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Welcome to Shinobi Reality


First of all, we'd like to thank you for registering on our site and joining us here at Shinobi Reality. Since you've joined us, we would like to say that we very much appreciate you doing so and we welcome you here to RP with us. This site is a Text-Based Role Playing Game, or better known as RPG. Unlike normal RPG's, this does not include cool graphics and your favorite Final Fantasy character, what you will find here is a elaborate and massive story. This story includes the life of the character you wish to create and the other characters in this RPG.
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 The Cult of Jashin

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Annie
Annie
D-Rank Criminal

Posts : 807
Join date : 2011-01-28

The Cult of Jashin Empty
PostSubject: The Cult of Jashin   The Cult of Jashin EmptyFri Feb 18, 2011 8:05 pm

WARNING: If anyone shows any interest in Jashin they need to contact me before they do anything. I cannot stress how serious it is. Due to this, the following actions will result in a 1 to 3 day ban if I find out.

-Creating a character within the ranks of Jashin automatically. (1 day ban and the app deleted)
-Killing people and being contacted by Jashin NPC's. (2 day ban)
-Joining Jashin IC without permission (3 day ban)
-Posting anything you see here, jutsu, the clan, anything in here on another site. (3 day ban) (I've looked all over the internet or a better version of Jashin. It simply doesn't exist. Jiro's is the only one like this)
-Any mixture of the above, or anything along the lines.
-If you want to use Jashin in any other way besides RPing it here on SR, then you need to contact the creator. I am not the creator of this organization. Jiro/Hugh of US is.

WARNING: CONSENT FROM HUGH IS NEEDED TO JOIN THIS CLAN. CONSENT IS SPECIFIC TO INDIVIDUALS AND MAY BE WITHDRAWN IF DEEMED APPROPRIATE.

The Cult of Jashin Cult_o11

The following organisation has been made out as a clan app for lack of a more appropriate place. This following group is not a clan or tied to some random genetic mutation known as a Kekkai Genkai but rather by common faith, religious conviction, psychopathic tendencies and vile abilities. Due to this fact it will follow the clan template closely but not exclusively so and divert from it where appropriate. It is based on the highly controversial beliefs and abilities of Akatsuki member Hidan and is often consider OP and very hard to get. Others might find the concepts presented rather disturbing due to the organisations nature, this is by no means intended but simple tries to reflect accurately the cult’s true nature. With this preamble out of the way let me introduce one of the most chillingly and sadistic organisations to ever exist ……

The Cult of Jashin Cult_o10

    Ye shall utterly destroy all the places, be thee nations great or small, upon the high mountains, and upon the hills, and under every green tree: And ye shall overthrow their altars, and break their pillars, and burn their corrupted bodies with fire; rend them with blade and torment their souls. Mercy knowth not the Lord Jashin

    4th Commandment of Jashin, Verse 6, Section 14. The Tome of Undying Blood


Name:
The Cult of Jashin
Founder: Xanth the Blooded One. The 3rd prophet of Jashin and founder of the Cult in the aftermath of the collapse of Jashinic Empire over 600 years ago
Location: The focus of the cult is whether its incumbent priest is due to its sparse and broad spread nature though it has recently set up a hidden profane sanctuary in the abandoned and defiled Temple of the local fertility God Ramtura in the Rice Field Country

Structure


The Cult of Jashin Guy

    They priesthood of Kami call us a foolish heathens in blind service to a hateful god when we a merely a band of enlightened warriors fighting with the common purpose of cleansing the world of their human degredation, personal glory and because we enjoy it. We kill and we are rewarded, the pray and our striken by infirmity. We have the hope of immortality while they languish in mortal toil. Tell me whom is the more blind, they one who receives due reward for faithful service or dies their prayers unanswered. The priest of Kami were right, the world is full of fools but we the chosen few are not among them”

    Comments of the Priest Hatiikon on the folly of humankind, Tome of the Undying Blood



The Cult is a loosely organised group with shared beliefs, values and common skills and equipment. While independent and self contained it runs alongside key institutions, villages and nations and does not supersede them. Its members can have loyalties beyond the cult, such as a village or an organisation and often maintain these links in most cases. In short it is perfectly possible for a Kumo Nin to be both a member of cult and a village Nin. Similarly while it possesses some rudimentary structure it is by no means regimented or tightly controlled and its members possess far wider freedom then might be normally expected. The is no direct chain of command, it’s Priest can not give direct commands to its members nor indeed can any members command more then the respect they are due from earn from activity, personal bonds and religion devotion. This means that the activities cult while horrific rarely conflict with the activities of villages and nations helping maintain a veil of secrecy. While it has a sanctuary its members are usually scattered due to their existing commitments and to avoid drawing the eyes of others rarely meet.

The cult of Jashin is made up of four ranks. While nominally of differing importance, the rank is in itself no indication of power or some perceived chain of command and rather relates to ones internal place within the cult and one’s devotion to it. They are:

Associates


The lowest and most commonplace rank, an associate is a Nin who has passed the basic initiation rites and shown a shared interest in murder and destruction. They know a bit about Jashin and the cult but are not aware of the sacred rituals and are only in the broadest sense aware of their dark powers its senior members wield. They do not know the identity of any members beyond those who have introduced themselves or have an idea of how many members there are nor any concept of the plans or the location of the cult’s sanctuary. Their affiliation to cult is loose at best one of shared views on murder and humanity and little more and they are not expected to participate in cult activities. They have access to some basic Jashinic abilities, a reward for services rendered but of all the ranks they are most unchanged in their nature

Devotee


The second rank, Devotee is a Shinobi who has embraced the Jashinic ways, actively worshipping and sacrificing to Jashin while retaining much of their former identity. A Devotee has been taught the key rituals and is normally, though not necessarily, apprenticed to a Disciple or Priest who trains him in the secrets of cult. They have access to a far more extensive range of techs and equipment then Associates. Additionally they have the option to fully replace a spec with a Jashinic one should they wish to. While their knowledge of the cult is broader then an Associate they still lacking details or knowledge of its greatest secrets and the identities of the cult’s members are unknown except for those they have directly encountered. They may be taken to the sanctuary but if done there senses would have been blocked so that should they betray cult its location can not be learned. Devotees like Associates retain much of the original nature including their Kekkai Genkai and their abilities though they also acquire certain negative traits associated with the evil forces they more then willingly align themselves with. They are more commonly assigned missions then associates and are considered dependable members of the cult

Disciple

The rank of Disciple is the third and most famous rank. The only recorded worshipper by the outside world in the past 200 years, Mi’Kan was one such. A Disciple of Jashin is a Shinobi who has taken the ultimate test and sworn their body and soul to eternal service of Jashin. Disciples are holy warriors, evil paladins who are sworn to scour the world of the taint of humanity and live to kill and sacrifice in Jashin’s name. In coming a disciple they cast aside most of their mortal frailties’ loosing any Kekkai Genkai, having to trade on spec for a Jashinic one and gaining immortality and access to some of the most powerful Jashinic techniques. Unlike the two lower ranks they tend have less concern for former ties and often leave their current positions to become missing Nin so that might more easily carry out their divine mission of annihilating humanity. Likewise they tend to retain only a small semblance of their original nature, as they begin to divorce themselves from the past and embrace the might of Jashin. They are fully immersed in the cult’s activities and know the names of all its members and the location of the sanctuary and usually where to find the priest. They also have access to the most powerful techniques and weapons the cult possess. Though the priest can not order them his words carry great with the disciples who consider him to have fully ascended beyond the mortal taint while they themselves risk a return to should they not appease their terrible master.

Priest


This fourth and largely unknown rank forms the heart of the cult and spearheads the cult’s activities. A Priest, though often immensely strong, isn’t necessarily the cult’s strongest member and does not lead the cult directly. He has no power to order members to do something. Rather he is the spiritual leader of the cult and protector of its ancient rituals, techniques and the sanctuary. His task is not so much to kill in Jashin’s name but to recruit new members to the cause and bring about the fruition of Jashin’s will by not only force arms but trickery, manipulation and deceit. Where an associate is only slightly altered by their dealings with the cult a priest is something completely changed from his original nature. What was left of his mortality has long since withered away replaced by something altogether more sinister and evil. A priest not only looses any Kekkai Genkai they might possess but will never willing use the jutsu and techniques of those he considers impure mortals effectively losing all existing standard specs and related jutsu. Furthermore he is bound by strict religious commandments limiting his actions both socially and in combat. The Priest as you might imagine is at the heart of the cult’s knowledge and teachings and has the widest access to Jashinic techniques and equipment. While they have no direct control over the cult’s members the priest enjoys considerable influence especially over the more religious members who believe him unsullied by taint carried in all mortals and thus the final word on Jashinic law. The Priest uses this position to direct the cult and encourage its members to achieve the cult’s broader aims

History


The Cult of Jashin Ritual

    It is said that history is written victors, if this is true then this book shall surely stand as testament to the glory of Jashin upon are eventual success. Some may question our resolve, claim are task to be impossible but is it not also said that the smallest thing can change the world, be certain that if it is true we will find it, bend it to our needs and make the world a new. They may have the numbers but we have the time and every minute that passes humanity it’s unwittingly heading to its overdue destruction”

    Teachings of Sh’Bi, Disciple of Jashin, Observations of the Chosen. Tome of the Undying Blood


The cult traces its roots back over 1000 years ago to foundation of the Jashinic Empire in the Daemon Country. This ancient empire was a theocracy founded on the worship of the great creator god Jashin, Lord of Death and Renewal. The Jashinic Empire was an advanced civilisation built on vast mineral wealth and a powerful army to meet their religious requirements. According to myth Jashin had once walked the land in mortal guise and was responsible for the rebirth cycle of humanity, tending to the dead and breathing life into the unborn. At first humanity was pure and unsullied like the gods themselves but soon they began to taint themselves with debauched activities. The Gods, for there were many in the old days tried to save their mortal children, to redeem them from their ignoble descent into darkness but nothing they said or tried seemed to work. The sacred scriptures said the Jashin who loved the world looked upon his children with great sadness and ultimately sacrificed himself to purged them of their sins so they might have a second chance. The priesthood of the Jashinic Empire believed that the divine sacrifice was the single greatest selfless act history, a one last chance for humanity to be redeemed and that it was beholden of them to honour it. Of course in this particular period the highest form of religious adoration was human sacrifice. To the end for the best part of 500 years the empire waged an unending war on its neighbours to provide a constant stream of sacrifices in Jashin’s honour. However despite this gruesome activity the empire itself was for its time a place of unrivalled enlightenment and harmony with nature. The priests were dutiful and in spite of the duties were generous, warm and kind. They tended the sacred grooves in which all the creatures of the world could find sanctuary under the Lord of Renewals’ embrace. Yet its neighbours hated it all the more as a result from the constant wars to their relative prosperity and together planned its downfall. According to many ancient texts from this period that still exist today this dark empire was finally brought down by what Kami’s worshippers called a righteous crusade that led to the empires collapse, the death of its priests and the burning of its profane temples. The Tome of the Undying Blood records a very different version of events. It tells of the systemic and wanton destruction of a people, the bountiful mountain streams chocked with the blood of the innocent, the burning of the divine groves and the slaughtering of the sacred animals. The nymphs were raped and the priests burned alive on massive pyres built of the beloved fallen trees. The land, once a bountiful paradise was salted and its cities levelled.

There are many religions of all forms but only a few have gods whom are truly as they seem. Kami is one but unfortunately for a world that did not understand him Jashin was another. The loss of the empire, the death of his priests and perhaps most importantly the destruction of his holy grooves including the slaughter of the sacred animals whom sheltered it and nymphs who attended it drove the ancient nature god insane and made him vengeful beyond reason. Had Jashin been upon the earth still he would smote them but crueller still was the fact that he had given up his mortal guise to save what he now considered an irredeemably tainted creatures. All he saw was a species that exploited the land, stripped it bare and left it to die. However even so he was not without power. According to the Tome of the Undying Blood, Xanth who was just an acolyte then was saved by Jashin’s guiding hand with a vision of the empires fall moments before it was too late and told him of a place of sanctuary in the mountains. Here Jashin whispered on to him a new set of commandments and breaking an ancient covenant not to interfere with humanity made between the gods many millennia ago blessed him with dark unnatural powers. From the ashes of the q virtuous if bloody empire arose a dreadful and terrible cult with Xanth at its head and descended on a world to carry out its master’s new will. In Jashin’s maddened eyes humanity was irredeemably damned by their actions and their continued existence was blight upon the world, a blight that must be eradicated and the cult would see his will made manifest.

Over the past 600 years of its existence the Cult has changed little. Though they have never achieved their goal, often being stopped moments before the final strike, 100,000’s of deaths have been laid directly at its doors. Xanth and many others have long since been slain, destroyed in spite of the great powers by the innumerable unbelievers. The cult has lost many members and suffered two further crusades at the hands of the defilers whenever they have shown themselves. This is because while independently immensely strong their disgust in humanity is so great that they find it incredibly hard to recruit new members. When coupled with an innate fear of the cult by the priesthoods of lesser gods who in terror urge others to strike them down whenever they appear there have never been many cultist and have always worked in the shadows. In the last two hundred years the cult has all but disappeared from mind, memory and even reality when its last Priest Taiyuan was burned in the hot springs country and her disciple Mi'Kan slew many of its other members before foolishly unveiling much of the cults nature to a wider a world. That said memories rarely survive the generations and almost all have forgotten of them and there deeds. Though the cult is weak the enemy is now complacent and has no idea that even as they sleep the cult has once more set foot in their carefree world eager as to carry out there Lord’s bloody will.

IC Knowledge Warning: The Cult is almost unheard of in its current form and operates in the shadows, out of public sight and consciousness. Mi’Kan was its last active member of note and that was nearly two centuries ago during which time the incumbent priest was honing his skills far away to the west. Jashinism and the cult is not a matter taught in Nin academy or indeed hardly anywhere. A lot of this lack of information stems directly from the major organised religions who burned almost any Jashinic text they can get hold of claiming it to be witchcraft and the devils work. For this purpose unless a character possesses advanced knowledge of Kinjutsu or has come across a PC member or been told be others of a meeting with one they are unlikely to recognise a cultist if they saw one and normally not tell they start to use Kurojutsu.

Special Info


The Cult of Jashin FlamesOfBloodHand

    There are those who do not believe in ghosts and ghouls, witches and warlocks, vampires and harpies. They believe the world safe and that tales of the dark unseen powers are just that, tales, created to scare children. And most are, that’s what we want after all, it would be no good at all if they all wide awake when we come for them would it

    So spoke Ankra, Disciple of Jashin at the Shiran Gathering


Jashin has long since cast aside the ancient divine pact not to interfere with the working of mortals and has seen fit to gift his unholy disciples with gifts and abilities beyond the reach of mortal man. These abilities often occupy the borderline of what is accepted and as such entrance the cult is strictly regulated. The path of the cultist is dark indeed and carries with it many burdens not least steep requirements to maintain many of there dark blessings. The bonuses and penalties for involvement in the cult are as follows

Associate/s


Associates due to their limited affiliation with the cult have the most limited access to gifts but in contrast are themselves least affected by their membership.

  • Associates may learn up to 5 Kurojutsu (see Jutsu of Jashin) of their own rank or lower (S ranks excluded) on top of standard limitations (existing specs)
  • Associates gain the special trait/s: Night Mother’s Protection


All traits and jutsu are lost should the renounce the cult via the appropriate mission

Trait Details
Spoiler:

Devotee/s


Devotees as the first rank of true follower of Jashin have access to a far greater range of abilities and perks but suffer some negative traits as a result

  • Devotees may learn up to 10 Kurojutsu (see Jutsu of Jashin) of their own rank or lower (S ranks excluded) on top standard limitations (existing specs)
  • Devotees may opt to swap trade an existing spec for either weaponry (inc access to Jashinic weaponry techs) or Kurojutsu in its entirety
  • Devotees have access to Jashinic Equipment of their rank of lower
  • Devotees may choose to make use of the Jashinic Summoning Contract (may not summon Boss Summon)
  • Devotees gain the special trait/s: Blessing of the Jashin, Night Mother’s Protection, Pain Tolerance
  • Devotees gain the negative trait/s: Allure of the Dark, Contempt of Mortality (Lesser)


All traits and jutsu are lost should they renounce the cult via the appropriate mission

Trait Details
Spoiler:

Disciple/s


Disciples are among the most senior members of the cult who have attracted great favour with their divine master. Blessed with Immortality they stand just one step below the priest himself in favour. They have near unrestricted access to Jashin equipment and techs and many powerful traits but as one might expect from individuals who have sold their very soul a few notable negative ones too

  • Disciples may learn up to 15 Kurojutsu (see Jutsu of Jashin) of their own rank or lower (S ranks excluded) on top standard limitations (existing specs)
  • Disciples may trade the standard basic jutsu for Jashinic basic jutsu. If done all techs must be traded, it is not possible to pick and choose
  • Disciples must swap an existing spec for either weaponry (inc access to Jashinic weaponry techs) or Kurojutsu in its entirety. The can swap another one as well should they choose to
  • Disciples have access to Jashinic Equipment of their rank of lower
  • Disciples may choose to make use of the Jashinic Summoning Contract
  • Disciples permanently loses any kkg, genetic or clan related bonus, trait or techniques they posses
  • Disciples gain the special trait/s: Jashinic Immortality, Unholy Vitality, Blessing of the Jashin, Night Mother’s Protection, Pain Tolerance (Inhuman)
  • Disciples gain the negative trait/s: Servant of the Dark, Contempt of Mortality (Greater), Holy Vulnerability
  • Disciples gain the major negative trait: Ritual of Immortality


Trait Details
Spoiler:

Priest


Only one step ahead of the disciples stands the hand of Jashin, his representative on the mortal plane, the Priest of Jashin. A Priest shares most of the traits of a Disciple with a few enhancements but at the same time is far more restricted in his options due to the nature of his role

  • The Priest may only use Kurojutsu and weaponry. He may never learn or use any other spec.
  • The Priest must swap basic jutsu for Jashinic basic jutsu. This is not optional
  • The Priest has unrestricted access to Jashinic Equipment. He can not use non-Jashinic weaponry
  • The Priest is the holder of the Jashinic Summoning Contract
  • The Priest permanently loses any kkg, genetic or clan related bonus, trait or techniques they posses.
  • The Priest gains the special trait/s: Hand of Jashin, Jashinic Immortality, Unholy Vitality, Blessing of the Jashin, Night Mother’s Protection, Pain Tolerance (Inhuman)
  • The Priest gains the negative trait/s: Servant of the Dark, Holy Vulnerability
  • The Priest gains the major negative trait: Dark Covenant


Trait Details
Spoiler:

Related Info


To keep the app to reasonable size cult jutsu, equipment and summons have been done on separate apps. Please use the following links to view them



Last edited by Shinshou on Sun Feb 20, 2011 10:26 pm; edited 2 times in total
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Annie
Annie
D-Rank Criminal

Posts : 807
Join date : 2011-01-28

The Cult of Jashin Empty
PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyFri Feb 18, 2011 8:06 pm

Membership Requirements


The Cult of Jashin Angelus

    Cheer up Dear. Remember anyone can murder someone from delinquent children, old ladies, imbeciles and saki addicts but to not shed a tear or spare any remorse, now that takes a special type of person. You could be one too. If you are content to watch the last screams of the supposed innocent as you skewer them on your blade you will go far in the organisation, if not you have good fortune to know that you will not have time to worry about your failure. It’s what a call a win-win situation

    Disciples Kassandra addressing a prospective initiate for cult membership


The cult of Jashin has extensive requirements for the following reasons:

  1. It is one of the few organisations you can join whatever your kkg or specialities
  2. There is no need to have you characters start as a member and it is possible to be both a member of the cult and have a kkg in some cases (since the cult is an organisation whose members are blessed with powers from divine patron in reward for IC services and are not strictly a proper clan)
  3. The rather gratuitous nature of the cult and its actions combined with the religious fanaticism can not be rushed into
  4. Most importantly there are certain Jashinic Techniques that are extremely powerful (often considered OP) and thus need to be earned


The 6 Tenants of Jashin


The Cult of Jashin is relatively informal in comparison to other organisations with a loose hierachy and based on a system of rewards in exchange for service. It is however not completely devoid of rules and has 6 tenants which all members are bound by:

  1. Never dishonour Jashin. To do so is to invoke the Wrath of Jashin
  2. Never betray the Cult or its secrets. To do so is to invoke the Wrath of Jashin
  3. Never steal the possessions of a fellow Cultist. To do so is to invoke the Wrath of Jashin
  4. Never kill a fellow Cultist. To do so is to invoke the Wrath of Jashin
  5. Never let harm be done to Sanctuary. To do so is to invoke the Wrath of Jashin
  6. Never interfer with the work of the Cult. To do so is to invoke the Wrath of Jashin


Breaking any one of the core tenants invokes the Wrath of Jashin and will almost always lead to the foolhardy members swift and untimely termination. The cult shows no mercy to those who would act against her.

The priest may choose to free a member from the constraints of the tenants where it is needed to carry out the Cult's work.

Entry & Departure requirements by position


Associate

    Positions = 1/1
    Minimum shin obi rank needed = C Rank
    Position gained upon = Completing ‘Initiation Rites’ special mission
    Position lost upon = Completing ‘Abandoning the Cult’ special mission.


Devotee

    Positions = N/A
    Minimum Shinobi rank needed = B Rank
    Position gained upon = Completing ‘Blood Oath’ special mission
    Position lost upon = Must complete ‘Renouncing the Cult’ special mission.


Disciple

    Positions = N/A
    Minimum Shinobi rank needed = A Rank
    Position gained upon = High Level Application* or Completing ‘Vows of the Undying’ special mission
    Position lost upon = Not possible. A Disciple will never leave the service of Jashin for any reason


Priest

    Positions = N/A
    Min Shinobi Rank Needed = S Rank
    Position Gained Upon = Very High Level Application* or Completing ‘Dark Pilgrimage’ special mission
    Leaving the Cult = Not possible. A Priest will never leave the service of Jashin for any reason


*Applications must include full details in history of your characters participation in all the necessary Jashinic special missions

Associated special missions by rank


Mission Name: Initiation Rites
Details: The Initiation Rites special mission is broken into three threads, all of which are dangerous yet relatively simple. The first part is simple enough, you need to murder someone in cold blood be they a random person, npc or a pc it doesn’t not matter. This will alert the Cult and lead to you being approached, usually at night by a cult member. They will make an assessment of your potential and whether you have a suitable mental disposition. Should you be deemed worthy you will be asked to perform the third part of the rites, to kill someone chosen by the cult member. This must be completed within a week. Should this be done you will be formally accepted as a member of the cult

Mission Name: Abandoning the Cult*
Requirements: Completion of Initiation Rites special mission
Details: It is possible for a cultist to cast aside the tenants and his involvement in the cult. This is simply done by going to a church or a temple and confessing ones sins honestly and fully then being doused in holy water. This act of redemption is enough to entirely separate from the cult. Unfortunately the cult take’s such actions very poorly and consider people who abandon the cult wretched traitors. Members who leave in this way lose any Jashinic abilities or equipment gained and gain the ‘Enemy of Jashin’ and ‘Redeemed’ Special characteristics

*Warning: While it is possible the leave the cult it is highly suggested that members don’t join in the first place rather then leave at a later point. The cult is highly intolerant of traitors and heretics and the risk of IC death is increased greatly as a result

Mission Name: Blood Oath
Requirements: Completion of Initiation Rites special mission and the completion of 2 more murder threads.
Details: The next step in raising ones status within the cult requires not only the physical willingness to murder ones fellow man and acceptance of Jashin’s divinity but his active worship. A devotee is someone who has embraced Jashin’s nature, taking him on as his patron god, forsaking all others. This confirmation of faith is confirmed via the ‘Blood Oath’ special mission. After completing 3 dedicated murders (including the one done as part of the initiation rite special mission) be it of a pc, npc or otherwise you will once more be approached by a disciple/priest of the cult to see if you are ready for the next step. Should they deem you worthy they will teach the commandments of Jashin, the convocation of blood and the psalms of destruction of renewal. They will instruct you on the rituals of sacrifice and the first jashinic blood ritual. They will only speak of them once, with great reverence and hushed tones before fading into the unknown, the will return a week later to test you during which time you should memorise them and contemplate their meaning. Any mistakes when reciting the tenants of Jashinism and the prayers of sacrifice are considered sacrilegious and are punishable by death. Assuming you past the test and they believe you faith pure they will led you to a secluded place to perform the Blood Oath of Jashin. Here you will find someone you know and were once close to (not necessarily a pc or npc) bound to a makeshift altar and will be present with a virgin sacrificial blade. On instruction you expected to strike without mercy using the sacred blade using the jashinic blood ritual taught and sacrifice them in Jashin’s name before chanting the psalm of destruction and the psalm of renewal. Should this be completed the pact is sealed be the drinking of the victims blood which attending priest or disciple will catch into a cursed skull. Upon consuming the life fluid of their victim the will become one with Jashin and become true devotee

Mission Name: Renouncing the Cult*
Requirements: Completion of Initiation Rites special mission
Details: It is possible for a devotee, like a cultist to cast aside the tenants and his involvement in the cult. However given his far deeper connection the impact of doing so is rather worse. Like with abandoning the cult this is simply done by going to a church or a temple and confessing ones sins honestly and fully then being doused in holy water. This act of redemption is enough to entirely separate from the cult and the worship of Jashin. Unfortunately the price of heresy is a very steep one and the cult will actively hunt down those who perpetrate it. Members who leave in this way lose any Jashinic abilities or equipment gained and gain the ‘Cursed Heretic’ and ‘Redeemed’ Special characteristics

*Warning: While it is possible the leave the cult it is highly suggested that members don’t join in the first place rather then leave at a later point. The cult is highly intolerant of traitors and heretics and the risk of IC death is increased greatly as a result

Mission Name: Vow of the Undying
Requirements: Completion of the ‘Blood Oath’ special mission as well as well as the completion of four more sacrifices threads
Details: The Path of the Disciple is a dark and evil one and requires nothing short of the pledging of one’s body and soul to Jashin service for eternity. A disciple does not simply worship Jashin as a devotee does but willingly forsakes their old ways to embrace the service Jashin above all mortal things. The ‘Vow of the Undying’ Special Mission is performed at the sacred hour of midnight and will take place at a village/clan holdings with close affiliations to the individual involved and to which a lingering attachment. To prove their skills and devotion they must singlehandedly sacrifice every inhabitant to Jashin allowing the blood of their fallen victims to shower upon them. This entire is overseen be the incumbent priest who will throughout consider the purity of the devotee’s actions. Drenched in their blood the aspiring disciple will then go to village’s heart and using his own blood form the ritual circle of Jashin and complete the psalms of destruction and renewal before moving on to final stage. They must recite the Vow of the Undying with utter conviction and without hesitation before turning their own sacrificial blade on themselves and aiming at their chest strike. Should their conviction and faith be true and the priest give his blessing Jashin will reach out upon him and show his favour sparing them from the finality of death and granting them immortality as well purging him of his humanity.

Mission Name: Dark Pilgrimage
Time Limit: Varies
Requirements: Completion of the ‘Vow of the Undying’ special mission as well as the death of the incumbent priest and acquisition of the jashinic holy book, the Tome of Undying Blood. Jiro’s consent necessary.
Details: Only performable upon the death of the priest and the acquisition of the holy text. Should a Disciple read the book they will learn of the dark pilgrimage by which a disciple may learn of the true secrets of the cult and rise to the hallowed status of Jashin’s divine priesthood. To complete the Dark pilgrimage a disciple must travel to the demon country, long gone city of the empire and up the great mountain to the cave where the Xanth the Blooded One first heard Jashin’s commandments. Here they must meditate and relive the fall of empire through Xanth’s eyes so that they will understand they sins of humanity in a thread no less then 1500 words long. They must then travel west to a land of the barbarians here the must rile the pagans to war and bloodshed and inspire the death of countless thousands not by ones own hand but through others. This requires an additional 1500 word post. In so doing they will learn the work of the priest is to bring about Jashin vision rather then the method it is done.
Next the must travel south to dead lands, full of the graves of the forgotten, witches, warlocks and heretics. Here they must read the darkest parts of the Tome and learn mastery over the dead, the profane rituals of the cult and the power to kill a man with fear alone. This requires a thread of no less then 1500 words. Finally they must return to Shinobi world and create a sacred groove and meditate on all they have learnt and read, in this final hour Jashin will come onto him and mark him as his priest. This requires a thread of no less then 1500 words.

Current Members


[size=18][list]Associates:
Devotees:
Disciples:
Priest:
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Annie
Annie
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyFri Feb 18, 2011 8:08 pm

The Cult of Jashin Cult_o11

The Blood Drinkers of Jashin: Vampiric Bat Summons

Name: The Blood Drinkers of Jashin
Appearance: The Blood Drinkers of Jashin are vampire bats of monstrous size and appearance
Species: Vampire Bat
Location: N/A
Required Sacrifice: Blood
Client(s): Jashinic Summoner
Contract Holder: Jiro

Vampiric Bat summons, whatever their rank all possess the following traits (unless otherwise stated):

Dark Vision: Thanks to spend almost all their life shrouded in Darkness they only see the world in black and white. The vision is more hazy during the sunlight forcing them to generally rely on the more sophisticated senses. However at night their vision sharpens allowing them to see considerable distances

Acute Sense of Smell and Hearing: Like all Bats, Vampire Bat Summons have a highly developed sense of smell and even more so hearing, far sharper then any human ear.

Blood Sense: Linked to smell. Where Vampire Bat Summons differ from their ordinary kin is their highly developed ability to smell blood. Akin to sharks, they can smell fresh blood many miles off and hone in on its originator.

Echo-Location: The most powerful sense any bat including Vampiric Summons possess. They send out rapid bursts of sound at a pitch inaudible to humans which rebounds off any objects it comes into contact with returning to specialised receptors in their inner ear. From this they can effectively map out the environments without any need to see (much like radar) and can detect invisible or hidden targets with ease (though not transformed targets) and makes them immune to sight effecting genjutsu

Flyers: As you might imagine all Vampire Bats flying and do so well capable of considerable feats of speed and aerial acrobatics. On the reverse they generally move slowly and without any real dexterity when grounded.

Vampiric Bite: All vampire bats whatever the size or shape have dangerous bites. In part to make up for their weak arms and relatively limited strength (in relation to their size) they produce a powerful enzyme in their saliva. While the damage caused by a bite is what you might expect from a creature of its size, huge bats might bite someone in half while normal sized ones will do hardly any real damage the saliva itself cause acute pain and multiple bites can be agonising. More problematically the enzyme directly attacks the targets blood stream causing, if only briefly till the point their anti bodies destroy the aggressor, red blood cells to dissolve. The result is internal blood loss that can weaken the target. Multiple bites can lead to considerable blood loss even to the point of causing their victim to full unconscious or where the blood is completely drained, death.

Blood Drinkers: Should they get an opportunity to suck a targets blood a Vampire bat can drain half their body weight in blood. The result of this is similar to Vampiric Bite but works far quicker. On the downside the target needs to be incapacitated for them to drink effectively.

Much like Orochimaru’s Snake Summons or Frog Summons there are a number of related Jutsu’s available to a Vampire Bat Summoner. They are as follows:

Name: Koumori Jashu (Hidden Shadow Bat Hands)
Rank: C
Type: Ninjutsu
Element: N/A
Requirement: Must have the Vampire Bat Summoning Contract
Description: This jutsu allows the user to eject normal size vampire bats summons, which are effectively regular bats with wing spans of around 3ft with the traits of a Vampiric Bat Summon, from their wrist or sleeve, usually after a punching motion. The bats are effectively a swarm of lesser summons used primarily to attack from a distance. They fly towards their target intent on biting them with their virulent bites which can cause great pain and internal blood loss weakening or even killing it. While they are quick and difficult to hit they have a tendency to swarm and fly as a group. A unintended result of this technique is that it by its nature highly distracting making it harder for them to see and react to other techniques. This technique can be upgrade to B Rank with the application of an appropriate level of Chakra to create a far larger swarm capable of engulfing numerous targets at once.
Link: TBA

Name: Koumori Bunshin no Jashu (Bat Clone Technique)
Rank: B
Type: Ninjutsu
Element: N/A
Requirement: Must have the Vampire Bat Summoning Contract
Description: The Bat Clone Technique is similar to the Water Clone Technique except it creates clones out of Bat’s rather then Water and there is no need for the Clones to remain closer to the user. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. Where they differ is in their destruction being rather more deadly then regular material clones. After sustaining enough injury to disipate then clone it explodes into a swarm of lesser Vampiric Summons with wingspans of 3ft and the same traits as the main summons. They will then proceed to attack the target in the same way as if Jashinic Summoner had used Koumori Jashu though given there is a good chance the target will be near or next to the clone when this happens they have a greatly increased chance of success. Bat Clones are often used as effective decoys, luring in attackers who destroy them only to be attacked in turn by the Bats.
Link: TBA

Name: Koumori Henge no Jashu (Bat Transformation Technique)
Rank: B
Type: Ninjutsu
Element: N/A
Requirement: Must have the Vampire Bat Summoning Contract
Description: Using this Jutsu the user is able to take the form of a B Rank Bat summon of his choice. In this form he will have all the traits they do and be able to use their abilities for the applicable chakra cost. When in this form however he may not use any other techniques. Like any henge this technique may be ended at a moments notice but always cost a B Ranks worth of chakra even if the technique lasts only a very short time.
Link: TBA

[b]
Notable Summons

It should be bore in mind that in general Bat Summons, like Snake Summons tend to be aggressive, savage and inhospitable. They lack the morality or nobility normally associated with summons and have an unparalleled lust for blood especially human blood. As you might imagine they do not get along well with most summons and generally consider humans walking blood bags. There are notable exceptions but it’s advised to normally give them a wide berth especially if their summoner is not about. The Summoner and Summon relationship is quite different from the norm. Rather then being founded on mutual respects and co-operation, that is not to say that the associations are devoid of respect, they are largely governed by fear and power.

Vargulf


The Cult of Jashin Monster1

Name: Vargulf
Rank: B
Physical Description: Vargulf is rather unique type among his kind being the only variation of flightless Vampire Bat. That said it is not without reason, they are quite literally far too heavy to fly. They are large muscle bound creatures with powerful sinewy fore limbs and notably long sharp claws and teeth. They have a thick hide covered in scraggy hair. Unlike other Vampire Bat’s they have no problem moving about on the ground and can cover ground quite quickly in a looping gallop. He is 51ft tall.
Personality: Vargulf is as primitive as their name suggests. Despite their size and power he is actually a very low ranking Summon as a result of their very limited cognitive ability. They are not really up to abstract thought and they communicate in grunts rather then words. Fortunately words aren’t needed in his case. It’s simply a case of pointing them in the right direction and telling them to kill
Elemental Affinity: Wind
Clan: The Cult of Jashin

A Vargulf has all the standard Vampire Bat Traits with the exception of flyer, given that it can not fly. It is however at home on the ground and can move quickly across it.

Additional Traits:

Name: Motion Sensitive
Rank: N/A
Type: Trait
Element: N/A
Description: Unlike other Bats a Vargulf’s vision is motion sensitive and can not see you in a normal sense if you do not move. While he can use echolocation still somewhat negating the downside of this problem, it is an issue never the less.

Name: Inhuman Endurance
Rank: N/A
Type: Trait
Element: N/A
Description: A Vargulf is a powerful beast with inhuman endurance. He can not be fatigued in any normal sense and now amount of running or fighting will slow him down. This does not mean he is immune to damage or poison or anything else for that matter, if he loses a leg he’s going to have issues moving, just that much like a horse it can keep going at near to full capability till it dies.

Name: Lesser Regeneration
Rank: N/A
Type: Trait
Element: N/A
Description: A Vargulf has developed a strengthen immune system over the years that has evolved from merely fighting infections to repairing damaged tissue. A Vargulf may ignore the effects of one C Rank tech every 3 posts to reflect this trait.

Name: Terrorifying Visage
Rank: N/A
Type: Trait
Element: N/A
Description: The Vargulf is not only vast but has a horrorifiing appearance and gives off large amounts of innate killing intent that can chill the heart of even a trained Shinobi. B Rank Ninja’s are shaken for one post after its arrival to reflect this. C Rank Nin are shaken for 3 posts after is arrival. D Rank Nin or lower are always shaken by its presence. Shaken Nin react slower and more sluggishly then normal as fear grips them and can never perform more then 2 techs in any one post.

Abilities (akin to Jutsu):

Name: Wind Claws
Rank: B
Type: Weaponary
Element: Wind
Description: Feeding its chakra into his massive bladed forearms, a Vargulf will enshroud its arms in a thin layer of wind. This layer is invisible to the naked eye and creates a very sharp edge. This invisible layer is even sharper then a regular blade and along with the Vargulf’s considerable strength makes a mockery of most materials easily cutting through regular metal or stone

Lurker

The Cult of Jashin 57555030_fbc2ca7237

Name: Lurker (Generally used as personal summons)
Rank: A
Physical Description: Lurkers is a slightly larger then your average Bat being about a foot all and having a 6 foot wing span. Unlike most Vampire Bats they have soft fuzzy fair, a podgy round frame and could be mistaken for a guinea pig with wings Compared to the mighty Vargulf and indeed many comparable A rank summons’s lurker’s are tiny creatures with limited strength. That said are highly cunning, chakra rich and incredibly fast and difficult to catch.
Personality: Lurkers are a highly intelligent form of summon with a grizzly sense of humour. Highly articulate and well spoken they will often be found chatting to their Summoners (many of which they are personally linked to) in their idle hours when the summoner tolerates it. While they share the same morbid fascination for blood and violence as the rest of his Kin they are far less animalistic in his countenance and willingly talks to others.
Elemental Affinity: Wind
Clan: The Cult of Jashin

A Lurker has all the normal Vampire Bat traits in addition to those below:

Name: Empathic Link (with Jashinic Summoner – Personal Summons Only)
Rank: N/A
Type: Trait
Element: N/A
Description: Strangly perhaps for a generally dark and insidious bunch of vampire bats Lurkers have a tendancy to form very strong links with their appointed summons. This is best characterised by an empathic link between the Summoner and the Summon. Through this link the may communicate telepathically and the Summoner can if they so choose see what the Summon sees. This close bond allows them to operate seamlessly together.

Name: High Intelligence
Rank: N/A
Type: Trait
Element: N/A
Description: A Lurker is a very intelligent, inquisitive Summon with considerable knowledge concerning wind manipulation, ninjutsu, genjutsu and even knows basic details concerning other Summons (though not what specific techs they know).

Name: Weave
Rank: N/A
Type: Trait
Element: N/A
Description: Lurker is very agile creature when airbourne capable of turning on a dime if need be. A Lurker can avoid most basic aerial attacks, such as kunai or senbon with ease and can dodge up to one A Rank tech in the nick of time once every three posts.

Abilities (akin to Jutsu):

Name: Kaze Shunshin no Jutsu – Wind Body Flicker Technique
Rank: D
Type: Ninjutsu
Element: Wind
Description: Akin to Shunshin no Jutsu but applies to aerial movement. Rasputin can use this technique to appear and disappear in an instant, allowing him to retreat or attack suddenly. To facilitate the movement a Lurker will often use nearby elements such as mist, sand or leaves to mask his appearance or disappearance.

Name: Sonic Screech
Rank: B Rank
Type: Ninjutsu
Element: Wind
Description: A Lurker forms wind chakra in his lungs and releases it out of his mouth in a high pitched screech. Anyone within 30m of Lurker is deafened for 8 posts and will suffer from serious balance issues for 4 posts, dramatically affecting their co-ordination and agility. In this state they will find it hard to move quickly or fight in a concerted fashion. It will also shatter glass or crystal constructs. Vampire Bats and their Summoners are immune to the effects of this technique

Name: Insane Whispers
Rank: A Rank
Type: Genjutsu
Element: N/A
Description: To do this technique a Lurker pumps chakra into his larynx and whispers sonorously. This technique affects everyone within 30m. The victim/s start to hear voices and sounds all around them, softly and barely audible at first but soon they get louder and more powerful. The sounds differ according to the victim, tailored to seem as believable as possible, normally taking on the appearance of a close friend calling for help or a teacher/father figure asking for aid causing the victim to search for their source in vain. After a two posts of failing to find them the voices will become condemning and they will see images in the minds of the loved ones in various states of pain and death. This generally causes the victim to goes briefly insane or in the very least mentally incapable, rendering them absentminded, delusional and easy to kill. This state lasts for 2 posts. This is far more effective if done in a misty, dark or otherwise obscured setting with the result that insanity strikes on the 2nd post after rather then the 3rd. Vampire Bats and their Summoners are immune to the effects of this technique

Swarm of Eternal Darkness (Horde Summon)

The Cult of Jashin 1022002

Name: Swarm of Eternal Darkness (Horde Summon)
Rank: A
Physical Description: The Swarm of Eternal Darkness is comprised of two different types of bat each with a 3 foot or so wing span with black leathery hides and red eyes. There are 50 each kind in this swarm. The first are ripper bats with unusually powerful jaws full of razor sharp fangs. The second are devourer bats slightly larger with two sets of barbed fangs that latch onto their victim and attempt to drain him dry. One or the other are dangerous on the own, in combination they are all the more so and when there are dozens of each the danger is magnified again
Personality: A Swarm of Eternal Darkness are arguably the most deadly summons available to a Vampire Bat Summoner. There are many more powerful and larger Bat’s but few as crudely dangerous or effective. They are veracious predators with a unmatched craving for blood. They have but with two purposes: to rip and tear apart their victim and drain his life force from his body. The operate much like school of flying piranhas and get very excited by the smell of blood.
Elemental Affinity: Wind
Clan: The Cult of Jashin

All bats with a Swarm of Eternal Darkness possess the core Vampire Bat traits in addition to the following:

Name: Rending Jaws
Rank: N/A
Type: Trait
Element:
Description: Ripper bats possess powerful rending jaws imbued with a weak amount of wind chakra. Their rapid bites can make a short work of flesh and can even cut through bone, armour and even stone given enough time. They have the same vampire bite traits as all other bats amplifying the effectiveness of their bits.

Name: Barbed Suckers
Rank: N/A
Type: Trait
Element:
Description: Devourer bats possess oddly shaped barbed suckers instead of jaws. These strangely shaped mouths allow them to hook on to their prey after they bite much like leeches allowing them to drain the blood of their victim without being easily shaken off. Devourer bats have a incomparable thirst for blood and well continue to drink well beyond their capacity till they burst in a shower of blood and body parts. Forceful removable of a Devourer Bat will leave a gaping wound where the jaws where attached.

Name: Strength In Numbers
Rank: N/A
Type: Trait
Element:
Description: Unlike other A Rank Summons the individual elements of the swarm, the lone bats, are very weak lacking size or any real armour. Should they be hit with a suitable amount of force they will fall out of the sky as easy as any bird. Fortunately their numbers and survival instincts are both strong and the swarm has a tendency to scatter to avoid the worst of most attacks. As a general rule attacks will do the following amount of damage:

C Rank - 10 Bats
B Rank - 30 Bats
A Rank - 50 Bats
S Rank – Potentially the whole Swarm

Mundane attacks from Senbon and kunai tend not to work as they can be easily avoided by the airbourne rodents. As with all Bats Fuutons tend to be less effective but fire based attack more powerful

Name: Veil of Darkness
Rank: N/A
Type: Ninjutsu. Trait
Element: Wind
Description: The Swarm of Eternal Darkness emits a dark aura of wind chakra in its wake which can block out the sun and generally serves to through the area into shadow. This makes them harder to see making it harder to aim attacks, while improving the bats own vision

Kane

The Cult of Jashin Chiroptera-Common_Vampire_Bat-Desmodus_rotundus

Name: Kane – Boss Summon
Rank: S
Physical Description: Kane is the most powerful bat summon a Jashinic Summoner can control. He looks as shown in the picture. He is an ancient bat, a huge and terrifying creature with a wingspan 300ft wide and 100ft tall. His huge claws are capable of picking up herds of cows to devour and his fangs are many meters long. He can carry up to 4 passengers at any one time.
Personality: Kane is clever, manipulative and cruel much like most Bat Summons. He has the same grizzly sense of humour as Lurkers, though is much more wild in nature, aggressive and blood thirsty. He does not like mortals as a rule but has great respect for the immortal members of the Cult. Kane lives for battle and enjoys gliding through the sky before swooping down unexpected on his victim.
Elemental Affinity: Wind
Clan: The Cult of Jashin

Kane has all the normal Vampire Bat traits in addition to those below:

Name: Boss Summon
Type: Trait
Rank: N/A
Element: N/A
Description: Kane is vast and magnificent boss summon whose size can only be rivalled by other boss summons and bijuu. Like her peers she is a creature of great power, size, stamina and strength far greater then your average Nin, and direct hit from one of his outstretched claws will likely crush a would be nin flat or cut them in two. Defeating him is no simple matter. Andarial is capable of shrugging off lesser attacks and is effectively immune to C rank or lower attacks with the exception of fire based ones to which he like all Vampire Bat Summons is highly vulnerable too. Likewise B rank attacks are only half as effective against him. On the downside while capable of relatively swift movement his size makes it relatively hard for others to miss him and any attack target by non boss summons/bijuu against her have a 25% better chance of hitting.

Name: Terrorifying Visage
Rank: N/A
Type: Trait
Element: N/A
Description: Kane is not only a great winged beast but has a horrifying appearance and gives off large amounts of innate killing intent that can chill the heart of even a trained Shinobi. A Rank Ninja’s are shaken for one post after its arrival to reflect this. B Rank Nin are shaken for 3 posts after is arrival. C Rank Nin or lower are always shaken by its presence. Shaken Nin react slower and more sluggishly then normal as fear grips them and can never perform more then 2 techs in any one post.

Name: Greater Regeneration
Rank: N/A
Type: Trait
Element: N/A
Description: Kane like all the great bats has developed a strengthen immune system over the years that has evolved from merely fighting infections to repairing damaged tissue. Kane may ignore the effects of one A Rank tech every 3 posts to reflect this trait.

Abilities (akin to Jutsu)

Name: Kaze Shunshin no Jutsu – Wind Body Flicker Technique
Rank: D
Type: Ninjutsu
Element: Wind
Description: Akin to Shunshin no Jutsu but applies to aerial movement. Kane can use this technique to appear and disappear in an instant, allowing him to retreat or attack suddenly. To facilitate the movement Kane will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.

Name: Sonic Screech
Rank: B Rank
Type: Ninjutsu
Element: Wind
Description: Rasputin forms wind chakra in his lungs and releases it out of his mouth in a high pitched screech. Anyone within 30m of Rasputin is deafened for 8 posts and will suffer from serious balance issues for 4 posts, dramatically affecting their co-ordination and agility. In this state they will find it hard to move quickly or fight in a concerted fashion. It will also shatter glass or crystal constructs. Vampire Bats and their Summoners are immune to the effects of this technique

Name: Atsugai - Pressure Damage
Rank: B
Type: Ninjutsu
Element: Wind
Description: A powerful wind attack with a radius of 25m. After performing the necessary hand signs Kane concentrates chakra in his lungs and blows out a concentrated ball of pressurised air. It is relatively slow moving for a wind Jutsu but upon striking its target it blows up in a sphere with a radius of 25m causing considerable destruction. It is best to avoid the technique by keeping out of the blast radius

Name: Dai Atsugai – Great Pressure Damage
Rank: A
Type: Ninjutsu
Element: Wind
Description: A powerful wind attack with a radius of 50m. After performing the necessary hand signs Kane concentrates chakra in his lungs and blows out a concentrated ball of pressurised air. It is relatively slow moving for a wind Jutsu but upon striking its target it blows up in a sphere with a radius of 50m causing considerable destruction. It is best to avoid the technique by keeping out of the blast radius

Name: Magen Fuutoppa - Daemonic Wind Breakthrough
Rank: A
Type: Ninjutsu
Element: Wind
Description: Very Similar to the C rank technique Daitoppa which allows wind users upon bringing their hand to their mouths to blow a large blast of wind capable of leveling almost anything in its way and sending those infront of them flying but on a far grander scale. This technique uses Kane’s wing as a focus and creates a wave of wind chakra 100m wide.

Name: Dai Tatsu no Ooshigoto – Greater Dragon's Big Job
Rank: S
Type: Ninjutsu
Element: Wind
Description: A much more potent variant of the classic wind technique Tatsu no Ooshigoto, this technique generated by Kane beating his wings 3 times with great concussive force while imbuing them with wind chakra causes the sky around him to grow black as it fills with dark and stormy clouds which inturn will create a large 100m in diameter cutting tornado that will drop down on top of his target/s inflicting countless cutting strike
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Annie
Annie
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyFri Feb 18, 2011 8:09 pm

The following equipment is linked to the 'Cult of Jashin' clan app. Due to the size of the app it was considered prudent to divide according to type and post each part accordingly to lighten the burden on staff

The Cult of Jashin Cult_o11

The Unholy Equipment of the Cult of Jashin

I don't know who the Night Mother is, but she rewards me for killing people! My own mother never loved me so much

Acolyte of Jashin to an assembly of cult members


Name of Item: The Sacred Blades of Jashin
Owner: Cult of Jashin (Intellectual Content Owned by Jiro)
Location: In the hands of members or resting in the infernal forges of Jashin awaiting to be summoned by a cultist of suitable rank
Rank: B

Description/Abilities:All weapons whatever the rank enjoy the following special characteristics (A or S rank variants may include additional ones too but anything B or lower can not be upgraded to have any beyond those listed below):

  • They are extremely hard wearing and nigh indestructible
  • The blade is made from a strange blood red metal not found anywhere naturally in the mortal realm.
  • The size, weight and nature make it hard for anyone not practised in the black stance of Jashin to use them effectively. It is considered highly dangerous for anyone without perquisite training to do so and a prelude to unintended self harm
  • Sacred blades’ never lose their edge
  • All sacred blades can be used in conjunction of ropes and chains to extend its range considerably. Training to do this is central to the Black Stance of Jashin
  • Weapons of a B rank or higher are tainted and wounds caused by them are more painful and more difficult to heal as result. Much as if contaminated any wound caused must be sterilised probably or take twice as long to heal. Those who wield such weapons are granted Immunity by jashin as such the taint has no effect on a cult member [/color]
  • Weapons of B rank or higher are Chakra conductive
  • All Jashinic weapons can be summoned to the owner using a variation of the standard summoning technique (listed in Jashin blood ritual Jutsu list). When a cult member with access to Jashinic equipment proves themselves capable of handling a new weapon (aka when they rank up), all they need to do is unsummon their old blade and use the summoning technique and a new blade more suitable to his needs will appear in its place


Weapons with abilities beyond those mentioned must be applied for separately and need both regular approval and cult consent to be officially approved

History: All the Sacred Sacrificial blades are created in forges in Jashin own hell like realm and are consecrated in the unholy blood of his victims. Some of the most powerful have dark and terrible histories or even contain of bound daemons eager to taste the tangy flesh of mortals and devour their wretched souls. They are usually gained by summoning them though on very rare occasions they have been known to be found unattended, lost by some former cult members though this is highly unusual. Given the cult’s relative inactivity in the Shinobi nations this pass 150 years the are none known in mortal hands and thus can only be acquired by heathens in this manner if taken from a current fallen PC cult member.

Appearance: The Sacred blades of Jashin vary in size and shape while retaining a similarity of design notably the red cursed metal from which their blades are made, the tendency to be polearms and their broad edges. The acrobatic and flamboyant style used by the followers of Jashin takes years if not decades to perfect and the larger the weapon the more skill required as a result the rank of the cult member ultimately decides the type of weapon gifted. These weapons whatever their size, all share the same traits and abilities, though high level weapons may have additional features or be possessed by a powerful daemonic presence

The Cult of Jashin Sacred11

Chuunin / B Rank cult members with access to Jashinic Equipment can utilize a Polearm/Long Bladed Weapon of no greater then 4ft long from butt to point

Jounin / A cult members with access to Jashinic Equipment can utilize a Polearm of no greater then 6ft long from butt to point

Last but not least S Rank cult members with access to Jashinic Equipment can utilize either a Polearm or the infamous a huge and deadly 3 bladed scythe. These weapons from base of the handle to its far end to be around 7 ft (not including protruding scythe blades which greatly add to they weapons size)

While all sacred weapons conform to this classification, individual weapons may vary from the above designs and a certain amount of personal licence is allowed

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Name of Item: Sacred robes of Jashin
Owner: Cult of Jashin (Intellectual Content Owned by Jiro)
Location: In the hands of members or stored within the sanctuaries armoury
Rank: B

Description/Abilities: The Sacred Robes of Jashin are worn by the cult when operating in the open or as a group. These ominous robes not only grant them nominal protection and amplify their killing intent but serve to hide their true identities. However the downside is that they reek of evil and mark the wearer as a servant of Jashin. The affects of the robes are listed in full below:

Unholy Design: The sacred robes are lined with powerful sigils and dark runes, helping the wearer to avoid danger or even absorbing the damage in the user’s stead. They may be used to reduce the rank of any B rank or lower attack by one every third post to reflect this.

Aura of Death: The robes and their wearers reek of death and discord. The smell of blood and something worse is thick in the air when they are around. By donning the crimson vestments their killing intent given off is greatly intensified capable of striking fear into the most courageous. While wearing such robes the user may amplify one’s killing intent based technique every third post by one rank for no cost.

Daemonic Shroud: The most powerful ability of the sacred robes is linked to their anointment with daemonic blood. Not only does this strengthen the robes and imbue them with some of the daemon’s raw hatred but primarily serves to effectively shield the wearer from identification by direct means. The daemonic blood infuses the garb with the daemons own essence causing their smell, voice and even their chakra signature to appear to be that of a demon rather then their own. No means of direct sensory detection can penetrate this guise making it very useful for members wanting to act for the cult while hiding their true identity. Multiple cult members garbed so will be undistinguishable giving off the same smell, having the same tone of voice and chakra signatures. This is linked to the robes themselves and not the user, so should a user be disrobed their true identity can be unmasked. This does not render them invisible or immune to detection generally, rather it simply trades their identity for that of the daemons while garbed. It may still be possible to uncover their identity by indirect ways such as close observation of their actions or techniques they employ

Evil Personified: There is no question that anyone so garbed is as evil as sin. The unholy robes radiate the hateful power of Jashin and his dread bride, marking the bearer as paragon of death. It is very difficult to charm someone or convince them of your good intentions (jutsu that do so are done at two ranks lower). Civilians will flee on sight and guards will likely challenge any wearer. Those who know of the cult of Jashin will recognise the robes instantly for their true meaning and be all the more prepared to face them.

Finally it should be noted that sacred robes are also relatively practical keeping off the rain and relatively lightweight. They are custom designed not to encumber a member while performing their duties however they was also not designed to be used with additional armour. While it is possible to wear these robes over armour when done the robes make it all the cumbersome and reduce the users speed by 10%. This is cumulative effect, over and above any other speed decreases that may affect the user

History: Almost as long as there has been a cult there has been a need to maintain secrecy while spreading the word of Jashin. Jashinic robes were once mere mundane black cloth used to hide the identities have developed over time to suit the cult’s horrific purpose. It was not until 200 years after its foundation that the robes themselves were bedecked with unholy sigils and runes of protection and consecrated in daemonic blood in Jashin’s own like realm. Though once black that rituals of creation and the constant blood letting have long since stained the ancient and hateful robes a bloody red and they reek of death and destruction.

Appearance: Jashinic robes, unlike their weaponry, does not vary in form or nature. It is comprised of a set of red ankle length robes and a full face mask toped with a large hood that hides the user’s true features. The mask isn’t strictly necessary since the hood hides the user face adequately but is generally one in honour of the night mother and their dark god

The Cult of Jashin Warrio11

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Name of Item: Death Mask of the Damned
Owner: Cult of Jashin (Intellectual Content Owned by Jiro)
Location: In the hands of members or stored within the sanctuaries sealed shrine
Rank: A

Description/Abilities: A Death Mask of the Damned is powerful and unholy Jashinic creation with several special abilities and rules related to it:

Unliving Flesh: Death Masks of Jashin are terrifying both in nature and use. These Unliving masks made from the face of the cults victims pulse with unnatural un-life, shifting constantly taking on new and terrifying forms causing untold alarm and horror in all who gaze upon them. While wearing a Death Mask of the Damned a user has the following trait:

Name: Unholy Visage
Rank: N/A
Type: Trait, Killing Intent
Element: N/A
Description: The sheer horror and terror exuded by death mask can chill even the most hardened Nin.

A Rank Ninja’s are shaken for one post after it’s appears to reflect this.
B rank Nin are shaken for 2 posts after it appears.
C Rank Nin are shaken for 3 posts after it appears.
D Rank Nin or lower are always shaken in its presence.

Shaken Nin react slower and more sluggishly then normal as fear grips them and can never perform more then 2 techs in any one post.

Killing Intent Focus: Members of the cult of Jashin are peerless users of killing intent and have many techniques designed to terrify the victims. Death Masks due to their nature are natural focuses for such Jutsu and can be used to transmit the effect by eye contact alone

Revered by the Cult: Each and every death mask contains the bound soul of a damned victim and thus are in their own unique way greatly valued by the cult, normally those who are sacrificed and sent to Jashin’s hell like realm to suffer an eternity of torment but in this case the dark god himself has blessed their use for a more practical purpose. The gift of a Death Mask is considered one of the greatest honours within the cult and sign of high favour with Jashin. However such gifts must be well guarded. Should a mask be lost intact it is possible for others to remove the bound soul and free it from its fate. To lose a damned soul in such manner is unforgivable in the eyes of both the cult and Jashin and as such any one who loses one will take almost any risk to recover it or invoke the wrath of Sithis

History: Vile and foul indeed are the rituals of Jashin and few are fouler then the creation of Death Masks of Damned. Creatable only by the Priest himself it involves taking a sacrificed body and carving rounds into its flesh in a circle around their face with a Jashinic symbol on the victims forehead all the while muttering dark invocations. This will draw the damned individual soul into their face allowing the priest to harvest it by scalping the diseased victim and binding the flesh with a mask of a similar tainted blood red metal to their blades. The effect is to create an unliving death mask of considerable power known as a Death Mask of the Damned

Appearance: The death mask of Jashin vary in appearance as all people do but all essentially are red metal masks over which a human face has been stretched over. They are terrifying and ghastly things and worn only by the cults most devote and evil members. Possession of such a mask is sure sign of ones favour within the cult. Due to disturbing nature I have absconded from finding a suitable picture and will trust to your vivid imagination. It is advised that you don’t think to hard about it.

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Name of Item: Jashinic Voodoo Doll
Owner: Cult of Jashin (Intellectual Content Owned by Jiro)
Location: In the hands of members
Rank: B

Description/Abilities: This simple doll is used in a number of Jashinic rituals however they possess no innate power of their own though given that they are normally made of straw or wood they turn to burn relatively well. Most members who use them are more then adept at making them and tend to carry several on their person at a time

History: The cult has long tradition of mutilation and linking a victims body to other objects. While they are most infamous for linking the victim’s body with their own this not the only way and it is possible to link it with inanimate objects in differing manners. The most common focus of such techniques is the infamous voodoo doll. The first of these was supposedly handmade by the Night Mother herself and each one is in their own way considered a special gift for her blessed children

Appearance: Voodoo dolls tend to be simple wooden or straw (though the actual material used is not important) constructs in the shape and form of a man. They tend to be crude in form but are usually built with a very specific purpose and req an appreciation of the dark arts.

The Cult of Jashin Muslinvoodoodoll-2

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Name of Item: Cursed Stakes
Owner: Cult of Jashin (Intellectual Content Owned by Jiro)
Location: In the hands of members or stored within the sanctuaries armoury
Rank: B

Description/Abilities: These long black metals stakes shared some of the traits (but not all of sacred blades):

  • They are extremely hard wearing and nigh indestructible
  • Their sharpened tips never lose their edge
  • They are Chakra conductive
  • Every stake is tainted and wounds caused by them are more painful and more difficult to heal as result. Much as if contaminated any wound caused must be sterilised probably or take twice as long to heal. Those who wield such weapons are granted Immunity by jashin and as such the taint has no effect on a cult member


Furthermore with the addition of a c ranks worth of chakra the user can scramble a victims localised chakra network when they strike making the target unable to manipulate chakra in that section of their body for the following 3 posts

History: Born out of a need for more precise weapons to inflict self harm, the cult of Jashin start using stakes over 250 years ago. The have evolved somewhat since but their nature and role remain largely unchanged

Appearance: They are long black stakes around 2-3ft in length and most commonly used for blood letting and during blood rituals rather then as weapons. The large size of the cult’s weapon makes them relatively impractical for self mutilation which these cursed stakes are highly affective

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Name of Item: The Mark of Jashin
Owner: Cult of Jashin (Intellectual Content Owned by Jiro)
Location: In the hands of members or stored within the sanctuaries sealed shrine
Rank: A

Description/Abilities: Less of a piece of an equipment then a mark of ones utter devotion to the cult and its beliefs. Anointed by the Priest himself when a user is raised to the rank of Disciple it is similar in function to a seal. It gifts no chakra to the user but does have one or two useful aspects to it. These only apply will the user has the seal and should the part of the body with it on by separated from their main body it will be ineffective till it that body part is once more reattached

Limited Mind Control Immunity (Cult): Those blessed with the Mark have a immunity to mind control or coertion techniques that would force them to act in breach of cult requirements or tell of cult secrets to outsiders. The mark glows if one should attempt such on a bearer and will deflect such techniques. Attempts to forcibly make them tell the of the cult or its secrets or act out of accordance with the cults practises will invariably fail. However all other forms of mind control or coertion will work as normal. For example it’s not possible for someone to force some with the mark to tell of Jashin or to not sacrifice someone, it is however quite possible to convince them by means of a genjutsu that they are a chicken.

Genjutsu Sensitive: Arguably the most important function of the Mark of Jashin’s is its sensitivity to genjutsu. While bearing the mark, it will burn and glow if the users is afflicted by a genjutsu and should the user pump an appropriate amount of chakra into it cancel the jutsu’s affects altogether much in the same way as Kai. This is very important given the general distain for techniques like kai and the high pain tolerance render many of the cult members relatively defenceless against genjutsu based attacks

Dark Bond: The mark of Jashin not only marks the bearer as a devoted servant of the dark god but links them in a kinship with other bearers. While the possess the mark they will always be able to feel others with it allowing them to sense their broad location and are capable of using the mark to locate them. They can also apply a c rank’s worth of chakra to the mark causing all marks to burn briefly. This is used as a very basic form of communication, normally to call for help or assistance. It is not possible to send pictures or sound through it nor pass secret messages by means of morse code or similar signalling system

History: The mark has been used since before the cult existed by the priests of the Jashinic empire to mark the devote. The form and nature has developed over the centuries though the dark bond has always remained pivitol. A Mark of Jashin is created by branding the bearer with a red hot iron soaked in the blood of the innocents they have slaughtered and is an everlasting reminder of there faith and the service to Jashin and the Night Mother

Appearance: The Mark of Jashin is a red branded version of the standard mask and appears as follows:

The Cult of Jashin 5xoqbn6
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Annie
Annie
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyFri Feb 18, 2011 8:10 pm

Kurojustu ~ The Black Arts
Unique Speciality


The Cult of Jashin Hero-necromancer

To my most unfortunate successer,

Should you have found this treatise then it means have failed in my task to destroy it and for ever free the world of its dark presence. For too long it has called to me, singing in my dreams urging me to stay my hand. I suspect I can not bear to harm it, even now I fear to let it leave my sight, it plays on my mind so very much. I urge you not to make the same mistake. Do not read this profane and document but burn it and scatter the ashes into sea, never to feel its clawing taint but I suspect it will be too late, that even as you read these reads you have felt the unimaginable power that lies within and the whispering secrets no mortal should possess within its pitiless depths. I fear that ambition will blind you as surely as was I. Heed my warning, fear where you cast your gaze mortal for to look unto this secret treatise and absorb the unimaginable horror and power that is Jashin’s to give and for those that serve him to use will ensnare mind and destroy the weak willed. Corrupting and terrible in its design few can contend with the power of the dark god. You will find what cannot be exists and that what should not be allowed live walks among you freely feeding off the souls of living. Nightmares will be made manifest and horrors too unspeakable to consider lurk in the dark recesses ready to pounce on the unwary. Read carefully and with great care for to embrace Jashin is to embrace the never-ending darkness itself from whence return is not possible. Lastly my most unfortunately damned reader make no whisper of your actions, in no affluent party nor hidden side street, for to do so is to invoke the wrath Jashin and Jashin knows not the meaning of mercy. Should his servants learn of what you now possess as they have learned about me they will come as surely as the night that shrouds our world comes with dusk and far blacker for their coming. Even now as I scribble these last words of warning I feel them coming ever closer and worst still I am terribly aware of what they intend to do when the find me. No more poignant has the saying blessed are the ignorant for I fear death every hour now and I know there will be no release in it for there is no defence against those who come for me. Only horror and darkness await for me now and I suspect that no amount of prayers to Kami will save me from what is to come. There is however time enough at least for you, time to save yourself and avoid the darkness that will be manifest itself if you follow this cursed path. I beg you to do what I could not and close this foul tome, burn it and never speak of what have you learned for when they find you, and they will, your suffering will be endless.

From a hastily scrawled note at the top of a black Jashinic tome recovered from Akobah the Damned, whose foolish soul now entertains Jashin in the depths of the underworld


Summary


The Cult of Jashin Necromancer

Most mortals are aware of Kinjutsu but barely understand it. Forbidden techniques are forbidden for a reason and should not be trifled. Fewer still are aware that beyond these supposedly secretive techniques exists an all together darker speciality. One that fewer still have heard of and none who use would admit to it. A long time ago, in age before Nin or even the Redukko Sennin had even be heard of the only form of magic like power was wielded by demons and gods. Kurojutsu was once a noble form of this energy manipulation, wielded for the benefit nature by those who served the Great God Jashin, a creator god who loved nature and was known Lord of Renewel. At one time he was worshipped side by side with Kami and all would praise his name and asked for his blessing. When humanity’s unbridled ambition led to the exploitation of nature and ultimately the maddening of the Jashin himself the dark God warped this potent and sinuous force into something darker, black as night and deadly. As Jashin himself was consumed by a black insanity and turned ever slowly into the dark God he would become so to did the gifts and powers he bestowed on others.

Kurojutsu is both akin and wholly different to the existing specs both in its nature and abilities. Rather then a varied form of personal chakra manipulation, both internally and external, which can be learned and developed for purposes both for good or bad Kurojutsu and the power behind it come from external sources, gifted by a dark and terrible source whose nature beyond human comprehension. Users do not manipulate their own energy but rather act as conduits for the unholy power of Jashin. As a result Kurojutsu tends to be powerful and less constrained the other specialities, with trained adherents being capable of things that should not be humanly. Unconstrained by the boundaries of death, mortality or reality little is beyond a skilled users reach, and skilled proponents can not only raise the dead but consume the souls of the living for sustance. However such power is not easy to use and in its own way just as tiring for while the power itself is drawn from a greater source controlling such a terrible force is tiring both physically and mentally. Furthermore mortal chakra coils are ill designed to cope with the strains and thus must use such techniques judiciously or risk terrible consequences. Many of the techniques are manifestly evil in design and intent and serve to unfortunately mark those who use them as such revealing the users true identity. Last but by no means is these technique are both hard to learn and all but impossible to develop. Unlike all other specialities which are merely building blocks on which men and women can shape their own jutsu Kurojutsu are ancient techniques, handed down by Jashin, to the faithful, their nature complete, their method of use fixed and unchangable. Even the most learned users have only the barest understanding of the nature behind the inhuman abilities they use, and merely learn to skilfully employ them with no hope of developing new techniques on the own. Only through devoted prayer and service far beyond the efforts one would normally go to train another jutsu of different specialities will Jashin diviludge new secrets unto them and in so doing broaden the speciality.

In practise this breaks down into the following rules. These may or may not apply to the techniques below. See individual techs for details:

    Fuelled by Unholy Power: The Powers of Jashin are potent beyond mortal comprehension, powered by energy as dark as night and as terrible as Jashin himself. To reflect this Kurojutsu are considered to have elemental superiority over all standard and advanced elements. Furthermore the energy involved, though is similar to chakra is different in composition. Techniques designed to affect chakra usage or flow are only half as effective when faced with Kurojutsu with this rule

    Draining: Though the power tapped is not the users the potency of techniques sap the user’s strength and vigour as they struggle to control the energy they are harnessing. All users lose the equivalent spiritual and physical energy (chakra) of the rank of the technique used. Thus, though for differing reasons, it will cost as much chakra for a Kurojutsu user to use a B rank as a similarly ranked tech of another spec.

    Dangerous to Wield: Manipulating foreign and hostile energy is dangerous at the best of times and must be done with great care. To reflect this all Kurojutsu with this rule can only be used once every other post. To do otherwise causes a c rank of damage to the target as the energies seethe around them untamed and burn them with their hateful power. Users with the ‘Unnatural Vitality’ trait are not affected by this as their bodies, filled as they our with unnatural vigour and energy can channel the corrupting energy without damage

    Ancient Techniques: The techniques listed below are ancient in nature and the means by which they are brought about must be strictly adhered to. Increased seal speed or other traits that would normally speed up manipulation such as the ability to do seals one handed can not be used in concert with Kurojutsu with this rule and furthermore the application method stated must always be used.

    Earned not Simply Learned: Kurojutsu unlike normal techniques are not merely the result of personal development but must be acquired through prayer and devotional acts. Jashin is a demanding God and places greater expectation on his servants then others. To this affect all training threads with for Jutsu with this rule are increased by 50% and likewise the mission credits needed to develop new ones are also increased by 50%. The acquisition of such power is not for the faint hearted

    Cult of Jashin Only: While the Cult of Jashin are premier practitioners of Kurojutsu there are many others, witches, warlocks, necromancers, liches etc who also make use of it. The are many dark and terrible entities in the world who make use of the dark powers of Jashin, often unwittingly, for their own dark purposes. While they have general access to Kurojutsu certain techs are limited to Jashin’s favoured servants and are not performable by others.


Known Kurojutsu – Listed By Type


The Cult of Jashin Necromancer

The many Kurojutsu that exist can be broken down into four specific sub-groups. Each is akin to a mini speciality with specific nature and reflecting the varied yet distinctly rigid nature of the power wielded by the worlds evilest individuals

Blood Rituals


The Cult of Jashin 0

Arguably the most infamous and feared Kurojutsu are those solely practised by the Cult of Jashin, Blood Rituals. While commonly mistaken for blood manipulation, Blood Rituals do not in fact manipulate blood but rather use the victim’s blood and the spiritual essence carried with in it as a catalyst to performing dark rites. Blood rituals use blood to establish an unholy bond with others allowing the user to carry out malign and wicked activities. Blood Rituals carry a special place in the hearts of the Cult of Jashin as they are used as acts of sacrifice and a central not only to their requirements of worship but to sustaining their unnatural immortality

Name of Jutsu: Kegishiki [Ritual of the Blade]
Rank: D
Type of Jutsu: Kurojutsu
Linked Special Traits: Cult of Jashin Only
Description: While considered a blood ritual this relatively simply technique is actually performed with the users, by cutting the palm of their hand and placing over a sign/symbol of jashin they may summon any Jashinic weapon they may possess or a replacement where the item is not unique which will then appear in the users bloody hand.

Name of Jutsu: Chiakuba [Blood Curse]
Rank: C
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned, Cult of Jashin Only
Description: This technique allows a user to perform a curse without line of sight and at any distance by using their blood as focus for the technique. When using a curse the user need only drip the blood on his palm and clench it tight as the finish speaking it. This costs a C rank worth of chakra in addition to the cost of the curse itself

Name of Jutsu: Kami no Itami [God’s Pain]
Rank: B
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned, Cult of Jashin Only
Description: In order to perform this technique, the user must first consume the blood of his opponent. It does not matter how much blood he consumes, for even a drop will do, but once he has consumed the blood the user will begin this ritual of faith. The users’s skin will darken and the form of a skeletal outline will appear all over their body, additionally any Jashinic Weapon they are carrying will glow blood red. In this state whenever the foul blade or the user touch the victim of this technique they will suffer terrible agonising pain in addition to any other damage that would normally be inflicted. The pain caused by this technique is mind numbing taking the wind out of the victim and making them fear its touch and by association the user all the more. Anytime additional pain is caused in this manner the victim losses 25% of the base speed for one post each time it is caused to reflect this. While the reductions don’t last long they are applied every time additional pain is inflicted and are culmative potentially immoblising the victim if 4 inciddents occur in a post. Additionally should pain be inflicted in this manner the victim becomes more susceptible to fear based techniques as their own bravery fails them in face of such pure agony, increasing the duration of the next dread based technique inflicted on the target by 50%. Unlike the speed reduction this is not cumulative. This technique ends either after 5 posts, upon the victim’s death or at the user’s instigation, which ever comes first.

Name of Jutsu: Saishi-Shoji [Ritual of Possession]
Rank: B-A
Type of Jutsu: Kurojutsu
Linked Special Traits: Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned, Cult of Jashin Only
Requires following Item: Voodoo Doll
Invocation: Blood to Blood, Earth to Earth, Flesh to Flesh
Description: In order to perform this technique, the user must first have a voodoo doll and some of the intended victims blood. It does not matter how much blood, for even a drop will do, however blood is essential to utilising the technique successfully. The blood must be dripped onto the doll and while chanting the above invocation. The result is to link the victims body to the doll in a less potent manner then Kami no Sabaki but with more varied results. Though it can be used to kill by using Jashinic weaponry/equipment the doll can be used to greatly weaken the victim. With doll in hand the a user with a b rank version can do one of the following:

- Reduce the victims speed by 25%
- Reduce the victims strength by 25%
- Increase chakra costs 50%

The A rank version of this technique is all the more potent allowing the user to apply two modifiers. These can be the same one if they so choose (ie. two x strength reducing the victims strength by 50% in total). A voodoo doll effects lasts until destroyed or dropped and must be held in one hand at all times. Please note that on the post it’s destroyed the victim will be blown back with crushing force as if struck by a c rank wind technique in parody of the mangled puppet.

Name of Jutsu: Kami no Sabaki [God’s Judgment]
Rank: S
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned, Cult of Jashin Only (Disciples and Priest)
Description: This Jashinic ritual essentially turns the users own body into something of a voodoo puppet to his opponent. In order to perform this technique, user must first consume the blood of his opponent. It does not matter how much blood he consumes, for even a drop will do, but once he had consumed the blood the Immortal will begin this ritual of his faith. The user’s skin will darken and the form of a skeletal outline will appear all over his body. Furthermore, he must draw at his feet in his own blood the symbol of Jashin, a large circle with an equilateral triangle inscribed within it. Once the ritual is begun any damage he takes while within the circle will also be inflicted on his opponent, or opponents in the cases were he was able to consume blood from more then one person. By inflicting damage upon himself, the opponent will be injured in the exact same way, though the obvious differences is that only the user will be immortal where his victims are not. As an example of how this technique works, if the user were to stab themselves in the thigh, the exact, same injury would appear on the opponent. The damage itself does not need come from the user as it would be possible to allow the opponent to attack and thereby cause themselves damage. However the user must remain within the circle on the ground or else the ritual will be temporarily stopped. If the user is forced out of the circle all he would have to do to restart the ritual is re-enter the symbol of his faith, without having to consume any additional blood from his victim

Name of Jutsu: Amanozako [Heaven-opposing Everything]
Rank: S
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned, Cult of Jashin Only
Description: This is a technique named for the mythological creature Amanozako, which was said to be a female spirit that would instigate people into performing wicked deeds by provoking them with their deepest desires. This technique is used in conjunction with the users own unique ritualistic summoning technique Akujin Tensei. Upon calling forth one of his defeated opponents, the user is able to activate this technique by consuming a drop of blood from his summoning, and then stepping into the symbol of Jashin he had drawn in blood upon the ground. Like his other technique, the user will take on the appearance of the grim reaper, his skin changing tones to signify the technique. However, instead of creating a connection between bodies, since he has already killed these former opponents, the user creates a connection of minds so long as he remains within the symbol of Jashin. While his summons will automatically follow his orders, as they are essentially without their own will, this technique allows the user to take direct control of the summoned body he performs this with, allowing him to control the bodies actions entirely. This is not so much a jutsu to be used in a battle, since it would actually impair him in such a situation, but instead is a technique that allows the user to perform tasks far off without his own body being directly there, and thusly this technique is usually performed when the user is actually secluded. If the connection is broken, and the summoned body is not able to hear any command of the user, then its initial instinct will be to return to its master, potentially leading more danger to the user other then the original cause that made him step out of the symbol of Jashin.

Name of Jutsu: Kuchiyose - Akujin Tensei [Summoning - Evil God Reincarnation]
Rank: S
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned, Cult of Jashin Only
Description: This is dark ritualistic ceremony that works in relations to Kami no Sabaki [God’s Judgment] & Kami no Itami [God’s Pain]. This technique involves summoning back to this world, dead souls slain by one of the above sacrificial techniques in something that can only be explained as a blood pact created by the consumption of his opponent’s blood combined with the claiming of his opponent’s soul by Jashin. In order to perform this technique, the user needs only to draw onto the ground the symbol of Jashin, and then slam his palm onto the centre of the symbol with the name of his claimed victim in mind. Once this is performed, the symbol will begin to cinder and burn, and from the hellfire insignia will arise the form of the previous victim. However, this form, given to Disciple by his Lord Jashin for temporary use, will have the insignia of Jashin tattooed upon its forehead, displaying the control Jashin has over the former living person. The form of the summons will appear as a healed version of when they died, though the faces of these emotionless summons are usually angered, or sorrowful. These summoned bodies will be able to use all the jutsu they once knew, and will obey the command of the user, allowing him to use these summons perfectly in battle. Once summoned, about the only way to make these servants of the Disciple disappear is to completely dismember them to prevent their mobility. The Disciple is able to cancel the summons at any time, causing their bodies to burn into ash and disappear. If the souls are extracted from these bodies, they will be freed form their service to Jashin, though the dark god will be extremely displeased to say the least. Can only summon one of his defeated opponents to the field per battle

Dark Invocations


The Cult of Jashin Grimmjow_chargin'_his_cero

The largest and most varied range of black techniques are the Dark Invocations, techniques that draw directly upon the unholy energy necessary for all Kurojutsu and utilise in its raw form to either damage or imbue items and people with dark energy. Of all the sub categories this one most closely resembles ninjutsu and ninjutsu’s inherent manipulation in its nature and is commonly mistaken for an advanced element rather then something altogether darker. In addition to general Kurojutsu traits certain dark invocations additionally benefit from following:

    Negative Energy: The dark unholy power of Jashin in its raw energised form not only corrodes all life but can even directly damage chakra. Chakra be it used for good or bad is a positive force drawing from ones on life force, the power of Jashin the god of destruction, a negative one and should these two powers collide one will invariably cancel each other out. Techniques with this trait will destroy any chakra, be it in a fireball or complicated chakra based seal, they may come into contact with. It will only destroy up to the amount of chakra used to create it (potentially destroying or reducing the power of other technique) and will lose the equivalent amount in turn. For example an A rank technique sent at a b rank seal based construct will destroy the seal on contact but lose a b rank of power in turn reducing its own rank to b rank. This technique is affected by the trait ‘Fuelled by Unholy Power’


Name of Jutsu: Doombolt
Rank: B-A
Type of Jutsu: Kurojutsu
Linked Special Traits: Negative Energy, Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation: The weak and dead be one
Description: By harnessing the powers of their dark master a user can form and hurl a ball of burning energy more commonly referred to as a doombolt. This black ball of energy is formed spinning and roiling with intense hatred in the palm of the users hand and can be sent shooting out towards the target, travelling great distances if needed. During its formation the necessary dark invocation must be uttered though the user can still move and use the other arm unconstrained. Inanimate/non Living items/materials are not harmed by this technique and it will even pass clean through any it encounters without detonating almost as if it doesn’t exist but the technique devastates all known life. Upon detonation it will create an explosion who radius is relative to its rank, The blast radius is noticeably smaller then many a comparable technique but all the more deadly. The explosion releases a blast of what can only described as corrosive energy horrifically burning all life and even chakra. The damage itself is considerable and can kill weaker nin outright but it’s the chakra burning nature that’s arguably worst still for the technique will burn away chakra equivalent to its own rank as well (not permanently). Should this reduce a nin’s chakra reserves to zero death is instantaneous and there are assumed to be consumed by unnatural flames. Deaths caused in this manner can not be healed. Invariably this technique is more effective against a user with lower chakra reserves and deadly when targeted against civilians. Whole villages have bee put to the flame with this technique and those who have found them afterwards speak of ghosts towns, complete and yet entirely devoid all life be it man, animal or plant.

B Rank – 10m radius
A Rank – 15m radius

Name of Jutsu: The Black Mist (One)
Rank: B
Type of Jutsu: Kurojutsu
Linked Special Traits: Negative Energy, Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation: Darkness Burn Thee
Description: This technique is performed by the user bring both hands together in a prayer like fashion, uttering the necessary invocation (may be whispered). At this point the user must is to thrust out a chosen arm towards the target/target area which will unleash a gout of black corrosive flame. This is a flame thrower like variant of doombolt unleashing a fan of life destroying black fire that corrupts and corrodes all it touches. Unlike doombolt its range is limited to 10m but is very hard to dodge and ignores intervening cover.

The second method involves the release of the dark energy in a far more diffuse form akin to mist which spreads over a large distance corrupting life and bringing burning the living. It generates a black mist that both obscures the eyesight of all the but the user and others trained in this technique while dealing a c ranks of damage every turn to victims caught within it (not including the user and others trained in this technique). It covers an area of 20m in radius and like the doombolt is often used for mass genocide. The mist will dissipate at the creators command or after 5 posts, whichever comes sooner

Name of Jutsu: The Black Mist (Two)
Rank: B
Type of Jutsu: Kurojutsu
Linked Special Traits: Negative Energy, Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation: Come forth darkness, let thy heathens breathe there last
Description: This technique is performed by the user bringing both hands together in a prayer like fashion, uttering the necessary invocation (this need only be whispered). At this point they spread both hands aiming to the ground and create a diffuse yet eary fog that spreads across a set area. The method involves the release of the dark energy in a far more diffuse form akin to mist which spreads over a large distance corrupting life and bringing burning the living. It generates a black mist that both obscures the eyesight of all the but the user and others trained in this technique while dealing a c ranks of damage every turn to victims caught within it (not including the user and others trained in this technique). It covers an area of 20m in radius and like the doombolt is often used for mass genocide. The mist will dissipate at the creators command or after 5 posts, whichever comes sooner

Name of Jutsu: Pit of Damnation
Rank: A
Type of Jutsu: Kurojutsu
Linked Special Traits: Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation: Claim him for the Dark One
Description: The user gathers dark energy in the palm of their right hand into a small tennisball size sphere of condense chakra. Then he may either drop the sphere or throw at a point on the ground of their choice while reciting the ancient invocation (may be whispered). If done correctly a area on the ground with a radius of 10m’s will open revealing a shift to Jashin’s hell realm itself with 1000’s of clawing forms, the hands reaching skywards eager to drag fresh victims down into its depths never to be seen again. The hands are very strong again to the grip of an A rank taijutsu user and should they seize upon a target and dragging them under the death is assured. The user of this technique is not harmed by the searching hands who perceive him to be one of them.

Name of Jutsu: Taint
Rank: A
Type of Jutsu: Kurojutsu
Linked Special Traits: Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation: Let the world be purified by the will of Jashin
Description: Rather then use the dark energy offensively to destroy and repress all life Taint alters it, transforming the local area into a dark mockery of its former self, a hateful place that will draw the dark gods eye unsettles the users victims and making it easier to control the flows of dark energy. This is done by drawing the sign of Jashin on the a solid surface with the dark energy and placing their palm in centre as if summoning a great beast though no blood is involved all the while chanting the invocation (need only be whispered). The effects on the landscape vary immensely depending on where its is done but all are profound from candle flames burning twice as high as they once did with red light, to walls dripping with blood or trees, once green and pleasant turning black, gnarled and hateful. The impact on those who see or enter a tainted area are equally profound inspiring fear in the heathens and empowering the servants of the dark. Kirojutsu users have the draining cost reduce by a c rank in such places while the rank of all of terror techniques performed on those within them are increased by one as the environment heightens the sense of fear and weakens there resolve. The area affected can only be as big as 30m in radius (or a whole building of any size) but can be as small as the user wishes. If smaller then 10m in radius (or a medium size building) it will only cost a b rank, and if smaller then 5 m in radius (or a room) it will only cost a c rank. This technique can only be performed by Jashins most favoured the servants, the cult of Jashin and is often used as a display of their favour to cower other dark users. The taint lasts 10 turns and can only be countered once formed by specific holy techniques designed to purify and bless

Name of Jutsu: Raise the Dead
Rank: B-S
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation: Rise Servants of the Lord of Dead. Rise and Serve once more
Description: According to Shinobi medical schools almost any ailment can be healed but death itself. It might be possible to heal flesh and bind bone but once the soul has left the body nothing can be done. To a wielder of the blacks however death is no bar, with the powers of dark god of death and rebirth it is possible to reach beyond the mortal veil to the underworld and using dark energy force souls to inhabit suitable vessels. The technique allows a user to suffuse an area and raise any and all dead in the vicinity should they wish it. It takes involves the drawing out of pentagram and the chanting of the dark invocation while standing in its centre. There areas involved can be as large a mile. The amount of dead is only limited by the rank of the technique and the existence of suitable corpses, making it only possible to use on around graves and graveyards and when raising those recently killed in battle or at the site of a battlefield. Undead minions raised in this manner are on the whole are little more mindless servants who act upon the summoners commands without question. They do not feel pain and will only stop if they are hacked to pieces or are utterly destroyed

The B rank version of this technique doesn’t really utilise enough dark energy to truly raise a corpse to former health creating relatively slow and dull witted undead minions. Undead minions raised in this way count as d rank nin with no jutsu. While not very skilled the b rank technique can raise up to 100 of them while there implacable nature makes them effective meat shields, decoys and distractions. Due to sheer weight of numbers any character below B rank locked in combat with them will be slowed down by 50% as the massed hordes box them in. A ranks nin and only slowed down by 25% and S Rank nin by a mere 10%. This is reduced by 10% for each and every team mate / ally in the thread reflecting how they help one another to deal with the undead menace. The dead can only be raised at night and last until sundown or destroyed, whichever comes first.

The A Rank version is identical to the B rank version accept on a larger scale summoning up to 200 undead warriors. This company of undead minions is identical to the B rank version with the exception of their increased numbers and that now B rank nin are slowed down by 75%, A rank by 50% and S Rank by 25% to represent the far greater disruptive effect their increase numbers cause

The S Rank version is identical to the A rank version accept on a vast scale capable of raising up to a 400 undead warriors. This army of undead minions are identical to the A rank version with the exception that there are for more of them and that a 10% reduction for each team mate does not apply to reflect that nin are in combat with so many that none are in a good position to easily aid their allies

Another variant of this technique allows the user to raise one corpse for a b rank of chakra in a state close the pre death one. While it is not possible to command it in battle a corpse raised in this manner is far more coherent, akin to when it was alive and thus can be asked questions. While it must be truthful its can only remember things that happened in and around its death, and as such can only provide information garnered in the last week of its life. Due to the tendency for corpse to decompose this can only be done on relatively fresh ones, while their brain and the memories within it remain fresh and can therefore only be done on a corpse of less then a month old.

All corpses raised using this technique can be raised once and only once

Name of Jutsu: Unholy Regeneration
Rank: B-A
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation:: Blood take Flesh, Darkness Bind Me
Description: Rather then using the corrosive energy to burn, decay and destroy users can manipulate it more benefitual form. Jashin is not only the God of Destruction and Death but also renewel and rebirth and as such his powers can sustain as well destroy. It is perform by the user focusing the chakra around the wound and using as a beacon to draw restorative energy while speaking the invocation (may be whispered) The use of the following technique allows the user to regenerate wounds by suffusing their body with dark pulsing energy that seals wounds on touch. At B rank this technique can heal a C ranks worth of damage every post for 3 posts. The A rank version can heal a B ranks worth of damage every post for 3 posts

Name of Jutsu: The Black Shroud
Rank: A-S
Type of Jutsu: Kurojutsu
Linked Special Traits: Negative Energy, Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation: Embrace thy servant Sithis and shield him from the faithless
Description: A skilled Kurojutsu can draw the dark energy of Jashin around them to form a shroud of malevolent darkness. This terrible energy disrupts harmful chakra based attacks and burns those who touch it. It can’t disrupt the amount of chakra used to form it and additionally inflicts a c rank of damage for any but the user who touch it. This technique will end after 8 posts or when the energy it’s formed from dissipates, whichever comes sooner

While shrouded in the darkness generated by this technique a user is more difficult to see at night but easier to see during the day. Stealth based techniques or abilities are improved by one rank at night and are reduced by one rank during the day when used in concert with this tech

This technique is performed by the user bring the arms together in prayer and muttering the relevant invocation which standing perfectly still. If performed successfully they will appear to catch on fire as black flame surrounds them briefly only to settle down into a dark hazy layer that surrounds the users form

Name of Jutsu: Demonic Form
Rank: S
Type of Jutsu: Kurojutsu
Linked Special Traits: Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Invocation:: Truest of Form, Darkest of Souls, Come to me, Awaken and purge all those that stand against thee
Description: The ultimate Invocation allows the user to on a daemonic form, a twisted, hateful parody of their own seething with dark and hateful energy. The daemonic forms taken vary enormously among users but the results are largely the same. Taking a full post to manifest itself during which the user is vulnerable to attack the user must draw a full sacrificial circle and kneel in servitude to an unseen god speaking the invocation slowly and carefully. Should this be completed without upset the user will scream in pain and ecstasy as daemonic forces far beyond their own capabilities twist and change them allowing them to taken on a daemonic countenance. This technique unleashes the user inner darkness in an evolved and powerful form. Though the specifics vary from person to person the semi-daemonic user will grow to 4 or so times their original size, becoming a powerful monstrosity easily towering over 8ft tall, wings will erupt from their backs, hooves will clad their powerful legs and horns will crest their head. In this form the user is incredibly dangerous empowered by dark forces beyond mortal comprehension. The user experiences a 150% boost in speed, a 250% strength boost, the ability to fly and constantly regenerates a b rank of damage every post. Such power however is not to sustain and comes with a price. Firstly it is only sustained by the continued slaughter of souls in Jashin’s name. To reflect this from the third post after it manifests the user must slay at least one person a post to maintain this raging form. Secondly while in such a state they become incredibly bloodthirsty and can not refuse a request to fight or miss an opportunity to slaughter in Jashin’s name leaving them somewhat exploitable and prone to getting side tracked. Last but not least it takes a lot out on the user and after it ends they are left momentarily weakened and breathless unable to perform jutsu above b rank and take a 50% reduction in speed for one post.

Curses


The Cult of Jashin Oiwapoisoned

While very popular in ancient folklore few realise that not only are curses very real but are kurojutsu deriving their power from Jashin’s divine hatred of humanity. The first curse was placed on the Arch Priest Lysander while he was overseeing burning of the Disciple Tork. The Disciple in question prayed that his god wreak terrible vengeance on the accused and Jashin angry at the loss of such a faithful servant answered his call and cursed the foolish priest. Over the centuries many more incidents have occurred and with each a new curse came into being. These curses use a method akin to verbal genjutsu to inflict debilitating if largely temporal affects to punish and condemn the users’ victim. They work by calling the attention of the dark god upon the victim who is afflicted with disease like symptoms. Unlike genjutsu they have very specific methods for applying requiring not only to be heard in many cases but line of sight too however unlike genjutsu curses they are no mere illusion but very real afflictions and thus can not be readily dispelled. Curses vary in strength and almost always last a set amount of time. While not as broad as many of the other types of techniques curses are among the most widely used by minor kurojutsu users such as witches and warlocks

    Curse: All curses must be vocalised (the name of the technique spoken out loud) and require direct line of sight with the victim. They will normally also require some additional move or action be performed. Curses are all time limited and end at the end of the limit. They can only be removed by holy techniques of the corresponding rank or by spending one hour in cleansing reflection at a nearby holy site. As a result of their nature these curses have no affect on members of the Cult of Jashin as Jashin will not afflict his chosen so. All curses follow these rules unless a state exception exists in their description.


Name of Jutsu: The Common Curses
Rank: C-A
Type of Jutsu: Kurojutsu
Linked Special Traits: Curse, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: Most curses have the origins centuries ago when they were first laid down as a means to spite and harm the heathens. In time they became feared and in turn used by others to insult and harm others in turn in a cycle of hate. Today they are commonly used as every day insults its users unaware of the far darker origins. Most curse words are indeed cursed and in the hands of the servants of Jashin potent. All require line of sight to use (eye contact is unnecessary though) and for the user to point one of their intact fingers at them and speak the name of the curse out load while focusing dark energy at the fingers tip. They may use the other hand freely but can not use other chakra based techniques while applying a curse. There are a number of curses of varying power whose cost and effects are as follows:

bachi Chi ~ Curse of Contempt ~ C Rank Curse ~ While afflicted the target is filled with contempt for the user and threat posed and is such will not stoop to wasting his chakra and based techniques on him. In reflection of this Target is limited to jutsu one rank below their own as they refuse to waste chakra against such an unworthy foe. Furthermore their reactions in relation to the user (be defensive, offensive or otherwise) are slowed by 25% as they believe that situations involving them are beneath there concern. Last 3 posts and costs a C Rank to apply
bachi Urusai ~ Curse of Curiosity ~ Curiosity is a doubled edged sword especially when it’s applied to the user. While afflicted the target believes themselves surrounded by watching eyes eager to exploit them and bring about the downfall. They believe these strangers know their darkest secrets and have come to enact revenge. Supposedly surrounded by hateful foes the target gets very jump and paranoid constantly looking around them in case of attack. Reaction times ironically increase while afflicted by 25% in this furtive state but the threat posed by the user becomes of secondary important and the user is limited to using but one jutsu against them per post for b rank users, and two jutsu per post for all others as there attention becomes focused elsewhere. This state lasts 3 posts and costs a C Rank to apply
bachi Shimatta ~ Curse of forgetfulness – The curse of forgetfulness makes the target forget any techniques used in the last post. While afflicted these techniques may not be used again. This state lasts 5 posts and costs a C Rank to apply
bachi Kisama ~ Curse of Pain – The curse of pain causes the user to feel the equivalent b rank of pain every post. This pain is not illusionary. C rank targets will be all but incapacitated by the pain, only able to move at 75% of their normal speed (both actual and seal based speed) and unable to perform any but academy jutsu. B Rank targets will be winded slowing them down by 50% of their normal speed (both actual and seal based speed). A rank users and above will be lightly affected with a mere 25% reduction in their normal speed (both actual and seal based speed). The affects can be ignored by any targets who are immune to pain (must have a trait stipulating this). This state lasts 3 posts and costs a b rank of chakra
bachi Damare ~ Curse of Inner Silence ~ While afflicted the target finds his body stilled and his chakra flow slowly as if in a tired state. Their chakra network becomes unresponsive, sluggish and difficult to access leading to considerably more wasted energy and time. Chakra costs are doubled and all chakra based take twice as long to perform. Lasts 3 posts and costs a B Rank to apply
bachi Baka ~ Curse of Idiocy – The curse of idiocy forces the target to act without thought to their actions, attacking/defending with the same techniques they did moments before without thought to their affect. It causes the user to use the same strategies and techniques they used in the previous post in the next post. This state lasts for 1 post and costs a B rank of chakra
bachi Kuso ~ Curse of Weakness – The curse of weakness causes the target to become afflicted by crippling weakness. There speed and strength are reduced by 50%. This state lasts for 3 post and costs a B rank of chakra
bachi Chikusho ~ Curse of Cowardice – The curse of cowardice causes the target to lose all heart and to fear harm and direct conflict. While afflicted the target will avoid engaging the user in hand to hand and will always choose to take refuge if possible. Furthermore if the user was of a higher rank then them and they will attempt to get to safety certain victory is unachievable and must spend the time while afflicted making good their escape. This state lasts for 3 posts and costs an A rank of chakra

Name of Jutsu: The Twining Curse
Rank: A
Type of Jutsu: Kurojutsu
Linked Special Traits: Curse, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: This curse links the life force of two victims. The user must be able to see both and sweep the arm of their choice across them as if directing unseen forces as to whom to inflict while speaking the curses name. To be successful the victims must be in close proximity with one another (within 20m). Once afflicted the targets life forces are linked and any damaged done to one will mirror the other. This can not be used in combination with any blood ritual. This state lasts for 3 posts and costs an A rank of chakra

Name of Jutsu: Curse of the Damned
Rank: A
Type of Jutsu: Kurojutsu
Linked Special Traits: Curse, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: More commonly referred to as the killing curse, this curse causes a black mark to form on the users hand. It requires the user to touch the victim while speaking the curse word to apply it. Unless this mark is removed within 5 posts the user will die. One way to stop this is to mutilate oneself by hacking their arm off they doing so will render it unusable for the rest of the battle. Any wound caused in this manner can be sealed but the dark powers involved make healing impossible until purge by submerging the limb in holy water for an hour. The other way to break the curses affect is to touch a close ally or a loved one with the hand causing it to be passed on. Such as the nature of this curse that unless one risk’s considerably personal sacrifice the user is doomed to die or kill another who is close to them.

Dread


The Cult of Jashin 0

Killing Intent has long been part and parcel of being a Nin, used to indicate power, as well as intimidating and impressing others but on the whole played a relatively minimal role in battle. In rare cases individuals have learned to concentrate and intensify it to a point where it is a weaponised form able to cower most men and women with ease. The Cult of Jashin and other Kurojutsu users have taken this a step further and use the dark energy involved in Kurojutsu to concentrate there killing intent into a new and deadly medium. The following additional traits apply to dread techniques:

    Immunity to Fear: Ultimately Dread and dread techs are killing intent based and work on imbuing fear in others to extreme levels. Anyone who is immune to fear is by way of logic immune to dread based techniques. Please note due to the very potent nature of dread based attacks extreme bravery or near immunity is not good enough, a brave man is merely a man who has learned to conquer mundane fears not immune to them altogether. Examples of people who fall into category include truly emotionless characters, non sentinent creatures/devices, reckless indifference to personal well being etc. Generally if a character has emotions or feelings on any given subject is assumed not to possess an immunity to fear and thus dread based techs.

    Akin to Genjutsu: While not strictly genjutsu at all they seem ways used to break out of them apply to dread based attacks. Both Kai and pain methods can be used (see genjutsu rules for details of how). They however can not be detected in the normal ways genjutsu can since they do not great unusual fluctuations in the targets in chakra system.


Name of Jutsu: Cause Fear
Rank: C
Type of Jutsu: Kurojutsu
Linked Special Traits: Immunity to Fear, Akin to Genjutsu, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: The user creates an aura of fear and uncertainty about them or a focus of their choice. The focus must be an item if not using their own form. It is done by gathering dark energy around the focus creating an eerie coating which plays on the worst fears of victims. Anyone who looks upon the focus becomes fearful and uncertain. In this state the victim fears to be around the focus and will not attack unless it first attacks. This applies not only to first encounter but whenever a lull in battle occurs. Furthermore their nerves will become strained making them skittish, reducing the accuracy of their moves by 25%. The duration its affects lasts depends on the targets rank, 5 posts if c rank, 3 posts if B rank, 1 post if A rank or higher. The focus will continue to inspire fear for 10 posts but a victim will only be affected the first time they see it. Should the rank of this technique be increased the duration of the affects will double and the technique will count as a rank higher for the purpose of breaking out it

Name of Jutsu: Terrorify
Rank: B
Type of Jutsu: Kurojutsu
Linked Special Traits: Immunity to Fear, Akin to Genjutsu, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: The user creates an aura of terror and despair about them or a focus of their choice. The focus must be an item if not using their own form. It is done by gathering dark energy around the focus creating an eerie coating which plays on the worst fears of victims. Anyone who looks upon the focus becomes filled with terror and despair. In this state the victim fears to be around the focus and will not attack unless it first attacks. This applies not only to first encounter but whenever a lull in battle occurs. Furthermore their nerves will become strained making them skittish, reducing the accuracy of their moves by 50%. The duration its affects lasts depends on the targets rank, 7 posts if c rank, 5 posts if B rank, 3 post if A rank and 1 post if S Rank. The focus will continue to inspire terror for 10 posts but a victim will only be affected the first time they see it. Should the rank of this technique be increased the duration of the affects will double and the technique will count as a rank higher for the purpose of breaking out of it

Name of Jutsu: Pall of Night
Rank: B
Type of Jutsu: Kurojutsu
Linked Special Traits: Immunity to Fear, Akin to Genjutsu, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: The user causes those in the vicinity he can see to see a dark shadow their world, turning day to night, and night to something darker still. This technique is rather simple to perform, simply by molding chakra in their eyes and using them as a focus. This can not be formed simultaneously with other techs but does leave the hands free. The horrifying gloom created seems encompass all and is not affected by range. From in this gloom horrible things lurk capable of driving the most steadfast man insane and conjuring fears in even the bravest. Victims who are affected can not see further then 15m in this gloom and any other terror technique used on them subsequently is increased by one rank while it lasts. Additionally any tech that relies on the sun or shadows are not usable, the former because the victim will not believe them possible the latter because the darkness is ultimately a fear based illusion and thus can not be exploited while obscuring areas that can. This technique lasts for a 3 turns or until broken. Should the rank of this technique be increased the duration of the affects will double and the technique will count as a rank higher for the purpose of breaking out of it

Name of Jutsu: Obeidiance through Fear
Rank: B - A
Type of Jutsu: Kurojutsu
Linked Special Traits: Immunity to Fear, Akin to Genjutsu, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: The user must form eye contact with the victim will stating the command word, “kuppuku”. The target will feel a terrorifing fear take hold of them, one awashed with confusion and uncertainty where only servitude will bring respite. While under the affects of this technique the target will feel obligated to adher to the users commands as might a servant of a dark and terrible master. The users every word and syllable strikes fear into the victim and through it drives obedience. This brief loyalty only extends to acts that would not greatly imperil the victim. At B rank the victim can be instructed to perform any action that would not be potentially fatal or involve taking more then a B rank’s worth of damage or use more then a B Rank’s worth of chakra. At A rank the victim can be instructed to perform any action that would not be potentially fatal to themselves or involve taking more then a A rank’s worth of damage or use more then an A ranks worth of chakra. Actions that would be considered potentially fatal include standing still in face of a deadly attack, running into certain death etc. In short any action that risks a serious threat of personal death by performing. Things that would generally not include attacking allies, telling secrets, giving aid, performing techs the user knows the victim is capable of etc. This state affects the victim for 2 posts.

Name of Jutsu: Cry of the Beast
Rank: A
Type of Jutsu: Kurojutsu
Linked Special Traits: Immunity to Fear, Akin to Genjutsu, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: The are many things that lurk in the night, terrors unknown, monsters which ones does not speak of. The Cry of the beast plays on this by convincing the users that they is horrific monster stalking them, that the user has summoned a diabolic creature with an inhuman craving for mortal souls that now hunts them. The beast takes on a form out the victim worse nightmare and pursues them at the user’s direction with unpitying resolve. It feels pain, no fear and regenerates any damage inflicted as if it never happened. The illusion is very effective as the victim can feel, hear, smell and even taste the beast sulpheric stench as it approaches and see its acid like blood spurt from any wound caused. It appears to move at times with inhuman speed allowing it to strike from many places and the illusion can not be uncovered based on its location. With no normal way to stop such a monster any victim affected by this technique must flee the beast wherever it rears the head. For 3 posts the user may indicate where the beast is coming from each post and the victim may not approach it. For example if the user states the beast lies between the victim and the user, the victim cannot approach the user, likewise if they indicate its behind them they can not fall back. Should the rank of this technique be increased the duration of the affects will double and the technique will count as a rank higher for the purpose of breaking out of it

Name of Jutsu: Shikumi no Jutsu - Death Viewing Technique
Rank: A
Type of Jutsu: Kurojutsu
Linked Special Traits: Immunity to Fear, Akin to Genjutsu, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: Shikumi no Jutsu is a technique used to completely stun an opponent. If the target looks into the eyes of the ninja/focus, their mind is suddenly inflicted with intense visions of their own brutal killing. This results in their body going into shock and being unable to move. This can affect more then one ninja at a time. This state lasts 4 posts or until broken. Should the rank of this technique be increased the duration of the affects will double and the technique will count as a rank higher for the purpose of breaking out of it


Name of Jutsu: Terror Incarnate
Rank: S
Type of Jutsu: Kurojutsu
Linked Special Traits: Immunity to Fear, Akin to Genjutsu, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: This technique works in a very similar manner to Shikumi no Jutsu but rather then seeing their death, they are quite literally terrified to death. The horror is so severe and mind numbing as induce a heart attack in those who witness it, leaving them unable to move more then 25% of their normal speed and limiting them to jutsu two ranks below their own (accept kai). Should they still be caught in this technique after 3 posts have passed, they will die of chronic heart failure. Any techniques that boost the affect of terror based Kurojutsu will reduce this to a mere 2 posts.


Last edited by Shinshou on Thu Feb 24, 2011 9:57 pm; edited 2 times in total
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Annie
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptySun Feb 20, 2011 1:55 pm

Basic Technique Replacement


The Cult of Jashin 1240894010-ghosts

Many dark energy users, notably the high ranking members of the cult of Jashin often discard all former ties to their mortal life, shunning even the most basic techniques of the forefathers to devote their time and energy to the service of Jashin and understanding of his dark and terrible gifts. To this affect characters with the Kurojutsu speciality may opt to replace many of their basic skills with the following techs (they retain substitution, tree walking and water climbing which are all still achievable using dark energy in place of chakra but lose all other basics in exchange including: kai, shunshin, bunshin, activate tag and henge). This can not be done piecemeal and users must either use one set or another and can not switch between them:

Name: Shade Servants
Rank: C
Type of Jutsu: Kurojutsu
Linked Special Traits: Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: Replaces Bunshin. Unable to clone themselves in the traditional manner many servants of Jashin can summon undead souls to inhabit the shadows about them which with the aid of dark manipulation take the form of the user themselves. These shades are similar to material clones and are not simply images but ambient entities capable of affecting real world though unlike material clones do not need to remain close to the user to operate effectively and are capable of independent thought due to being in essence individual spirits. They can use techniques known by the user at the users instigation (to a limit of one rank below the user) but nothing they do or see can in turn be learned as is the case with shadow clones. Shades can be disrupted like normal clones or dismissed at will.

Name: Nightmare Shroud
Rank: B
Type of Jutsu: Kurojutsu
Linked Special Traits: Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: Replaces Henge. Unable to change their appearance many a disciples of Jashin have access to a fair darker more potent though restrictive disguise technique. The Nightmare shroud requires the user to either taste of the blood of a target while forming dark energy about them or establish a moment’s eye contact to stare deep into their soul while harnessing the terrible energy of jashin. Using these as a catalyst they are able to copy the form of the target be it human or otherwise. While intrinsically more limited then clone, requiring a suitable vessel to copy that can not be inanimate (though it can be done on the recently deceased) the clone itself is highly realistic, does not break upon causing damage and appears for all intensive purposes to have the same look, voice, smell and even chakra system as the user. While transformed the user is very difficult to distinguish from the vessel that was copied making this an excellent infiltration and avoidance technique. It does however have one further limitation making it rather less effective in combat, notably that it will end the moment the user is spotted performing another jashinic technique as in this moment the dark energies that disguise form will become unstable allowing for any in sight to view their true form underneath.

Name Soul Flight
Rank: D-A
Type of Jutsu: Kurojutsu
Linked Special Traits: Fuelled by Unholy Power, Draining, Dangerous to Wield, Ancient Techniques, Earned not Simply Learned
Description: Replaces Shunshin. Though unable or rather unwilling to utilize Shunshin the servants of Jashin have learned other means to travel at great speeds for short distances. They do so by quite literally forcing the dark energy that powers all kurojutsu into body with unnatural force and in so doing expelling their own soul against the laws of nature itself. Their soul can travel at incredible speeds free from mortal constraints, such as friction or gravity, enabling it to reach inhuman speeds. It can then fly up to 160m away before the laws of nature will forcibly pull the body towards it suffused in dark energy. This technique is arguably more potent then one it replaces since the soul is impervious to damage and thus the user can not be harmed during its flight (though they can potentially be harmed either end of it) making it hard to stop or directly counter but unlike Shunshin it is far more conspicuous. In spite of the users soul not being visible to the naked eye anyone in the vicinity will see a blaze of dark energy emanating from the users glowing form left in the techniques wake. It can be used to enter combat but not accelerate an action beyond movement. The rank of the technique depends on the distance travelled:

    D – 20 m or less
    C – 40 m or less
    B – 80 m or less
    A – 160 m or less
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyMon Feb 21, 2011 4:14 pm

Jashinic Weaponry

The Cult of Jashin Hidan


Name: Jashin Kuroi Sutansu – The Black Stance of Jashin
Rank: N/A
Type: Jashinic Weaponary
Element: N/A
Description: This is the combat form adopted and developed by the Cult of Jashin. It is a fast moving, energetic and acrobatic style, both powerful and quick suited to using large weapons and is very aggressive. This style makes use of chains or robes attached to their Disciples weapons of choice to extend their effective range. A Disciple or Priest with this technique may opt to use two weapons simultaneously

_______________________________________________
Name: Cruel Pretence
Rank: C
Type: Jashinic Weaponry
Element: None
Description: Not every Jashinic move is designed to kill, some merely to maim, confuse or even disarm. Cruel Pretence takes the form of an all out attack leaving what appears to be an opening. Should another choose to exploit it they will find the opening to in fact be a snare as the user flips the haft of their weapon and with a precise movement sends any weapon they might possess flying up to 15m away in a chosen direction. This move may be performed secretly (in a manner similar to genjutsu) but requires a mod be informed prior to completing it


Name: Blade Barrier
Rank: C-S
Type: Weaponry
Element: None
Description: A elite Jashinic Kenjutsu technique. By twirling there long handled weapons at near blinding speed thanks to feeding dark energy into them the user can create a shimmering barrier of negative energy capable of negating a tech of equivalent rank. In short to negate a b rank technique with this move a b ranks worth of energy must be used. It can not however be used more then once every other posts as the technique places unnatural strain on the users wrists, even those of immortals.

Name: Blade of Night
Rank: B
Type: Weaponry
Element: N/A
Description: Feeding dark Jashinic energy into their weapon the user can extend the length of his blades doubling their original length and coat them in a corrosive energy that makes short work of most materials, cutting through both stone and metal with ease. The blades are highly visible during the day but near invisible at night. This technique lasts 3 posts

Name: Mortal Sweeper
Rank: B
Type: Weaponry
Element: N/A
Description: Feeding dark Jashinic energy down their entirety of the weapon a users can magnify their force of a series of blows to a point where it unleashes damaging amounts of pressure. The power of these attacks is so extreme that waves of pressure damage will utter forth knocking back foes and projectiles a like. A great technique for smashing away projectiles of other objects in ones path but little use for actual cutting someone as the pressure usually sends them flying before any blood can be drawn. While short range, going a mere 10m’s any person caught in one of these pressure waves will be sent flying as if struck by a B wind technique of the same rank. This technique affects all attacks made for one post

Name: Seeking Strike
Rank: B
Type: Jashinic Weaponry
Element: None
Description: Utilising the dark energy Jashin gifts them the user sends their blade forth either in hand or flying at a tremendous speed comparable to shinshun. So fast does it move that it’s very hard and difficult to see. It makes it very hard to dodge, reducing reaction time of the target by 50% and speed by 75% when attempting to, but adds no additional power to the blow then can be created by the users might alone.

Name: Eviscerate
Rank: B
Type: Jashinic Weaponry
Element: None
Description: Great for dealing with groups or in tight situations, this technique allows the user to become a whirlwind of death by extending out their blade and starting to spin like spinning top. This can be used to land multiple brutal blows often with the result of dicing the said opponent, normally leaving nothing more then a pureed mess in their wake. The users moves too fast to properly control and direct his attack thus cannot strike any particular part and is easier to dodge them normal (+ 25% chance of dodging) so best used when the target is pinned or has not the room to move

Name: The Black Dance
Rank: A
Type: Jashinic Weaponry
Element: None
Description: This art form is highly aggressive and not given to many defensive techniques. To avoid taking large amounts of damage the users learn to more ably dodge there foes and at high ranks can learn to dance around danger, glide past blades and flip over jutsu. The Black Dance doubles the user’s likelihood of dodging any form of attack while active as long as the user keeps moving. It lasts 5 posts.

Name: Ghost Blade
Rank: A
Type: Weaponry
Element: N/A
Description: Feeding dark Jashinic energy into their forearms and wrists the user will proceed to strike with incredible speed, so fast in fact that it can not be tracked by the naked eye, even those belong to the infamous Uchiha. Such attacks are near unblockable in the traditional manner and require considerable ingenuity to avoid. The technique last for 1 post

Name: Eye of Destruction
Rank: S
Type: Weaponary
Element: Wind
Description: Using their weapon when attached to a chain or rope the user whips it about in circular motion in a few clean motions all the time pumping vast amounts of dark Jashinic Energy at greater and greater speeds. Around them the wind will begin to whip and churn and within seconds a dark hurricane will form with its centre over the user. The hurricane has a radius of 15m with a 5 m calm eye of the storm in the centre. Once created it will follow the user about and last till he stops spinning his weapon in a circular motion. Anyone who comes into contact will be pulled towards the centre being at once liquidised by the blade and corroded by the swirl of dark energy. The hurricane itself can also do extensive damage to the local area capable of ripping of trees, churning rock and levelling buildings. It will end either at the users discretion, at the end of 3 posts or after being any struck by S rank chakra based techniques. Should the latter occur the dark energy will negate the technique but diffuse in doing so and the horrific hurricane will come to an end usually leaving a decidedly unhappy cultist
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Annie
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyTue Feb 22, 2011 8:44 pm

*Do not mod this yet, even though I doubt it will be modded until tomorrow or later on this week sometime*
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyThu Feb 24, 2011 7:32 pm

Name of Weapon or Item: Demonic Nodachi
Owner: Jashin-Sama (Shihouin)
Location: Hip
Rank: A (will be attained at that level)

Description/Abilities: See here

History: here

Appearance: Assuming that you can still use Jashinic weaponry as you rank up, (one can still use a sword at A rank) then the blade would be six feet long in total length, the blade of the nodachi about 5 feet in length itself. The hilt would cover the rest. It appears to be the same blade, but has no red hilt, and the guard is the symbol of jashin. Unlike most swords Jashinic blades never lose their edge. Due to this Shihouin will not use a shealth with the blade since there is no need to. Due to his hieght he can wear this blade on his hip properly without it dragging.
*Mods must remember these blades are not created, I am "adding to the collection" here.*
Spoiler:


His jashinic appearance is Ichigo's hollow transformation 2 from Bleach. Due to pure cosmetics alone, all ranged jutsu like doombolt and pit of damnation can be used from the two horns atop his head. A draw back would be that he cannot his hands for Kurojutsu of the like.
Spoiler:


Link:
Spoiler:
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Annie
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyThu Feb 24, 2011 7:41 pm

MOD DIS SHIT NAO

Also mods besides Life and Kaji.

Spoiler:
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lifeanddeath
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyThu Feb 24, 2011 8:23 pm

Summons:Approved

Items:Approved

General Info + Traits
Approved

Nodachi: I assume it has all the same properties of the rest of the Jashinic Weaponry?

The rest will be modded in replies
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyThu Feb 24, 2011 8:48 pm

Blood Rituals

Saishi-Shoji [Ritual of Possession]:

Quote :
Though it can be used to kill by using curses needles and razor fine strands of corrupting energy the doll can be used to greatly weaken the victim.
This needs to be elaborated upon or removed.

Kami no Sabaki [God’s Judgment] : I'll respect that some techs are lower ranked for fairness, but this needs to be S

Reduce the blast radius' on Doombolt, Black Mist I and Black Mist II.

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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyThu Feb 24, 2011 9:15 pm

To make it much easier I'll change it to jashin weaponry/eqiupment.


and the nodachi has the same properties yes.
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PostSubject: Re: The Cult of Jashin   The Cult of Jashin EmptyThu Feb 24, 2011 10:05 pm

Nodachi is approved. Everything up to curses on the jutsu list has been modded.

Weaponry Techs: Approved

Basic Tech Replacement: Approved
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