Description: This tech is a very unique creation in that it is a completely 'random' attack. It has the ability to heal, kill, drain, or simply put a scratch on both the target and the user. The user focuses chakra into the hands and say a certin chant. The chant is usually a personal prayer or phrase chanted out to the gods of fate. Once ready the user claps their hands and slowly pulls them appart reavealing a glowing rectangle card. The user then raises the card above the head and the card grows over ten times its normal size. (from a 3in x 8in to a 3ft x 10ft card) The card the entire time glows a bright yellow untill its full size. At its full size the glow ends and reveals what card it is. Depending on the cards position (upside down or not) and the card its self, the affects varries. Anyone is able to learn this tech but must have a teacher. If a Inakamono clan user uses this tech it drops from a B-Rank to a C-Rank. The 'randomness' of the cards depends on the word count in the post before the turn this tech is used.
GENERAL INFO ON THIS TECH: (NOT SPECIFIC CARDS)
It the card appears right side up the effect is casted on the target
If the card appears upside down the effect is casted on the user
The effects of the card does not change depending on the orientation of the card
The card depends on the word count in the post immediatly before the turn you use this tech
If the user is part of the Inakamon Clan the tech is dropped from a B-Rank to a C-Rank
This Tech my be used by anyone but they must have a teacher to learn it. (NPC or not)
If the word count doesn't match a card the skills fails and is a waste.
Word counts are of the prievious post is to the nearest 10 (i.e. 342 = 340 444 = 440 567 = 560)
If a card has an exact number (i.e. 315 or 666) the rounding rule does not effect it.
#0 The Fool:
Word Count: 60 words or less
Effects: As a card, the Fool ultimately stands for a new beginning. This card instantly heals both the health and Chakra of all the fighters in a 10m radius of the caster.
#1 The Magician:
Word Count: 250 (casted on enemy) 520 (casted on self)
Effects: At #1, the Magician is the male power of creation by willpower and desire. He posses the raw power to create his own path. This card triples the strength of all jutsu the target uses within four posts but only increases the rank of the jutsus by one.
#2 The High Priestess:
Word Count: 300 (Self) 400 (enemy)
Effects: Where the High Priestess has powers comparable to the Magician, she posses the insight he does not. This allows the user to see attacks before they happen. This allows the user to effectively dodge perfectly for three turns but seals the use of any tech during the next three turns.
#3 The Empress:
Word Count: 220 (self) 230 (enemy)
Effects: The Empress is a creator, be it creation of life, of romance, of art or business. While the Magician is the primal spark, the idea made real, and the High Priestess is the one who gives the idea time and space to decide on a form, the Empress is either the womb or nursery where it grows till it reaches a certain level of maturity. This nullifies all damage for as long as the user chooses or it runs out of power. The first turn is free but each turn after drains a B-Rank amount of chakra from the user and can be continued until either the user uses a jutsu or runs out of chakra.
#4 The Emperor:
Word Count: 320 (self) 240 (enemy)
Effects: Unlike the mothering nature of protection the Empress grants the Emperor stability and the strength needed in control. This gives the target S-Rank strength and raises the targets speed by a single rank for the same cost of the priestess. The first turn this is free but each following turn cost a B-Rank chakra untill the user is out of chakra or uses a jutsu.
#5 The Hierophant:
Word Count: 500
Effects: In the stories of the traveling Fool, the Hierophant offers words that eases his soul creating harmony and peace in this mans life. This card nullifies all techs from both parties for five turns. Unlike many of the other cards this card applies to both user and targets as well as anyone within a 25m range around the user. Techs can also not enter this range and will be cancelled out when entering this range.
#6 The Lovers:
Word Count: 69 (enemy) 90 (self)
Effects: On the travels The Fool runs into a past love. A never forgotten love that he couldn't resist. His lover drags hims from his path. This Decreases the targets speed by three levels but increases the targets strength by one rank. This card does not null out the use of jutsu but it decreses the power of the jutsus while uping the chakra cost by one rank. (i.e. B-Rank now does C-Rank damage but A-Rank chakra cost) This card lasts six turns.
#7 The Chariot:
Word Count: 600 (self) 630 (enemy)
Effects: Being stopped from his travels The Fool meets up with fierce worrior who shares devote secrets of battle. This card increases the targets Speed and Strength by one rank as well as increasing their jutsus in both strength and power by one rank. It also halves the damage taken from any attack during the effected time. This card lasts five turns but after its effect runs out both the user and the target are drained of their chakra.
Word Count: 100 (enemy) 120 (self)
Effects: This card decreases the target person's speed, stregth, and jutsu ranks(and jutsu strength) for three turns. In return the targeted person gains control of anyone else within a 10m range of them. This allows them to force them to use any tech, stun theirselves for a turn, or anything other than killing theirselves. This card along with control of the others grants the target the ability to cancel out any jutsu for that single turn too.
#9 The Hermit:
Word Count: 900 (self) 1000 (enemy)
Effects: After years of traveling the Fool only wants rest yet he doesn't find it. Everynight the fool is found walking with only a staff and a lantern exploring still filling his mind with knowledge. This card immediatly stuns the target person for the next turn(if casted on the user it continues to the next turn). After this turn and the stun is released the target takes about a c-rank penetrating attack but is left with the knowledge of all techs known by anyone with a 10m rang around them. This is not to say the target copies the tech but that they know exactly what they are and won't be supprised by spurratic changes.
#10 Wheel of Fortune:
Word Count: 777 (Self 1) 333 (Enemy 1) 636 (self 2) 363 (enemy 2) 444 (self 3) 555 (enemy 3) 222 (self 4) 111 (enemy 4) Effects: This card is another 'wild' one. It has four effects but only one is casted at a time. This chard depending on fate will either raise both strength and speed by three ranks(effect 1) or lower them by three ranks(effect 2). It can either raise your speed by four ranks and lower your strength by two(effect 3) or vice versa(effect 4).
Word Count: 1200
Effects: This card effects both fighters. This card forces both people into an even fight and in some cases it is seen as a restart of contest. The card completely heals both fighters but drains the chakra completely. It stuns both fighters for one turn (the user's stun is carried through to the next turn). After the users next turn both player's chakra is returned but at a limited amount this time. Both players no matter race, job, or rank are given chakra enough equivalent to a Chuunin Ninja.
#12 The Hanged Man:
Word Count: 1500 (self) 1400 (enemy)
Effects: This card nulls out any of the targets techs for a short time. It allows the target person to completely understand a tech used against them. Allowing them to effectivly dodge them and the user can absorb any ninjutsu returning chakra equal to one rank lower than the absorbed ninjutsu. This cannot be cancelled out and the target cannot use any techs at all for five turns.
Word Count: 315(casts on user) 666(casts on the enemy)
Effects: This card instantly drains the target of their chakra and deals SSS-Rank Penetrateing damage to the target
Word Count: 840 (self) 850 (enemy)
Effects: Creating the perfect union between spirit, mind, and body the target is completely healed and chakra is returned. In addtion the target gains a rank in speed, stregth, and endurence. The target chakra level is also raised to that of a jonin Ninja. This card lasts for five turns before returning the target to normal.
#15 The Devil:
Word Count: 340 (self) 430 (enemy)
Effects: This card once casted instantly catches on fire. It stuns everyone else but the target. A dark voice echoes out to the target offering a choice. At the cost of taking an S-Rank damage the target will gain three levels in Strength, Speed, and Endurence. If accepted the target will continually take penetrating S-Rank damage. Once the offer is taken it cannot be disabled until the user dies or the target dies. If the offer is denied the target recieves a one turn stun.
#16 The Tower:
Word Count: 70 (self) 80 (enemy)
Effects: The target recieves A-Rank Penetrating damage instantly upon seeing the card.
#17 The Star:
Word Count: 550 (enemy) 670 (self)
Effects: The target is casted into darkness simular to the bringer of darkness tech but slightly different. The ground at the targets feet becomes water and stars dot the black void. Among the hundreds of stars a single star follows each person around the target. The target must pick out the right star to attempt to attack. This card is cancelled out when the target makes contact with another person.
#18 The Moon:
Word Count: 810 (self) 820 (enemy)
Effects: Through the gauidance of the moon the target's skills will never miss. This does come at some cost though. All of the users tech are reduced by two ranks in strength but remain the same chakra cost. The target also deal half the normal damge he would even with a simple sword. This card lasts five turns.
#19 The Sun:
Word Count: 890 (self) 870 (enemy)
Effect: This card brings a heart warming feeling to the target. The card returns the target back to full health and maximizes the targets endurence to S-Rank status. This card lasts five turns.
#20 The Judgement:
Word Count: 900 (self) 950 (enemy)
Effects: This card casts the target into visions of their past bringing up their worst memories. These memories are what the target fears worst or brings up ill feelings. This card will not end untill either the target comes to terms these memories or an outside source helps them. YOU CANNOT AVOID THIS BY SIMPLY SAYING THE BAD MEMORIES ARE ACTUALLY GOOD MEMORIES. EVERYONE HAS BAD MEMORIES.
#21 The World:
Word Count: 2000 or more
Effects: This card is the end and beggining. It drains all chakra from anyone with in a 25m range of the user. It deals SSS-Rank damage to the user and SS-Rank damage to everyone else. This is penetrating damage.
Last edited by Meimu on 28th January 2012, 4:34 pm; edited 2 times in total
Posts : 12236 Join date : 2010-06-13 Age : 28 Location : Lost in time...I guess?