Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
Through The Mountain
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°1
Through The Mountain
Ghost-
Lineage : None
Position : None
Origin : -
Posts : 15
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°2
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
Ghost-
Lineage : None
Position : None
Origin : -
Posts : 15
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°3
Re: Through The Mountain
Ghost wrote:NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°4
Re: Through The Mountain
The member 'Ghost' has done the following action : Dices roll
'Chakra Paper' :
'Chakra Paper' :
Andr01d-
Lineage : Demon of Time
Position : None
Origin : Pandora
Posts : 864
Sacred Shards : 14
Class : S
Level : 76
Experience : 118440
Character Sheet
Character Name: Aknaid
Alignment: Lawful Evil
Primary Magic: Art of Mummification
- Post n°5
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°6
Re: Through The Mountain
The member 'Andr01d' has done the following action : Dices roll
'VIP Prizebox' :
Result :
'VIP Prizebox' :
Result :
CutieCorp-
Lineage : None
Position : None
Origin : -
Posts : 8
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°7
Re: Through The Mountain
Ghost wrote:NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°8
Re: Through The Mountain
The member 'CutieCorp' has done the following action : Dices roll
'Chakra Paper' :
'Chakra Paper' :
ZeroOne-
Lineage : None
Position : None
Origin : -
Posts : 2
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°9
Re: Through The Mountain
Ghost wrote:NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°10
Re: Through The Mountain
Ghostblade-
Lineage : None
Position : None
Origin : -
Posts : 7
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°11
Re: Through The Mountain
Ghost wrote:NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°12
Re: Through The Mountain
The member 'Ghostblade' has done the following action : Dices roll
'D Class Reward Dice' :
'D Class Reward Dice' :
Ghost-
Lineage : None
Position : None
Origin : -
Posts : 15
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°13
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°14
Re: Through The Mountain
The member 'Ghost' has done the following action : Dices roll
'D Class Reward Dice' :
'D Class Reward Dice' :
Jyujin Seixun-
Lineage : None
Position : None
Origin : -
Posts : 12
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°15
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°16
Re: Through The Mountain
The member 'Jyujin Seixun' has done the following action : Dices roll
'Monster Dice' :
'Monster Dice' :
Soul Eater Demura-
Lineage : None
Position : None
Origin : Netherworld
Posts : 102
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°17
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°18
Re: Through The Mountain
The member 'Soul Eater Demura' has done the following action : Dices roll
'D Class Reward Dice' :
'D Class Reward Dice' :
Ghostblade-
Lineage : None
Position : None
Origin : -
Posts : 7
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°19
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
ERROR 404-
-
Lineage : None
Position : None
Origin : -
Posts : 80
Sacred Shards : 0
Class : F
Level : -
Experience : 0
- Post n°20
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°21
Re: Through The Mountain
The member 'ERROR 404' has done the following action : Dices roll
'VIP Prizebox' :
Result :
'VIP Prizebox' :
Result :
RNG-
Lineage : None
Position : None
Origin : -
Posts : 7
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°22
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°23
Re: Through The Mountain
The member 'RNG' has done the following action : Dices roll
'Monster Dice' :
'Monster Dice' :
Kokuo-
Lineage : None
Position : None
Origin : -
Posts : 17
Sacred Shards : 0
Class : F
Level : 1
Experience : 0
- Post n°24
Re: Through The Mountain
NPC wrote:Gyuki wrote:Yuki Yukiko wrote:Eli wrote:Slayer Magic Information:
- Slayer Types:
Slayer magic are forms of magic meant to slay a certain type of being, hence their names. Slayers usually are related to a single aspect or element. While Fire and Earth Slayers are two different elements, they could become a Mixed Slayer. and be a Lava Slayer. Each type of slayer has a certain advantage over the other. See below for more information.
Dragon Slayer: When using Dragon Slayer Abilities, their aura is often golden or silver. Their magic will deal double damage to Lizard, Wyvern, and Dragon type opponents. (Can eat: Titan, Dragon)
God Slayer: When using God Slayer Abilities, their aura is often black, or a dark red. Their magic will deal double damage to Holy, God, and Angel type beings. (Can eat: Dragon, God)
Demon Slayer: When using Demon Slayer Abilities, their aura is often white, or a light blue. Their magic will deal double damage to Darkness, Demon, and Undead type beings. (Can eat: Dragon, Demon)
Titan Slayer: When using Titan Slayer abilities, their aura is often brown, gold or a shade of orange. Their magic deals double damage to Titans, Giants, Golems, and elementals. (Can eat: Titan, God, Demon)
Starfall Slayer: When using Starfall Slayer abilities their aura is almost always rainbow. Their magic deals double damage to all other Slayers. (Can eat: All Slayer Types)
NOTE: Eating their element from a spell only allows them to gain MP, it does not reduce damage in any way.
- Generations & Mixed:
Generations of Slayers are often direct correspondents to their power. The only case where a Dragon Slayer can eat God/Demon Slayer magic is if they are a 3rd Generation Slayer, while the God/Demon slayer is 2nd, or 1st. Below is more information on the differences, as well as the perks.
First Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element. This is the second most powerful slayer generation. They cannot eat Third Generation Slayer magic.
Second Generation: The user obtained a lacrima made a God/Dragon/Demon/Titan or Slayer of their corresponding element. This is the second least powerful slayer generation, in terms of purity.
Third Generation: The user learned their magic from a God/Dragon/Demon/Titan of their corresponding element, as well as obtained a lacrima created by a God/Dragon/Demon/Titan or Slayer of the same element. This is the most powerful generation of slayers. They can eat all Generations of Slayer Magic if it is of their element.
- Third Generation Dragon Slayers CAN eat First Generation God and Demon Slayer Magic.
- Third Generation Titan Slayers CAN eat First Generation Dragon Slayer Magic.
- Third Generation God Slayers CAN eat First Generation Demon Slayer Magic.
- Third Generation Demon Slayers CAN eat First Generation God Slayer Magic.
- Third Generation Starfall Slayers CAN eat any First Generation Slayer Magic, of any element.
Mixed Slayers: These are people who have learned or obtained a lacrima for two or more elements. By being a First Generation in one element and Second Generation in another, this does NOT make them a Third Generation slayer, but a mixed Slayer.
- Additional Powers:
Dragon Slayers:
Dragon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
God Slayers:
God Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Demon Slayers:
Demon Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Titan Slayers:
Golem Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per post that this ability is upkept.
Duration is sustainable
No Cooldown
Stafall Slayers:
Glitter Force: A state where ones skin creates a layer of magic respective to their element (Fire Slayers will be on fire, Light Slayers will begin to glow, Shadow Slayers will be covered in a dark aura... etc.). While in this state, a slayer's spells deal double damage and can be used at half the cost. This can only be used when the slayer has obtained over 150% or more of their MP. It costs 50% of their MP per Per post that this ability is upkept.
Duration is sustainable
No Cooldown
NOTE: These abilities are to each respective slayer. They DO NOT COUNT towards the user's ability slots.
- Magic Consumption Guide:
All slayers will gain MP off their respective element based on their power. For example a D-Class Slayer may get more MP from a D-Class spell than an S-Class would get from a D-Class spell. All slayers gain DOUBLE MP to the cost of the spell for the user. For numbers, refer to the Class, Level and Spell Information. Slayers cannot consume a spell that is greater that 2 ranks above them.(A D-Class can consume C-Ranked spells, but not B-Ranked and above spells.)
NOTE: Poison/Venom Slayers must eat acid, or liquid poison to get MP. These are the only slayers than take reduced damage (50%) when eating their element. Sandwich slayers will gain 100MP per sandwich. (This is based on the size of a standard peanut butter and jelly sandwich. Anything double the size will be double the MP and so on...)
- Lacrima Creation:
"If you wish to inherit a lacrima from a Slayer, or a magic from another origin, you must provide a 250 word, 20 post thread with your chosen mentor. The mentor MUST be of greater rank, and may only be equal rank to the user if you are S-Class or above. The mentor is only required to make 5 posts for this thread."
The following has been taken from the secondary magic rules in the Class Information Rules sheet. However, if you are a slayer, and wish to create a lacrima for your own use, please note that it can only be of your own element. The requirements of this is:
- Fill an empty Lacrima Crystal
Or make a thread with the following:
- Must be located in your Kingdom
- Must have a total of 3000 Words
- Must be at least B-Class
- Only words by the Slayer will count
- Only posts dedicated to the creation of a Lacrima will count
This thread can only be approved by an admin.Jinchuriki Information:
- Jinchuriki Forms:
Those with Bijuu inside of their body are known as Jinchuuriki. Being a Jinchuuriki obviously grants you amazing abilities beyond that of a normal shinobi. Each Tailed Beast gives more power, depending on how many tails it has. Upon receiving a Bijuu with higher power, you will need more training to fully master the state of your Bijuu and become a full Jinchuuriki. Until you are able to do so, you will lose additional chakra upon transformation. All Bijuu have the ability to communicate telepathically with each other as well as their Jinchuuriki.
- Initial Form:
Name: Initial Form
Skill Required: None
Element: N/A
Range: Self
Description: By simply tapping into their beast's chakra, a jinchūriki begins their initial transformation. They are surrounded by a layer of red, wispy chakra granting them enhanced strength, speed and healing. The beast's chakra supplements the jinchūriki and they are able to manipulate the chakra to a certain extent. In this form, the jinchūriki's body undergoes slight physical changes. It is also possible for a jinchūriki to enter this state without chakra visibly emanating from them, instead just gaining the physical alterations.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This does not effect spells in any way, even if spells are physical.)
Duration: Upkeep (100MP Per post)
Cooldown: 3 posts (After Cast)
- First Form:
Name: First Form
Skill Required: None
Element: N/A
Range: Self
Description: is the tailed beast's chakra being converted into a humanoid shape, granting the jinchūriki an edge in battle without completely releasing the beast itself. Using the jinchūriki's body as a sort of endoskeleton, a dark red, nearly black layer of chakra envelops them. The physical manifestations of the corresponding beast that are vaguely present in Initial Form states become far clearer in First Form, in a way fully reproducing the beast in miniature: muscle mass increases and beast-specific attributes such as shells and ears become clearly defined.
Bonuses: All physical attacks deal x2 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: Upkeep (100MP Chakra/MP Per post, 3% HP per post)
Cooldown: 5 posts (After Cast)
- Second Form:
Name: Second Form
Skill Required: None
Element: N/A
Range: Self
Description: Entering their second form creates a great deal of energy, producing craters beneath the jinchūriki and destroying any restraints that might have been placed upon them beforehand. Strength, speed, and chakra are once again increased beyond the levels of the previous forms, the shroud remains a reliable defense against attacks, and other features, such as chakra-arms, are still accessible. It is even possible for the jinchūriki to create chakra-bones around themselves. The user, however, has no recollection of entering this state, nor what they preformed. They only know that they can enter it.
Bonuses: Takes 50% less damage from all attacks. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.)
Duration: 3 Posts + Upkeep (250MP Chakra/MP Per post, 10% HP per post [including initial duration])
Cooldown: 7 posts (After Cast)
- Partial Form:
Name: Partial Form
Skill Required: Partial
Element: N/A
Range: Self
Description: Rather than fully transform into their respective beast, a jinchūriki can isolate the transformation to parts of their body. Instead of appearing as translucent or dark chakra, these partial transformations fully resemble the beast's own limbs, having fur, scales, etc.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast spells/justu below S-Rank.
Duration: 2 Posts + Upkeep (250MP Chakra/MP Per post [including initial duration])
Cooldown: 10 posts (After Cast)
- Transformation:
Name: Full Transformation
Skill Required: Complete
Element: N/A
Range: Self
Description: In principle, all jinchūriki can fully transform into the tailed beast sealed within them when the seal breaks and they entirely lose control over the beast. By either subjugating their tailed beast or learning to work in unison with it, a jinchūriki can become a full-scale replica of the beast with complete access to its natural strength and abilities. If they choose, the jinchūriki can pass control of this form to the beast itself. Tailed Beast Mode is devastatingly powerful and poses an untold risk of collateral damage.
Bonuses: Takes 50% less damage from all physical attacks. All spells deal one rank lower in damage, the lowest damage being 1/2 D-Rank. All physical attacks deal x3 more damage. (This is based on the user's level. This damage is only to users themselves, or magical defenses, it does not offer any boost versus magical attacks.) They cannot cast Jutsu/spells below A-Rank. In addition, the user gains additional perks based on their tailed beast.
Shukaku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. All sand based jutsu and spells move at twice the speed. The speed is tripled if in Sunagakure.
Matatabi - All of the user's attacks deal Fire Elemental damage on top of their standard elements. All attacks that knock back the opponent have their knockback doubled.
Isobu - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes no damage from Mythic and below ranked weapons.
Son Goku - All of the user's attacks deal Earth Elemental damage on top of their standard elements. The user takes 50% less damage from Earth and Fire based attacks.
Kokuo - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user takes 50% less damage from Water and Fire based attacks.
Saiken - All of the user's attacks deal Water Elemental damage on top of their standard elements. All water jutsu and attacks deal twice as much damage. (Only if that was their original element)
Chomei - All of the user's attacks deal Wind Elemental damage on top of their standard elements. User's flight height is doubled.
Gyuki - All of the user's attacks deal Water Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Kurama - All of the user's attacks deal Wind Elemental damage on top of their standard elements. The user can use their "Here comes the BOOM!" ability at the cost of 25% more chakra instead of 50%.
Shinju - All of the user's attacks deal Darkness and Light Elemental damage on top of their standard elements. All spell/jutsu costs are halved.
Duration: 5 Posts + Upkeep (25% Chakra/MP Per post [including initial duration])
Cooldown: Once per thread
- Special Jinchuriki Forms/Abilities:
- Tailed Beast Ball:
Name: Tailed Beast Ball
Rank: D/B/S/X
Skill Required: Partial
Element: Non-Elemental
Charge: N/A
Description: Taking the base elements of chakra, a sphere of both positive and negative chakra is formed by the user's mouth, and can be fired in any direction. The size of the orb itself is based on half the user's level, in terms of radius.
Speed: User's level (m/s)
Strengths:
- Can be used in both Partial, and Full Transformation
- Damage is doubled if used while in Full Transformation
Weaknesses:
- Cannot be used normally
- Can only cast a version of it that is equal rank, or lower
- Power is very inconsistent
Duration: 1 Post
Cooldown: 3 Posts (Cost is doubled if it is used before it cools down)
- Lucid Communication:
This is when a Jinchuuriki has mastered the ability to essentially suspend time and enter ones own mind where they can confront the Bijuu and communicate with it. . This is where the jinchuuriki can come into contact 'face to face' with the bijuu that is contained inside of them. The means of communication is like that of normal circumstances, the bijuu will act and react in a fashion which the user can respond to in 'real time'. This is where the jinchuuriki will get a taste of their bijuu's true nature and personality and the foundation of their relationship will start and finish.
NPC-
Lineage : Wrath of The NPC
Position : None
Origin : Admin Panel
Posts : 5171
Sacred Shards : ?
Class : ?
Level : ?
Experience : ?
- Post n°25
Re: Through The Mountain
The member 'Kokuo' has done the following action : Dices roll
'Normal Dice' :
Result :
'Normal Dice' :
Result :
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