Horse, Tiger.
    Description: A fuinjutsu designed by Akari in order to give herself, and other hosts the capability to ‘stack the deck’ against whatever entity that they might be holding in regards to their ‘control’ fight. This seal is applied over whatever seal is used to contain the entity into the host. Integrating it into the containment function and allowing the Jinchuriki a choice of effects depending on how the seal is calibrated at the time of the control fight.

    The seal can have one of three effects and has to be calibrated toward that effect's end upon the application. Once the seal has been placed the desired effect can be changed up until the control fight is commenced.

    Reset: One such possible effect is the ability to ‘reset’ the fight once and only once. With this effect in play should the host find that they are losing their fight against their entity they can activate the seal and have it rip them from the control fight safely. Any others brought in with them are ripped out as well and the bijuu will be reset within it’s containment cage. This counts as interrupting the control fight for the sake of the bijuu rules and as such will reduce the seal quality by 50 upon activation and not allow the user to utilize any bijuu related ability for 4 weeks ooc.

    Siphon: Another possible effect is the ability to siphon off some of the entity's power and store it. Now, the powers of such entities are nearly limitless with time but the seal can only siphon and hold so much. With this seal in place the host can access some of the capabilities that they have in regards to their entity. Drawing from the siphoned power instead of the entity itself. This allows them to enter their cloaked states up to and including V2, as well as access the unique ability their entity bequeaths to them (Such as Lava for the Yonbi, Magnet Release for Shukaku, etc). Activating the seal will give them access to that power for a limited time only. Initial Jinchuriki Mode or Equivalent can be used for up to 5 posts. V1 cloak can be used for up to 4, V2 cloak can be used for up to 3. The seal gives access to the unique ability for an uncapped number of posts provided the host has not depleted the seal. Should that be the case, the seal will be used up and none of their entities powers can be utilized.

    Reinforcements: The final possible effect is the ability to utilize the seal to store the chakra of those one might consider for reinforcements against the being. The seal can contain the chakra of up to two individuals and their assistance follows the normal rules of the control fight for this regard. Which is that they can only provide assistance for a maximum of 7 posts. Should one enter the control fight and those they have stored chakra of  are not normally available (Dead, inactive, etc). The shade will still spawn and simply be in control of the host.


    Weaknesses: In order to apply this seal to an existing entity seal the user has to be able to edit that seal normally. Which means that they have to have intellect equal to the rank of the entity’s seal. This seal can only be utilized once and only once. Meaning one cannot have this reapplied should one have used one of the functions and simply use another one. The calibration of the seal can be changed up to the point of the control fights beginning but once that has occurred the host will either win, lose, or use a function of the seal. As such the seal will be rendered moot. Should one attempt to utilize this seal a second time it will destabilize the entity seal and cause it to break. Freeing the entity where the host was and killing the host in the process.

    --

    Tossing away Atlas and redesigning it into this. It's a bit more complicated but maybe this will be a bit more approvable? Thank you to whoever looks at this, I appreciate the thought and effort put into modding it <3.
    Morithar Alaris
    Morithar Alaris



    Village : Iwagakure
    Rank : Jounin
    Clan : No u
    Discord Tag : Malyaska#2258

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    Post by Morithar Alaris Thu May 28, 2020 9:40 am

    Chakra Recovery
    If one somehow manages to actually use up all or most of Shivarra’s Stamina, the entity will enter into a focused meditation devoted to regaining its reserves. This is a time when her power will be completely cut off from the host, preventing any sort of ability at all related to her. Recovery occurs at a rate of 10% per post. Shivarra's chakra must be at 50% before activating again if depleted.

    Edited the above segment of Shivarra, the change was to add that Shivarra's chakra must be at 50% before activating again if depleted.
    Morithar Alaris
    Morithar Alaris



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    Rank : Jounin
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    Post by Morithar Alaris Thu May 28, 2020 9:54 pm

    [quote="Akari Uchiha"]Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger
    Description:
    Spoiler:
    Gandr is a ninjutsu that produces a black and red bolt of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank piercing damage which will ignore a single obstruction equal to it's rank or lower toward it's target. This includes chakra based defenses, or physical ones.
    Weaknesses:  One has to dedicate at least one hand to maintaining the jutsu. Should one attempt to utilize any other ninjutsu from that hand, be it by doing hand seals or using it as a launch point for any ninjutsu Gandr will automatically drop and have to be recast again.

    -

    Name: Gandr: Beam
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed:S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger
    Description: Gandr: Beam is similar to appearance and to Gandr with the exception that instead of it firing a ‘bolt’ the user instead fires a constant stream of energy that forms into a cutting ‘beam’ that lasts for the duration of a post. This beam can be as small as 1 inch wide if fired from the fingertip or have a similar width as the original Gandr, which is 1 foot. This jutsu also holds the piercing capability of Gandr allowing it to ignore an obstruction equal to it's rank or lower. Which includes Chakra based defenses or physical ones.
    Weaknesses: -

    --

    Name: Gandr: Volley
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Rat - Boar.
    Description: Gandr: Volley is a secondary version of Gandr that allows the user to fire multiple ‘bullets’. The technique fires up to 50 bullet sized projectiles of Gandr that spread out from the user in a 45 degree cone. The wide end of the cone is 40m in diameter. The takeaway from the spread of the technique is that these smaller ‘bullets’ no longer have the piercing capability of the original Gandr and instead trade that in for a wider area of damage.
    Weaknesses: -

    --

    Name: Gandr: Burst
    Rank: S
    Power: A
    Activation Cost: 30
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: -
    Description: Gandr: Burst is a follow up technique to the original Gandr. This ability allows the user to ‘detonate’ any Gandr bullet, bolt, or mine,  into a 10m wide burst of energy. This technique can be utilized with any single Gandr bullet or bolt fired by this technique's user and will spread its effect to other bullets or bolts that fall within it’s detonation range.

    Weaknesses: Due to this technique not having seals, this techniques power and speed are reduced by a tier.

    --

    Name: Gandr: Mine
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 15m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Boar - Rat
    Description: Gandr: Mine is another offshoot of Gandr, only this time the user makes a much larger bolt than normal. Then, instead of firing it off as a projectile they simply let it go. The bolt then separates into 10 bolts that orbit around the user at this technique's speed stat. The original bolt expands from the users hand into a 10 foot wide bolt before separating into individual mines 1 foot wide. The mines idly circle around the user, keeping a 15m distance from them. Should someone come within 15m of the mines they will hone in on the target and rush toward them at this technique’s speed. The bolts will strike the target with force equal to this technique's power.

    Weaknesses: This technique does not distinguish between friend and foe. If someone comes within the proximity of the mines they will attack them, regardless of who they might be. Except the user of course.


    I'm editing my Gandr jutsu because my goofy ass didn't have it following debuff rules. I've changed it up a bit. The rest of the jutsu mentioned the debuff or had a weaker version of it on them, so I'm reposting those too.

    I'm also dropping Seal of Control.
    Chigetsu
    Chigetsu



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    Post by Chigetsu Thu May 28, 2020 11:53 pm

    Akari Uchiha wrote:
    Akari Uchiha wrote:Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger
    Description:
    Spoiler:
    Gandr is a ninjutsu that produces a black and red bolt of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank piercing damage which will ignore a single obstruction equal to it's rank or lower toward it's target. This includes chakra based defenses, or physical ones.
    Weaknesses:  One has to dedicate at least one hand to maintaining the jutsu. Should one attempt to utilize any other ninjutsu from that hand, be it by doing hand seals or using it as a launch point for any ninjutsu Gandr will automatically drop and have to be recast again.

    -

    Name: Gandr: Beam
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed:S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger
    Description: Gandr: Beam is similar to appearance and to Gandr with the exception that instead of it firing a ‘bolt’ the user instead fires a constant stream of energy that forms into a cutting ‘beam’ that lasts for the duration of a post. This beam can be as small as 1 inch wide if fired from the fingertip or have a similar width as the original Gandr, which is 1 foot. This jutsu also holds the piercing capability of Gandr allowing it to ignore an obstruction equal to it's rank or lower. Which includes Chakra based defenses or physical ones.
    Weaknesses: -

    --

    Name: Gandr: Volley
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Rat - Boar.
    Description: Gandr: Volley is a secondary version of Gandr that allows the user to fire multiple ‘bullets’. The technique fires up to 50 bullet sized projectiles of Gandr that spread out from the user in a 45 degree cone. The wide end of the cone is 40m in diameter. The takeaway from the spread of the technique is that these smaller ‘bullets’ no longer have the piercing capability of the original Gandr and instead trade that in for a wider area of damage.
    Weaknesses: -

    --

    Name: Gandr: Burst
    Rank: S
    Power: A
    Activation Cost: 30
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: -
    Description: Gandr: Burst is a follow up technique to the original Gandr. This ability allows the user to ‘detonate’ any Gandr bullet, bolt, or mine,  into a 10m wide burst of energy. This technique can be utilized with any single Gandr bullet or bolt fired by this technique's user and will spread its effect to other bullets or bolts that fall within it’s detonation range.

    Weaknesses: Due to this technique not having seals, this techniques power and speed are reduced by a tier.

    --

    Name: Gandr: Mine
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 15m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Boar - Rat
    Description: Gandr: Mine is another offshoot of Gandr, only this time the user makes a much larger bolt than normal. Then, instead of firing it off as a projectile they simply let it go. The bolt then separates into 10 bolts that orbit around the user at this technique's speed stat. The original bolt expands from the users hand into a 10 foot wide bolt before separating into individual mines 1 foot wide. The mines idly circle around the user, keeping a 15m distance from them. Should someone come within 15m of the mines they will hone in on the target and rush toward them at this technique’s speed. The bolts will strike the target with force equal to this technique's power.

    Weaknesses: This technique does not distinguish between friend and foe. If someone comes within the proximity of the mines they will attack them, regardless of who they might be. Except the user of course.


    I'm editing my Gandr jutsu because my goofy ass didn't have it following debuff rules. I've changed it up a bit. The rest of the jutsu mentioned the debuff or had a weaker version of it on them, so I'm reposting those too.

    I'm also dropping Seal of Control.

    Approved
    Akihiro
    Akihiro



    Village : Unaffiliated
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    Post by Akihiro Sun May 31, 2020 7:37 pm

    Akari Uchiha wrote:
    Akari Uchiha wrote:Name: Gandr
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: None
    Parent Technique: None
    Hand Seals: Tiger
    Description:
    Spoiler:
    Gandr is a ninjutsu that produces a black and red bolt of chakra once the required hand seal is made. The bolt is fired from a single hand and can be fired from as small an area of a single finger. The bolt is roughly a meter long and a foot in diameter. Should the bolt strike someone it will hit with S rank piercing damage which will ignore a single obstruction equal to it's rank or lower toward it's target. This includes chakra based defenses, or physical ones.
    Weaknesses:  One has to dedicate at least one hand to maintaining the jutsu. Should one attempt to utilize any other ninjutsu from that hand, be it by doing hand seals or using it as a launch point for any ninjutsu Gandr will automatically drop and have to be recast again.

    -

    Name: Gandr: Beam
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: -
    Range: 50m
    Speed:S
    Element: N/A
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger
    Description: Gandr: Beam is similar to appearance and to Gandr with the exception that instead of it firing a ‘bolt’ the user instead fires a constant stream of energy that forms into a cutting ‘beam’ that lasts for the duration of a post. This beam can be as small as 1 inch wide if fired from the fingertip or have a similar width as the original Gandr, which is 1 foot. This jutsu also holds the piercing capability of Gandr allowing it to ignore an obstruction equal to it's rank or lower. Which includes Chakra based defenses or physical ones.
    Weaknesses: -

    --

    Name: Gandr: Volley
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Rat - Boar.
    Description: Gandr: Volley is a secondary version of Gandr that allows the user to fire multiple ‘bullets’. The technique fires up to 50 bullet sized projectiles of Gandr that spread out from the user in a 45 degree cone. The wide end of the cone is 40m in diameter. The takeaway from the spread of the technique is that these smaller ‘bullets’ no longer have the piercing capability of the original Gandr and instead trade that in for a wider area of damage.
    Weaknesses: -

    --

    Name: Gandr: Burst
    Rank: S
    Power: A
    Activation Cost: 30
    Upkeep Cost: -
    Range: 0-50m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: -
    Description: Gandr: Burst is a follow up technique to the original Gandr. This ability allows the user to ‘detonate’ any Gandr bullet, bolt, or mine,  into a 10m wide burst of energy. This technique can be utilized with any single Gandr bullet or bolt fired by this technique's user and will spread its effect to other bullets or bolts that fall within it’s detonation range.

    Weaknesses: Due to this technique not having seals, this techniques power and speed are reduced by a tier.

    --

    Name: Gandr: Mine
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 15m
    Speed: A
    Element: -
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Gandr
    Parent Technique: Gandr
    Hand Seals: Tiger - Boar - Rat
    Description: Gandr: Mine is another offshoot of Gandr, only this time the user makes a much larger bolt than normal. Then, instead of firing it off as a projectile they simply let it go. The bolt then separates into 10 bolts that orbit around the user at this technique's speed stat. The original bolt expands from the users hand into a 10 foot wide bolt before separating into individual mines 1 foot wide. The mines idly circle around the user, keeping a 15m distance from them. Should someone come within 15m of the mines they will hone in on the target and rush toward them at this technique’s speed. The bolts will strike the target with force equal to this technique's power.

    Weaknesses: This technique does not distinguish between friend and foe. If someone comes within the proximity of the mines they will attack them, regardless of who they might be. Except the user of course.


    I'm editing my Gandr jutsu because my goofy ass didn't have it following debuff rules. I've changed it up a bit. The rest of the jutsu mentioned the debuff or had a weaker version of it on them, so I'm reposting those too.

    I'm also dropping Seal of Control.


    This series of techniques is denied.

    Akari wrote:This jutsu also holds the piercing capability of Gandr allowing it to ignore an obstruction equal to it's rank or lower. Which includes Chakra based defenses or physical ones.
    This is not acceptable.

    This basically allows this jutsu to ignore physics ._. If someone has a crafted shield the jutsu just...ignores it? o.o This would be a nice KKG ability, but not an ability of a non-elemental technique.

    Either way, this isn't acceptable as it stands. The technique has very poor drawbacks for having such a broken perk. Not to mention that ti effectively stop this, one needs to spend more than an S-rank amount of chakra.
    It's necessary to raise a first barrier which the jutsu will ignore and then a second one that needs to match this thing's power.

    I am also of the opinion that this technique goes beyond the scope of what a non-elemental ninjutsu should be able to do.

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      Current date/time is Sun Apr 28, 2024 3:44 am