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And That's a Wrap
Sun May 30, 2010 12:18 am by Kami
This website is now officially closed. All topics must be finished, and all character must register on the New Website All ranking exams will be finished and ranked by a seperate proctor, and all money will be reset to $200 for everyone in order to make way for the new currency system, coming soon.

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Your Site-Moving Questions, Answered~!
Wed May 26, 2010 3:12 pm by Kami
We've been getting a good amount of questions regarding the move and the time skip that the move will created for all characters. So here are a few general questions, along with their answers, and of course feel free to post any more concerns you have here.

Q: What abilities or weapons will we be able to add or expand on?
A: Not a whole lot, honestly. I'd say a few improvements on what you already have, but not by a lot, as well as maybe one or two new techniques. Let's not do a major overhaul, because that would then disrupt your rank, which will not change in the move. As for weapons, …

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 Domo's Auras

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Officer of the Depths
Officer of the Depths

Posts : 53
Rep. : 0
Join date : 2010-02-27
Nation : Depths
Guild : The Creed
Energy Type : Energy

PostSubject: Domo's Auras   Sat Feb 27, 2010 9:37 pm

All Auras have the same abilities to create the following if it pertains to that element:

All -|Passive Abilities|- have barely or no chakra drain.

All Auras have the same passive ability

Tracking Program
-By simply placing a small trace of my own chakra that has a mutated signature a simple program activates.
-Any and every attack I use have the ability to home in onto the mutated signature on my command.
-Command does not have to be vocal, only the thought of tracking is needed.
-Attacks can be deflected but they have the ability to track in onto the signature again.
-Best way of surviving the attacks are to destroy/cancel it completely.
-Attacks are not restricted to the tracking program, meaning free movement if wanted.
-The amount of chakra to use this program is the amount placed on the person.
-Direct contact is not necessarily needed, but preferred to maximize results.
-Can be placed anywhere and is not restricted to the person.
-Multiple Mutant Chakra Signatures (MCS) can be placed.
-MCS latches onto cells where it is placed and becomes stationary.
-Invisible to the naked/untrained eye.
-Spotting the mutant chakra signature is extremely difficult because of the specific frequency it sends.
-Only people adept in sensing chakra signatures are able to sense the specific frequency.
-Even then it is only possible if they are completely concentrating on locating the signature. Which can prove difficult with attacks nearing.
-MCS can cover a person's entire body if wanted.-Direct Contact is Necessary-

Possibilities of Removing the Tracking Program
-Concealing the signature with their own chakra, their chakra has to be constant. Especially if location is not known covering the entire body in their own chakra is a possibility but hazardous for chakra drain.
-Have a specialist in chakra signatures to remove the MCS (Mutant Chakra Signature).
-Removing of the MCS forcefully could result in massive shock or potential temporal disablement.
-Dismemberment is can be a plausible if location is known.

Activation word - Flamma - Fire, Ventus - Wind, Aqua - Water, Terra - Earth, Umbra - Dark/Shadow, Lux - Light

Negations word - Quietus

Fire Aura
-|Passive Abilities|-
-Able to increase the temperature of flames to [???]
-Unable to freeze
-Continuously Burns
-Feeds off any source of energy rather than oxygen.

Water Aura
-|Passive Abilities|-
-Transform an element from it's gas state to it's liquid state or it's solid -interchangeable sequence-
-Power increases if the Moon is seen -multiplies from the amount of moons-

Earth Aura
-|Passive Abilities|-
-Earth Manipulation
-Increased Physique
-Increased Stamina

Wind Aura
-|Passive Abilities|-
-Atmospheric Control
-Temperature Regulation
-Wind Speeds
-Create Electric Currents

Dark Aura
-|Passive Abilities|-
-Drain objects or people for energy
-Decays a person or object if required amount of energy to sustain life is no more
-Stealth+Speed increases in darkness/shadows
-Solidify Shadows

Light Aura
-|Passive Abilities|-
-Massive Healing Abilites
-Have any light as a source of energy
-Complete Light Spectrum Manipulation

-Additional Note-
When I say manipulate a certain element, it does not mean I have total dominance over that element. But if the attack is weak I am able to redirect or control that jutsu myself; however, if that certain jutsu or attack is to great for my chakra to handle, I am unable to manipulate that attack.
Weak Attack (-You shoot fireballs-
-I redirect the projectiles back at you-)
Strong Attack (-You send several waves of super charged lightning-
-I try to manipulate but get shocked since my chakra is not able to handle such a force-

Aura Splitting allows myself to form duplicates of my body containing every physical attributes accordingly. But because of this ungodly skill, whatever a damage I receive to one of the bodies and return to my original body I take the percentage of the damage.

Inadvertently, Aura Merging allows myself to combine all the different auras I've mastered into a single entity. Allowing multiple elemental control at once without the need of changing auras every so often.

I split into four bodies Fire, Wind, Dark, and Light. If the Dark body is nearly dead, and I return to original body but suffer 1/4 of damage.

Last edited by Domo on Fri May 07, 2010 2:23 pm; edited 2 times in total
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Officer of the Depths
Officer of the Depths

Posts : 53
Rep. : 0
Join date : 2010-02-27
Nation : Depths
Guild : The Creed
Energy Type : Energy

PostSubject: Re: Domo's Auras   Sat Feb 27, 2010 9:41 pm

-|Ethereal State|-
Ether: The regions of space beyond the earth's atmosphere; the heavens./The element believed in ancient and medieval civilizations to fill all space above the sphere of the moon and to compose the stars and planets.


-My entire being manifests in this ancient element and gain complete and total control of ether itself
-Immune to Physical Attacks


Elemental Power is greatly increased when the particular summon of that element is summoned.

-Element of Summon - Personality
-Additional Descriptions

Fire Elemental - Wrathful

Name: Hyperion
Height: 50 feet
Domain of Fire
-Flames can and will burn/consume/evaporate through any substance completely
-Temperatures rival multiple supernovae
-Flames cannot be smothered through ordinary means

Water Elemental - Intelligent

Name: Oceanus
Height: 40 feet
Domain of Water
-Every liquid is manipulable
-Reverts gas/solid states into liquid state if willed

Earth Elemental - Determined

Name: Khaos
Height: 50 feet
Domain of Earth
-Any mineral found in the ground is easily manipulated
-Manipulated earth resembles the strength and durability of lonsdaleite

Wind Elemental - Harmonious

Name: Aether
Domain of Wind
Height: 5 feet 8 inches
-The very winds and atmosphere fall under complete control
-Any foreign entity in the atmosphere can be removed easily
-Speeds of wind are able rival the speed of light

Dark Elemental - Elegant

Name: Tartarus
Height: 6 feet
Domain of Darkness/Shadows
-Distort the core of darkness, freeing control or wiping out a shadow
-Extends any shadow without a source of light
-Manipulated shadows give a slightly darker hue no matter what the lighting conditions are

Light Elemental - Pure

Name: Theia
Height: 5 feet 6 inches
Domain of Light
-All of allies wounds are healed instantaneously
-Waves or frequencies of light manipulation becomes feasible
-Increase or lower the speed of light
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