[align=center][spoiler][size=9]Quote: "The laws of nature are for beings who must live their lives bound by them. Now, shall we carry on? To a place beyond all laws."
C-rank ll Metal Sage ll Jiton/Wu Xingll Chakra: 190/190
Techniques Used: • •
Stats]
• Speed: 4 • Strength: 3
Passives • [BLOODLINE] The Control: Your own earth techniques can all instantaneously be converted into the metal element, which applies the one rank bonus (on metal) to them. Furthermore, all rock (excluding enemy-controlled earth) within ten feet of you can be converted into metal quite quickly.
• [BLOODLINE] Sticks and Stones: All large clusters of metal can be manipulated by simple body motions. All smaller clusters can be manipulated with your mind.
• [BLOODLINE] The Shift: A Wu Xing can manipulate the weight and size of metals. Because of this, they can change an outgoing projectile to be extremely large and heavy, or extremely light and only moderately sized. This can increase blunt damage, speed, strength, etc; it's up to your imagination. Obviously, smaller and lighter objects will be faster but will damage less upon impact.
• [CLASS] NO HANDSEALS -- Because of the ease of use for elemental jutsu of their element, the do not need hand signs for jutsu of their element.
[u]Passives[/u] • [BLOODLINE] The Control: Your own earth techniques can all instantaneously be converted into the metal element, which applies the one rank bonus (on metal) to them. Furthermore, all rock (excluding enemy-controlled earth) within ten feet of you can be converted into metal quite quickly.
• [BLOODLINE] Sticks and Stones: All large clusters of metal can be manipulated by simple body motions. All smaller clusters can be manipulated with your mind.
• [BLOODLINE] The Shift: A Wu Xing can manipulate the weight and size of metals. Because of this, they can change an outgoing projectile to be extremely large and heavy, or extremely light and only moderately sized. This can increase blunt damage, speed, strength, etc; it's up to your imagination. Obviously, smaller and lighter objects will be faster but will damage less upon impact.
• [CLASS] NO HANDSEALS -- Because of the ease of use for elemental jutsu of their element, the do not need hand signs for jutsu of their element. [quote=][/quote][/size][align=center][ OOC ] [/spoiler][/align][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]
Ningishzida Captain
Demonic Gatekeeper
Offline
Ningishzida Captain
Demonic Gatekeeper
Offline
Posted: Fri Oct 31, 2014 5:14 pm
Posted: Sun Nov 16, 2014 7:22 pm
⇝C H A K R A: 155/155xxxxxxxxxx|xxxxxxxxxxKonohagakure Genin
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Stats || Passives || Tech's Used || Quotes
Techniques Used: • •
Stats • Strength: 4 • Speed: 5
Passives • [BLOODLINE] Psycho Shift The ability to apply force to an object is something that you can say is manipulated by the user's mind. However, you can also say that they sort of set an auto-pilot for what should be dealt with and what shouldn't. Psycho Shift allows them to feel tremors of force through the air, and judges the type of attack approaching the Heiland. They can then choose for their Psycho Shift to protect them from certain types of attacks, essentially a sentient ability to protect themselves from harm. It's called "Psycho Shift" because it can constantly change its preferences throughout the battle, based on the user's will. It will project techniques to defend the Heiland and attack enemies. This ability can also ignore certain attacks even if they fall into the user's 'preferences' if the user mentally deems that they can deal with said attacks on their own. This technique is used solely defensively, but the ability to sense force is still useful for the user. Regular rules to using these techniques apply; the full movements for bloodline jutsu, chakra costs, etc. • [BLOODLINE] Dragon's Blood Being related to the Divine Beasts, the Heiland are draconian in their own right. Many of them actually develop the traits of a Divine Beast. This ability in particular allows for Heiland bloodline users to perceive natural energy due to their connection with the spiritual and animal forces. It is a long-range perception that can judge incoming masses of chakra and can also project their energy through these channelways, allowing them to send techniques across long expanses to attack enemies from afar. This is an ability mostly good for assassination. This cannot be used to detect genjutsu, but it can tell that a technique is being used. It also cannot release you from genjutsu. • Psycho Perceive The Psycho Demons can read minds. Period. They are capable of precisely tuning in to your thoughts, and even reading thoughts deep at the back of your conscious. These thoughts are often relayed to them in a variant of the Enemy's voice; often sadistic, or freakishly sweet, sometimes sensual but usually just horrifyingly creepy. They can still tell who is thinking what, if anything that audible tweak is simply a terrifying side-effect of their prodding into other people's minds.
The Enemy, even to the most macabre, is a horrifying creature. It is a being of pure evil. You don't want it to talk, and especially not talk to you. Ever. • [BLOODLINE] The Victim The ability to manipulate reality. This is what really distinguishes a Psycho Renegade from a Psycho Demon. This is essentially the "tota" of the bloodline; the ability passed down since the ancient times before man walked free from the Demon Country.
Many have related this ability to the Kurama bloodline, but it is different. It is essentially a form of telekinesis so absolutely refined that it can literally warp matter, rather than simply moving through it. You could consider the strength of the telekinetic abilities powerful enough to split atoms and shift space. Now, one wonders -- what is the limit of this ability?
It is not necessarily passive. All of the usages of this ability that are available to the Psycho Demon are skills listed in the bloodline. So, they can't simply bend reality and become Gods. Level Two Victim: Upon reaching Jounin rank, the ability to warp reality allows the Heiland to passively and permanently augment their chakra pool by another 25%. This is essentially done by redefining their chakra supply. • [BLOODLINE] The Perpetrator This is another defining ability of "the Enemy"; it is the ability to use your psychic powers to influence the world around you. One of the most important usages of it is the ability to link yourself and a group of people, emitting and taking in thoughts and emotions across the board. With this ability, you can also influence people's decisions and use your intense psychic supremacy to lean people towards a specific emotional manifestation. For example, you can bring people to the edge of anger, lust, fear, joy, pride and shame. This can be monumental when dealing with matters outside of battle.
The second most important usage is levitation and telekinesis; you can passively fly, and also lift and throw other objects, though not other characters, their techniques, or their combat assets in general. • [BLOODLINE] +2 ranks on the "Psychic Release"; you are a psychic sage • [BLOODLINE] Physically superior (base 2 points to be allocated to the stats of your choosing) • [BLOODLINE] Higher energy pool (+25%) • [BLOODLINE] All abilities of the psychic release can be done with your mind; others require gestures • [BLOODLINE] Can now manipulate psychic techniques passively, being able to change their trajectories and forcing opponents to deal with them. • [CLASS] Sage Classmen gain a +1 in the strength of their Elemental jutsu. • [CLASS] Sage classmen have a -3 training reduction on all ninjutsu of their element • [CLASS] Sage classmen have no limit to how many ninjutsu of their element they can learn.
Quote:
[imgleft]http://i.imgur.com/EHYDnNE.png[/imgleft][img]http://i.imgur.com/oxjI2Xo.png[/img][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list] [size=10][center][color=#0067A5]⇝C H A K R A: 155/155[/color][color=white]xxxxxxxxxx[/color]|[color=white]xxxxxxxxxx[/color][color=#0067A5]Konohagakure Genin[/color][/center][/size]
[u]Passives[/u] • [BLOODLINE] Psycho Shift The ability to apply force to an object is something that you can say is manipulated by the user's mind. However, you can also say that they sort of set an auto-pilot for what should be dealt with and what shouldn't. Psycho Shift allows them to feel tremors of force through the air, and judges the type of attack approaching the Heiland. They can then choose for their Psycho Shift to protect them from certain types of attacks, essentially a sentient ability to protect themselves from harm. It's called "Psycho Shift" because it can constantly change its preferences throughout the battle, based on the user's will. It will project techniques to defend the Heiland and attack enemies. This ability can also ignore certain attacks even if they fall into the user's 'preferences' if the user mentally deems that they can deal with said attacks on their own. This technique is used solely defensively, but the ability to sense force is still useful for the user. Regular rules to using these techniques apply; the full movements for bloodline jutsu, chakra costs, etc. • [BLOODLINE] Dragon's Blood Being related to the Divine Beasts, the Heiland are draconian in their own right. Many of them actually develop the traits of a Divine Beast. This ability in particular allows for Heiland bloodline users to perceive natural energy due to their connection with the spiritual and animal forces. It is a long-range perception that can judge incoming masses of chakra and can also project their energy through these channelways, allowing them to send techniques across long expanses to attack enemies from afar. This is an ability mostly good for assassination. This cannot be used to detect genjutsu, but it can tell that a technique is being used. It also cannot release you from genjutsu. • Psycho Perceive The Psycho Demons can read minds. Period. They are capable of precisely tuning in to your thoughts, and even reading thoughts deep at the back of your conscious. These thoughts are often relayed to them in a variant of the Enemy's voice; often sadistic, or freakishly sweet, sometimes sensual but usually just horrifyingly creepy. They can still tell who is thinking what, if anything that audible tweak is simply a terrifying side-effect of their prodding into other people's minds.
The Enemy, even to the most macabre, is a horrifying creature. It is a being of pure evil. You don't want it to talk, and especially not talk to you. Ever. • [BLOODLINE] The Victim The ability to manipulate reality. This is what really distinguishes a Psycho Renegade from a Psycho Demon. This is essentially the "tota" of the bloodline; the ability passed down since the ancient times before man walked free from the Demon Country.
Many have related this ability to the Kurama bloodline, but it is different. It is essentially a form of telekinesis so absolutely refined that it can literally warp matter, rather than simply moving through it. You could consider the strength of the telekinetic abilities powerful enough to split atoms and shift space. Now, one wonders -- what is the limit of this ability?
It is not necessarily passive. All of the usages of this ability that are available to the Psycho Demon are skills listed in the bloodline. So, they can't simply bend reality and become Gods. Level Two Victim: Upon reaching Jounin rank, the ability to warp reality allows the Heiland to passively and permanently augment their chakra pool by another 25%. This is essentially done by redefining their chakra supply. • [BLOODLINE] The Perpetrator This is another defining ability of "the Enemy"; it is the ability to use your psychic powers to influence the world around you. One of the most important usages of it is the ability to link yourself and a group of people, emitting and taking in thoughts and emotions across the board. With this ability, you can also influence people's decisions and use your intense psychic supremacy to lean people towards a specific emotional manifestation. For example, you can bring people to the edge of anger, lust, fear, joy, pride and shame. This can be monumental when dealing with matters outside of battle.
The second most important usage is levitation and telekinesis; you can passively fly, and also lift and throw other objects, though not other characters, their techniques, or their combat assets in general. • [BLOODLINE] +2 ranks on the "Psychic Release"; you are a psychic sage • [BLOODLINE] Physically superior (base 2 points to be allocated to the stats of your choosing) • [BLOODLINE] Higher energy pool (+25%) • [BLOODLINE] All abilities of the psychic release can be done with your mind; others require gestures • [BLOODLINE] Can now manipulate psychic techniques passively, being able to change their trajectories and forcing opponents to deal with them. • [CLASS] Sage Classmen gain a +1 in the strength of their Elemental jutsu. • [CLASS] Sage classmen have a -3 training reduction on all ninjutsu of their element • [CLASS] Sage classmen have no limit to how many ninjutsu of their element they can learn.
Inventory ✘ Name: Air Mask Cost: 100,000 Description: A metal mask with small holes. Effect: This airtight mask filters breathable air out of the surroundings, even underwater. Common uses are as a gas mask and an oxygen mask.
✘ Name: Complete Transformation Box Cost: 50,000 Description: A box that will change the users normal clothing for them instantly Effect: nothing
✘ Name: Magic Motorcycle Cost: 700,000 FAME: 100 Description: A Motorcycle that allows the user to travel far and fast Effect: Uses Magical power to power instead of gas will consume 10 magic points per post
✘ Name: Magic Boat Cost: 500,000 FAME: 50 Description: A Boat that uses magical power of the user to move Effect: Moves by magic power instead of by wind or motor when in use will take 5 points per post
✘ Name: Magic Hp Potion x4 Cost: 100,000 Description: Gives the user a little bit of HP back in Fight Jobs Effect: Gain Back 500 HP when in use but once gone its gone for good.
✘ Name: Bronchus Knuckles Cost: None. Description: Two large armored gloves that increase physical damage and makes spells stronger by 1 rank. Damage dealt to HP is also increased by 50 damage. Effect: +1 to spells, +50 to damage dealt.
✘ Magical Weapons: Weapon Name: Tōketsu Ikari no ken [ Sword of Frozen Fury ] Weapon Damage: L/100 M/60 H/10 Weapon Metal & Bonus Damage: Steel: +20 To All L/M/H Weapon Description: The Tōketsu Ikari no ken is a thin, blue katana that looks as though it was made from a layer of ice. It's an indestructible blade that is capable of slicing through any and all metals that aren't magical or enchanted.
✘ Magical Clothing: Armor Name: Armor of The Mad God Armor Metal: Mithril Armor Weapon Defense: 40 Armor Magic Defense: 80 Armor Description: For lack of a good description, here's a picture of it. Armor of The Mad God picture ◎ Wardrobe Lacrima
✘ Lacrima Effect(s): ◎ Makes the user's armor change into some other type of worn equipment without sacrificing the changed armor's physical properties or abilities (if the other equipment has any). Costs 20 magic to activate effect.
[color=black][b]Inventory[/b][/color] ✘ Name: Air Mask Cost: 100,000 Description: A metal mask with small holes. Effect: This airtight mask filters breathable air out of the surroundings, even underwater. Common uses are as a gas mask and an oxygen mask.
✘ Name: Complete Transformation Box Cost: 50,000 Description: A box that will change the users normal clothing for them instantly Effect: nothing
✘ Name: Magic Motorcycle Cost: 700,000 FAME: 100 Description: A Motorcycle that allows the user to travel far and fast Effect: Uses Magical power to power instead of gas will consume 10 magic points per post
✘ Name: Magic Boat Cost: 500,000 FAME: 50 Description: A Boat that uses magical power of the user to move Effect: Moves by magic power instead of by wind or motor when in use will take 5 points per post
✘ Name: Magic Hp Potion x4 Cost: 100,000 Description: Gives the user a little bit of HP back in Fight Jobs Effect: Gain Back 500 HP when in use but once gone its gone for good.
✘ Name: Bronchus Knuckles Cost: None. Description: Two large armored gloves that increase physical damage and makes spells stronger by 1 rank. Damage dealt to HP is also increased by 50 damage. Effect: +1 to spells, +50 to damage dealt.
✘ Magical Weapons: Weapon Name: Tōketsu Ikari no ken [ Sword of Frozen Fury ] Weapon Damage: L/100 M/60 H/10 Weapon Metal & Bonus Damage: Steel: +20 To All L/M/H Weapon Description: The Tōketsu Ikari no ken is a thin, blue katana that looks as though it was made from a layer of ice. It's an indestructible blade that is capable of slicing through any and all metals that aren't magical or enchanted.
✘ Magical Clothing: Armor Name: Armor of The Mad God Armor Metal: Mithril Armor Weapon Defense: 40 Armor Magic Defense: 80 Armor Description: For lack of a good description, here's a picture of it. Armor of The Mad God picture ◎ Wardrobe Lacrima
✘ Lacrima Effect(s): ◎ Makes the user's armor change into some other type of worn equipment without sacrificing the changed armor's physical properties or abilities (if the other equipment has any). Costs 20 magic to activate effect.