Deadman Feudal Lords Headmaster
Join date : 2009-09-15 Location : The eternal flame of life that cannot be extinguished, the origin of which cannot be explained! Posts : 646
| Subject: Re: KG Shop Thu Mar 03, 2011 9:28 pm | |
| it's yours.... you have 1pp left! pass your mission with raging lycan and you will get and extra 5pp! | |
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rock lee amazing Genin Instructor
Join date : 2011-02-02 Location : my house Posts : 96
| Subject: Re: KG Shop Sat Feb 26, 2011 7:50 am | |
| - Deadman wrote:
- that will cost 4pp (most of your pp), are you sure?!?
yeah its worth it | |
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Deadman Feudal Lords Headmaster
Join date : 2009-09-15 Location : The eternal flame of life that cannot be extinguished, the origin of which cannot be explained! Posts : 646
| Subject: Re: KG Shop Fri Feb 25, 2011 2:22 pm | |
| that will cost 4pp (most of your pp), are you sure?!? | |
|
rock lee amazing Genin Instructor
Join date : 2011-02-02 Location : my house Posts : 96
| Subject: Re: KG Shop Fri Feb 25, 2011 10:08 am | |
| i would like to purchase the guardian's balance kekki genkai | |
|
Deadman Feudal Lords Headmaster
Join date : 2009-09-15 Location : The eternal flame of life that cannot be extinguished, the origin of which cannot be explained! Posts : 646
| Subject: KG Shop Thu Sep 30, 2010 11:54 pm | |
| KG Open to All: KG Shop Guardian's BalanceME Open to all - Spoiler:
Description: This Kekkei Genkai focuses on the art of mixing different kinds of elemental chakra to attain equilibrium. Activation 1: The user can mold elemental chakra exceptionally well, and can form chakra from his/her fists and feet. He can launch the chakra like a crescent shockwave as a ranged attack. These attacks can be used to counter incoming elemental jutsus. Close Range; Mid Range, Small Area of Effect if launched as a Shockwave; Only lasts 1 shockwave, or 1 turn, whichever comes first. The chakra being formed can ONLY be an element the user has access to: Wind: Cuts the enemy. Fire: Burns the enemy. Can ignite material that is flammable. Earth: Increases the strength of the blow significantly. Lightning: Electrocutes the enemy. Water: Increases the strength of the blow. Can also stick to whatever it hits. Activation 2: The user creates a single clone out of 1 of the elements he has available to him, which appears in a small cloud of smoke. Upon death, these clones make an explosion of whatever element they were made from. Clones can perform basic punches and kicks. Only 3 clones can be summoned for the entire battle. Clones cannot use any Jutsu. Activation 3: Same as Activation 1, except the user mixes 2 of his elements to create the mold, and it has the effect of both. Close Range. Long Range, Small Area of effect if launched as a Shockwave; Only lasts 2 shockwaves, or 1 turn, whichever comes first. KG Jutsus Guardian Release: Wind Enhanced Firebomb Level 3 Strength: Lightning Style Weakness: Fire Style Range: Long Range; Wide Area of Effect Duration: 1 Shot Description: This jutsu creates a small sphere of fire chakra, and gives it a wind chakra coating, so it can pierce through more matter and is launched toward a designated area. When released, the fire chakra ignites, causing an explosion that sends the remainder of the wind chakra in all directions, cutting everything in its path. The user may detonate it at will.
Guardian Release: Freezing Barrage Level 3 Strength: Fire Style Weakness: Lightning Style Range: Long Range; Small Area of Effect Duration: 4 Shots Description: Launches 4 mid sized water blobs at high speed towards a designated area. When the blobs hit something, they will instantly cool down and freeze to ice. If enough blobs hit a target, they will be trapped in an ice prison.
Guardian Release: Sulphuric Vortex Level 4 Strength: Wind Style Weakness: Water Style Range: Large Area of effect Duration: 1 Turn Description: Combines wind and fire chakra to create intense fire-winds in a tornado-like vortex that is 30ft in radius. Any debris in the vortex will instantaneously ignite, allowing it to both burn and cut the opponents caught inside. Jutsu cannot be used while inside the vortex
Guardian Release: Imploding firewall Level 4 Strength: Wind Style Weakness: Water Style Range: Short Range; Wide Area of effect Duration: 1 Turn Description: Combines wind and fire chakra to create a fairly large wall of fire (10x10x5 ft) which burns so intensely it creates almost a vacuum. The vacuum is strong enough to suck unsecured light objects(under 300 lb) within medium range toward it. User is immune to the suction but not the fire.
Guardan Release: Judgement Level 4 Strength: Water Style Weakness: Earth Style Range: Long Range; Wide Area of Effect Duration: 3 Bolts; 4 if Storm Clouds are present Description: Releases chakra into the air, causing red storm clouds to form. The user can call down 3 mid sized bolts of lightning plasma (superheated plasma that is able to melt rocks). If there are stormy conditions already present, the user can call down 1 extra bolt.
------------------------------------------------------- Tsumetaigan Icy EyesME Open to All - Spoiler:
Description: An eye technique that allows the user to freely regulate the flow of ice in and around their body. The sign that this is in effect is that the cornea becomes crystal blue and the pupil is split into 3 diamonds. *Requires Water Element chakra Activation 1: The user can launch a barrage of 20 ice senbon, or needles, from their fingers. Weakness: Fire; Long Range. Activation 2: The user can create ice armor around themselves and any weapon they are holding. Weakness: Fire; Lasts only 1 turn; If the user wishes, he may keep this activation going for another turn be he needs to use a mid amount of chakra. Activation 3: The user can shoot icy flames out of their eyes that will freeze anything they touch. Weakness: Fire; Long Range; Small Area of Effect; Only last 1 turn.
------------------------------------------------------- Human TowerME Open to All - Spoiler:
Description: Allows the user to exponentially increase their physical size. In this KG, Limbs refers to arms and legs only. Activation 1: The user can increase the size of one of their limbs so they can attack enemies with devastating sweep attacks. Close Range; Wide Area of Effect; Effect only lasts 1 turn Activation 2: the user can increase the size of One of their limbs so much that they can hit targets up to Mid Range away with devastating sweeping attacks. Mid Range; Wide Area of Effect; Effect only lasts 1 turn Activation 3: The user becomes the size of a 4 story building. This drastically increases their strength and range, but also makes them a larger target. Large Area of Effect; Effect only lasts 1 turn.
------------------------------------------------------- KousekiME Open to All - Spoiler:
Description: Allows the user to make crystals out of the moisture in air and ground. Activation 1: The user creates 6 small sharp crystal objects that can be used as projectiles. Long Range. Activation 2: User can create an arm blade on their hands made out of chakra-infused crystals that can break weapons. Close Range; Only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a mid amount of chakra. Activation 3: User can cause a tall crystal tower to appear from the ground. This large crystal tower can be set to explode at the users command, at which time it will rain sharp shards of crystal down on both the opponent and the user if they are in range. Tower can last for 2 turns, if at the end of the second turn the user doesn't detonate it, it simply becomes a crystal pillar that can't explode. Mid Range; Large Area of Effect.
KG Jutsu: Crystal Style: Crystal Wall Level 3 Strength: N/A Weakness: N/A Range: Short Range; Wide Area of Effect Duration: 1 Turn Description: The user can create a large wall of crystal to guard against weapons, projectiles, and some jutsu. Crystal Style: Crystal Armor Level 4 Strength: N/A Weakness: N/A Range: N/A Duration: 1 Turn. Description: The user can create an armor made of crystal that will block weapons, projectiles, and some jutsu.
------------------------------------------------------- Bunraku PuppetryME Open to All - Spoiler:
Description: This advanced bloodline, uses the same basic premise of Puppet Master jutsu. Instead of using puppets, puppet masters will be able to control inanimate objects, and certain animate objects. *Requires Puppet Scroll Activation 1: The puppeteer can control 2 small inanimate objects(like kunai, swords, rocks, etc.). Short Range; Large Area of Effect; No other jutsu may be used while this activation is active; Control only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a small amount of chakra. Activation 2: The puppeteer can control 2 large objects(like a boulder or a tree branch). Mid Range; Large Area of effect; No other jutsu may be used while this activation is active; Control only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a mid amount of chakra. Activation 3: The puppeteer can either control an entire tree, literally making it detach itself from the ground and walk to attack an opponent, Or they can combine a number of medium sized boulders to create a golem. These objects move slowly towards the opponent. Long Range; Large Area of Effect; No other jutsu may be used while this activation is active; Control only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a big amount of chakra.
------------------------------------------------------- The Demon MarkME Open to All - Spoiler:
Description: A mark that is hidden somewhere on the users body that contains an evil power sealed within, when released the power will transform the user into a demon. Activation 1: The user accesses their mark, and their body changes. They grow fangs like a vampire's, and can bite enemies, as well as having their fingernails become sharper, to aid in close combat. Effect only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a small amount of chakra. Activation 2: The user can fire deadly fire beams from their eyes. Fire Element; Mid Range; 1 shot; Only lasts 1 turn. Activation 3: The user releases the mark into its full state and they form a dark chakra armor around themselves that defends against some weapons and jutsu. Effect only lasts for 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a big amount of chakra.
------------------------------------------------------- Dragon MarkME Open to All - Spoiler:
Description: A curse mark on users back in the shape of a dragon that glows blue when activated. *Requires Fire Element chakra *Eventually Requires Water Element Activation 1: The user breathes a small cone shaped stream of fire. Fire Element; Mid Range; Small Area of Effect; 1 shot; only lasts 1 turn. Activation 2: The user gains the iron-hard scales of a dragon that protects them from weapons, projectiles, and some jutsus. Lasts for 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a mid amount of chakra. Activation 3: The user launches 4 large balls of ice from the mouth that fall towards the ground and explode. When they explode, cold air rushes outward, instantly freezing anything caught in range. Water Element; Mid Range; Large Area of Effect; 4 shots; Freezing effect only lasts 1 turn.
------------------------------------------------------- Koojoo AyatsuruME Open To All - Spoiler:
Description: This kekkei genkai allows you to control plants in your battles. Also it has an extended quantity of medical jutsu. Plants are weak against Fire and strong against Water. Source not required. Plant Style does not count as an elemental affinity. Activation 1: A wall of vines sprout from the ground blocking off any projectiles and some low level jutsu. Close Range; Small Area of Effect; Lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a small amount of chakra. Activation 2: The user slams his hand into the ground and causes various plants to shoot up at Mid-Range, trying to entangle the opponent for a couple seconds which can cause the opponent to be poisoned. Mid Range; Small Area of Effect; Lasts 1 turn Activation 3: 2 large cactus shoot up from the ground all around the opponent and shoot a total of 40 needles at them. Any needle that hits can inflict a poison which causes internal damage. Long Range; Wide Area of Effect; 40 shots. KG Specific Jutsu: Water Style: Pebble Skip Level 1 Strength: Fire Style Weakness: Earth Style Range: Long Range Duration: One Turn; Four Shots Description: Four pebbles of highly-pressurized water bounce across the ground (like skipping a pebble at a lake) in attempt to slightly damage the opponent. Water Style: Water Roundhouse Level 2 Strength: Fire Style Weakness: Earth Style Range: Short Range Duration: One Turn Description: A layer of highly-pressurized water surrounds the entirety of the user's leg. The user proceeds to twist around launching a high-powered kick at the opponent. Plant Style: Fly Trap Clones Level 2 Strength: Water Style Weakness: Fire Style Range: N/A Duration: Until destroyed; Until Dispelled by User Description: Creates a clone made in the shape of a venus fly trap. If they get close enough, they can bite into the opponent giving off a bit of poison. Can create 2 clones at a time. Clone Rules: Clones can perform basic punches and kicks. Only 3 clones can be summoned for the entire battle. Clones cannot use any Jutsu. Plant Style: Ivy Hounds Level 3 Strength: Water Style Weakness: Fire Style Range: Long Range Duration: One Turn; Six Hounds Description: Creates six hounds made of poison ivy to relentlessly attack the enemy. If the opponent is bitten, the hound's teeth also release a moderate poison. Wind Style: Ivy Tornado Level 4 Strength: Water Style Weakness: Fire Style Range: Short Range; Wide Area of Effect Duration: One Turn Description: Using the power of wind, the user creates a whirlwind filled with poison ivy debris. This jutsu can guard against most level four or lower jutsus and all projectiles. If the opponent touches the cyclone with any part of their body, they can be heavily damaged by the cuts that would be caused by the high speed slashing of the wind, as well as the strong poison that would be implanted into their body by the ivy.
------------------------------------------------------- Sands ClutchesME Open to All - Spoiler:
Description: The user can mold sand with his/her own chakra and move it as he/she wishes. The user must carry sand on his back in a gourd, but this also makes them very slow. The sand is very weak against water. *Requires Earth Element chakra Activation 1: The user can use sand made out of his/her own chakra to be able to make giant fists to punch the enemy. Earth Element; Close Range; Only lasts for 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a mid amount of chakra. Activation 2: The user creates a dome of sand from the earth. This sand is dense enough to block weapons, projectiles, and some jutsu. Earth Element; Only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a mid amount of chakra. Activation 3: The user grinds up the earth's hardest materials to make the a giant wall of sand in front of them that can withstand weapons, projectiles and some jutsu. Earth Element; Only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a big amount of chakra. KG Jutsu: Sand Style: Sand Blade Level 2 Strength: N/A Weakness: Water style, Lightning style Range: Close Range Duration: 1 Turn; If the user wishes, he may keep this activation going for another turn at the cost of 1 CP per turn. Description: The user makes a blade out of the surrounding sand and uses it to attack the enemy. Sand Style: Sand Sinking Level 2 Strength: N/A Weakness: Water Style Range: Mid Range; Wide Area of Effect Duration: Effect does not end until another move is used that voids this effect. Description: The user breaks down the earth in an area to create a deep sand pit that the user or enemy can sink into slowing down movement. Sand Style: Sand Falls Level 5 Strength: Weakness: Range: Mid Range; Large Area of Effect Duration: 1 Turn Description: The user raises the sand from the Sand pit and makes it stream towards the enemy at high speed. The sand comes crushing down on top of them burying and crushing enemies. Sand Style: Sand Sinking needs to be in play.
------------------------------------------------------- Static ManipulationME Open to All - Spoiler:
Description: it lets the user manipulate the static energy that is found in the air and form it into electricity. *Requires Lightning Element chakra Activation 1: The user can freely control electrical currents and run them through their body along with any electric conducting material. Anyone but the user touching the material can get shocked. Lightning Element; Effect only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a small amount of chakra. Activation 2: the user can discharge a dangerous electric pulse from their body. It can be used for attack, or to defend against projectiles and close range attacks. Lightning Element; Short Range; Small Area of Effect; Lasts 1 shot. Activation 3: The user emits a large blast of static electricity over a large area around the user. This turns the area into a big magnet, for 1 turn. Anything metallic will become stuck to the ground. Lightning Element; Large Area of Effect; The user is not immune from the effects of this technique. JUTSUS Lightning Style: Static Blast Level 3 Strength: Earth Style Weakness: Wind Style Range: Long Range Duration: 1 Turn Description: A Single fast bolt of electricity is shot out from the user's mouth. Lightning Style: Static Needles Level 3 Strength: Earth Style Weakness: Wind Style Range: Mid Range; Small Area of Effect Duration: 1 Turn Description: thousands of electric "needles" explode in 360 degrees around the user. Lightning Style: Grand Lightning Bolt Level 5 Strength: Weakness: Range: Long Range; Wide Area of Effect. Duration: 1 Turn Description: The user calls down a single devastating lightning bolt that causes an explosion upon hitting the ground.
------------------------------------------------------- Art of the VampireME Open to All - Spoiler:
Description: The user wears a gourd on his back, much like Gaara's, except inside of this gourd is blood. Blood pours into the user's chakra from the gourd when a jutsu is performed causing any jutsu (except Fire which cannot be combined with blood) to be covered in blood. Adding blood to a jutsu does not power it up or change its elemental strength and weakness. KG Jutsu require the specified elements! Activation 1: The user's gourd transforms into large vampire wings allowing the user to fly around the battlefield at a cost of 2 chakra points per turn. Cannot use jutsu while flying. Activation 2: The user's gourd can transform into a large vampire cape which the blood from the gourd will flow through. This cape can be draped over your body to block some jutsu, as well as some weapons and projectiles. The cape is heavy making it hard to move in. Only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a mid amount of chakra. Activation 3: The user is able to shoot from their mouth a stream of acidic blood that can melt away some oncoming jutsu, weapons, projectiles, or defenses. If the acidic blood touches the opponent's skin it can cause harmful acidic burns. Long Range; Small Area of Effect; Lasts 1 turn. KG Jutsu: Blood/Wind Style: Bloody Gust Level 2 Strength: Lightning Style Weakness: Fire Style Range: Mid Range; Wide Area of Effect Duration: One Turn Description: A gust of blood rushes towards the opponent and can blow them backwards making them all bloody and causing minimal damage when it hits. Blood/Water Style: Bloody Tidal Wave Level 3 Strength: Fire Style Weakness: Earth Style Range: Medium Range; Wide Area of Effect Duration: One Turn Description: Causes a single large wave of blood to come forth in front of the opponent and can submerge the opponent in blood. Blood/Lightning Style: Blood Bolts Level 3 Strength: Earth Style Weakness: Wind Style Range: Mid Range; Wide Area of Effect Duration: One Turn Description: 7 bolts of lightning covered in blood rains down from the sky. Blood/Water Style: Acidic Blood Bats Level 4 Strength: Fire Style Weakness: Earth Style Duration: One Turn Range: Medium Range; Wide Area of Effect Prerequisite: Activation 3 must be active Description: From in the air the user shoots 10 acidic blood bats the opponent from a variety of angles very quickly. The bats can melt through defenses. Blood/Water Style: Blood Pillars Level 5 Strength: Weakness: Range: Long Range; Large Area of Effect Duration: One Turn Description: Causes 5 pillars of copious amounts of blood to shoot up from the ground, attempting to surround the opponent. The pillars then combine together, in an attempt to trap the opponent inside the pillar for one turn. The blood drains the enemy of their life energy, so even coming close to it can cause severe damage.
--------------------------------------------------------------- Prinny StyleME Open to All - Spoiler:
Description: Prinnies are creatures that are penguin-like and small with a pouch in the front that holds weapons. They are formed when a human who has sinned is reincarnated to atone for their sins. Activation 1: User creates 2 chakra blades, jumps into the air, and launches 6 crescent shockwaves from them at the enemy. Long Range; 6 Shots; Lasts 1 turn. Activation 2: User pulls a random over-sized bomb from his pouch and tosses it at the other dood. This bomb is infused with the user's chakra. The user detonates it when he wants it to explode. The chakra-infusion lasts only one turn, so if the bomb is not detonated by then, it will go off by itself. Mid Range; Wide Area of Effect; 1 Bomb; Lasts 1 turn. Activation 3: User temporarily becomes the Legendary Pringer X, dood. The user grows 3 times their original size and fires their laser vision to shoot a single laser beam in an attempt to incinerate the evil doods. User returns to normal upon firing 1 laser shot; Long Range; Small Area of Effect. KG Jutsu: Prinny Style: Power Peck Jutsu Level 1 Strength: N/A Weakness: N/A Range: Close Range Duration: 1 Peck Description: The user focuses chakra into his beak to try and pecks at his foe, dood. Prinny Style: Toboggan Tackle Jutsu Level 2 Strength: N/A Weakness: N/A Range: Mid range Duration: 1 Tackle Description: The user slides along the ground by focusing chakra into tummy and his head, and attempts to crash into the foe. Prinny Style: Flying Prinny Jutsu Level 3 Strength: N/A Weakness: N/A Range: n/a Duration: 1 Turn; If the user wishes, he may keep this activation going for another turn at the cost of 2 CP per turn. Description: User is able to fly a short distance off the ground(25 feet into the air max) through the air. User cannot use other jutsu while this one is active. Requires: Wind Element
---------------------------------------------------------------------------------- Iron's baneME Open to All - Spoiler:
Description: The user can completely combine the iron and nickel in their body and create steel by using their chakra. The user can manipulate the steel as extensions of their body and eventually control the chakra infused steel to attack their target. Activation 1: The user combines the iron and nickel in their fingers on one hand to make steel spikes that grow from all five of the user's fingers. 20 of these spikes can shoot forward and impale the user's target. Mid Range; 20 shots; Lasts 1 turn. Activation 2: The user creates a kusarigama by mixing the nickel and iron in the user's body. A chain with a weight that is attached to one of the user's arms droops down while the other arm has a sickle jutting the palm. Sickle is Close Range; Chain with weight is Mid Range. Activation 3: The user creates 6 heavy appendages(tentacles) of steel by combining the nickel and iron in their arms. These appendages grow from the user's arms and are controlled by the user's chakra. Mid Range. KG Specific Jutsu: Level 1: Iron Style: BB Shots Level 1 Strength: Earth Style Weakness: Fire Style Range: Long Range Duration: Description: User launches 5 small metallic BBs at the opponent from his hand. Level 3 Jutsu: Iron Style: Cannon arm Level 3 Strength: Earth Style Weakness: Fire Style Range: Long Range; Small Area of Effect Duration: 1 shot; 1 turn Description: The user creates a heavy canon made of steel around thier arm, with one canon ball inside. The user fires this ball with thier chakra at a high velocity and can pierce most obstacles and defenses Level 4 Jutsu: Iron Style: Steel skin Level 4 Strength: Earth Style Weakness: Fire Style Range: N/A Duration: 1 turn Description: The user uses thier chakra to create light steel plates along their skin to defend against ninja tools and most jutsu. The user is slightly hindered because of the plates. Also the user has to be careful of conducting electricity. Iron Style: Shrapnel Grenade Level 4 Strength: Earth Style Weakness: Fire Style Range: Long Range, Wide AoE Duration: 1 shot; 1 turn Description: User creates a somewhat large ball of metal containing chakra-infused shards of extremely sharp metal, which he launches at the opponent. When it detonates, the ball releases the chakra metal shrapnel in all directions at very high velocities. Level 5 Jutsu: Iron Style: Junk Rain Level 5 Strength: Earth Style Weakness: Fire Style Range: Mid Range, Large AoE Duration: 1 Use; 1 turn Description: User draws up iron from the earth and creates a large pile of sharp metal objects in the sky above the foe. Bits and piece of the metal fall down on the area around the opponent. These pieces range in size from the size of one's hand up to a small van.
------------------------------------------------------- Drifting To DarknessME Open To All - Spoiler:
Description: This kekkei genkai gives the user control over the element of darkness. Darkness does not count as an elemental affinity. Activation 1: The user calls forth a wall of dark power in front of them. This wall covers the entirety of the front-side of the user's body. Projectiles and some jutsu will be absorbed by the wall making them useless. Close Range; Small Area of Effect; Only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a small amount of chakra. Activation 2: For a single turn, a fifteen foot wide cloud of darkness erupts from the user making it's way towards the opponent. The cloud can only move in a straight line. If this darkness covers the enemy, their eyesight will become completely blinded and their accuracy will plummet. The cloud also gives off minor damage and cannot be destroyed by most level three or lower jutsus. Mid Range; Wide Area of Effect; Lasts 1 turn. Activation 3: The user spins around at such a speed that a tornado of dark power surrounds them. The dark tornado is able to block all projectiles and some jutsu. If the opponent gets too close, massive damage will befall them due to the sheer density of the darkness. Short Range; Wide Area of Effect; Lasts 1 turn. KG Jutsu: Level 1 Dark Style: Shadow Absorption Level 1 Strength: N/A Weakness: N/A Range: Short Range, Small AoE Duration: 1 turn Description: A shadow made of dark power appears in front of the user in order to block attacks. Dark Style: Dark Ball Level 1 Strength: N/A Weakness: N/A Range: Long range Duration: 1 shot; 1 turn Description: User creates a baseball-sized ball of pure dark energy to toss at his opponent. Level 2 Dark Style: Shadow Piercing Level 2 Strength: N/A Weakness: N/A Range: Mid Range Duration: 1 turn Description: The user has a small shadow rise up near the opponent and try to impale the opponent. Dark Style: Swirling Shadows Level 2 Strength: N/A Weakness: N/A Range: Short Range, Wide AoE Duration: 1 turn Description: The user makes shadows swirl around him. These shadows can cut and maim as well as block some jutsu. Level 4 Dark Style: Void Wall Level 4 Strength: N/A Weakness: N/A Range: Mid Range, Wide AoE Duration: 1 turn Description: User summons up a large wall of dark power. It can absorb jutsu as well as block weapons and projectiles. Hard to see at night.
------------------------------------------------------- Judgment of the LightME Open To All - Spoiler:
Description: This kekkei genkai gives the user control over the element of light. Light does not count as an elemental affinity. Activation 1: The user uses their chakra to create a spherical wall made of extremely focused beams of light around their entire body which melts away all projectiles and some jutsu when they come into contact. Close Range; Small Area of Effect; Only lasts 1 turn; If the user wishes, he may keep this activation going for another turn if he uses a mid amount of chakra. Activation 2: The user gains 8 daggers (each six inches long) made out of pure, focused light. These daggers can be thrown at the opponent and can pass through non-solid low-level jutsu. Mid Range; 8 shots; Lasts 1 turn. Activation 3: The user gains a large blade (about five feet in length) made out of focused light. The sword can either be swung at a nearby opponent or a far away opponent. Swinging at a far away opponent, a narrow blast of light energy protrudes from the blade. The blast will create a two inch wide, two inch deep cut into the ground as it goes and if the blast hits the opponent, it can cause major damage. Short Range; Long Range if extended; Lasts 1 turn. KG Jutsu: Level 1 Light Style: Light Screen Level 1 Strength: N/A Weakness: N/A Range: Short Range, Small AoE Duration: 1 turn Description: User creates a barrier of highly focused light in front in order to block tools and some jutsu. Light Style: Shining Shuriken Level 1 Strength: N/A Weakness: N/A Range: Long Range Duration: 4 shots; 1 turn Description: User creates 4 shuriken of highly focused light to toss at the enemy. Level 2 Light Style: Rays of Light Level 2 Strength: N/A Weakness: N/A Range: Mid Range, Wide AoE Duration: 5 shots; 1 turn Description: 5 Beams of highly focused light fall from the heavens towards the opponent. Level 4 Light Style: Purging Light Level 4 Strength: N/A Weakness: N/A Range: Wide AoE Duration: 1 turn Description: User release a powerful burst of light energy from their body. This can disintegrate obstacles and even the opponent if it connects. User cannot use any other jutsu while this one is active.
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Last edited by Deadman on Fri Feb 25, 2011 3:01 pm; edited 1 time in total | |
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