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Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Tue Jul 07, 2015 10:21 pm
Non-Shinobi

D e s c r i p t i o n
→ →Non-Shinobi Classes are not defined by having no access to Ninjutsu, Genjutsu, and other type of Jutsu. No, what makes a Shinobi is their structure, they're teachings, and their methodology. Non-Shinobi more often than not utilize Stamina as a primary energy source for their methodology of combat, but that is not a rule so much as a general stereotype. Mediums utilize chakra in their Shikigami, while Oathkeeper powers are very frequently mistaken for the spiritual and chakra-powered Jutsu a Shinobi uses.What defines a Non-Shinobi from a Shinobi is how they utilize their powers and abilities, which go beyond the typical methodology of jutsu, structured education, and known chakra usage to something bordering on the supernatural. The Non-Shinobi are the best classes you can be because they break the mold of what it means to be a warrior in a land of magic-fighters.

→ →→ → C → Second Class Choice
→ →→ → B → No Class Choices
→ →→ → A → First Prestige // Third Class
→ →→ → S → Second Prestige Class [Only if a Third Class was Not Selected]



T e r m sT oK n o w
→ →• Specialization
→ →→ →→|| Specialization is what occurs when a Civilian selects the same Primary Class for a second time. When this occurs the character must follow the rules listed under the "specialization" heading.
→ →• Primary Class
→ →→ →→|| Primary Classes are a reference to all classes that are not Prestige Classes. This includes Shinobi, Non-Shinobi, and Civilian Classes.
→ →• Disciplines
→ →→ →→|| Disciplines are best described as methods of use // study within the Class itself. Each further defines the type of user the Shinobi is under the class, such as a performer who specializes in Ninjutsu Music use instead of Genjutsu Music use.


R u l e s
•When picking a class, you are allowed to pick any class for your character from the Primary Classes. You energy pool is the number listed by the Class, along with any bonuses from Attributes, Bloodlines // Clans, and Statistic Points.
• See below for rules regarding Disciplines.
• When choosing another Primary Class, and later, a Prestige Class, all bonuses from classes and disciplines stack, with any additional Specialization bonuses being applied if the same class is selected twice.
• After selecting your classes you only have one chance to change classes. This takes place at B - rank, and can only happen if role-played in character under specific circumstances. Other circumstances may allow, such as events, but those are decided by the Moderation team.


___E n e r g yP o o l s
• The D - rank of your First Class tells you what your base chakra and stamina pool ( starting number ) is.
• The D - rank pool of your Second Class gets added to your First Class to give you your total energy pool (chakra pool and stamina pool), which comes into play simply by choosing that class.
• Upon reaching Prestige, you add the selected Prestige's energy pools to your own.
• When you rank up, immediately add both chakra pool and stamina pool increases to their respective pools, and add them to your character. (From both your first class and your second class and prestige).

___D i s c i p l i n e s
• At D - rank, the player selects one [1] Discipline from the D - rank pool.
• At C - rank, the player is granted three [3] Discipline Points. One must be spent on one [1] of the D - rank Disciplines under the Second Class. The remaining two [2] Discipline Points may be spent on any combination of the C - ranked Disciplines between the two classes. Meaning, one may be spent on either side, or both may be invested into only one class. A D - rank Discipline may only be selected one time unless otherwise noted in the Specialization section of a class.
• At B - rank the player gains another two [2] Discipline Points, and follows the same rules as the C - rank, allowing the player to invest both points into each class, or into only one.
• At A - rank, the player gains two [2] Discipline Points. If a third class is selected, the player is granted an additional four [4] Discipline Points, one [1] of which must be spent on the third classes's D - rank Discipline. The other three [3] may be spent as desired. If a Prestige Class is instead selected at A - rank, the character is granted only three [3] additional Discipline Points.
• At S - rank, the player gains an additional Discipline Point for each class they currently have. At this point the player may select one [1] S - rank Discipline from each of their classes with points, but just as D - ranked Disciplines may only be selected once, so, too, can the S - ranks. At no time may a character possess more than one [1] S - rank from a single class. If a second Prestige Class is chosen, which can only happen if a third class was not selected at A - rank, the player is granted five [5] Disciplines Points, one [1] for the Fourth Class, and four [4] for the total number of classes the character possesses. At this point, the total discipline points available, with a class picked at each rank, is sixteen [16], while the total with three [3] Primary Classes is fifteen [15] Discipline Points.


___K n o w l e d g eL i m i t s
• All Classes have technique limitations. To determine your character's overall limits, simply add them all together.
• Bloodline techniques do not count against overall limitations.
• The jutsu // technique all characters start with does not count against the limits of the different classes.


___A r c h e t y p e s
• Archetypes must be selected during character creation. These dictate what sort of starting bonuses the character may have, including starting gear.
• Some Prestiges will demand particular Archetypes before allowing access to it. Consider this before choosing your Archetype.



*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*
 
PostPosted: Wed Jul 08, 2015 8:30 am

Soldier


___Description:
Soldiers are men, women, and anything in between or out of the park who learned early that fighting is less about structure, less about learning to be precise, and more about doing whatever is necessary to beat the other person into submission. Whether that is with archery, a tiny dagger, or the biggest piece of snow that one can find is just a matter of details. At the end of the day the results are all that matter. While the Bukijutsu or Taijutsu user will focus themselves, narrowing themselves into tight corners and specific moves, the Soldier learns to adapt and fight as only a true warrior can: with whit and whim and instinct, the most natural way. And as some would dare say, the better way.
A Soldier is the middle ground between the Taijutsu and Bukijutsu classes of shinobi, and serves as just what it sounds like: a warrior. They do not necessarily specialize in one field, instead favoring versatility and the ability to fight together alongside anyone for better team tactics. The Soldier is the best class to select because of its versatility to overcome any obstacle in unique fashion, especially if it involves dealing punishment in a variety of ways.


___Notes:
• Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.

___Specialization:
• Instantly gain five [5] additional Proficiency Points, as well as another one point [1] increase in any stat.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Offensive Focus: The Soldier who focuses on aggressive action rather than defensive placements, the Offensive Focus discipline allows the Soldier to gain access to a free custom item or weapon that will better benefit their offensive focus. This item's powers and abilities must be discovered through roleplay. Secondly, the character receives a half point [.5] increase in Strength and Agility, as well as an additional Proficiency Point [1] per Experience Rank towards learning new weapons.

Defensive Focus: The Soldier who focuses on defensive action rather than offensive, the Defensive Focus discipline allows the Soldier to gain access to a free custom item or weapon that will better benefit their defensive nature. This item's powers and abilities must be discovered through roleplay. The Character receives an additional thirty [30] Stamina to start out with, with an additional ten [10] gained at every Experience Rank. Learning the ways of Defense is difficult, requiring understanding of how, and when, to accept blows. As such, this bestows a half-rank [.5] Defensive bonus against physical blows.

Combo Breaker: The Combo Breaker specializes in upsetting the flow of combat, knowing that an enemy uncertain of their actions becomes much easier to defeat. As such, through experience gained through getting hit far too many times, the Combo Breaker learns how to utilize their Stamina to break through techniques of equal rank, similar in nature and rules as the Mystic Hero. They can defend up to one rank higher than their experience rank, and cannot use this ability to defeat S+ rank techniques.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25 } chakra.
-_-_-_-• Maximum stamina pool: { +225 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Proficiencies one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +06 ] Proficiency slots.
-_-_-_-• [ +04 ] Soldier Talent slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +02 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Stamina Reserve: Creates a reserve of extra stamina, with specific limitations. This reserve pool begins at fifty [50] stamina points, with the total increasing by twenty-five [25] stamina points per experience rank. This reserve may only be tapped into once the base stamina pool is exhausted. This means that the reserve is likewise refilled before base stamina by any effect that targets stamina regeneration, whether positive or negative.

Adaptable: Learning to fight with various methodology and in different circumstances can be difficult, but rewarding. To those who brave the training regiments required, they find themselves able to utilize any armor or style that is within one [1] category of their body frames without penalty.

Lack of Focus: Whereas the Bukijutsu and Taijutsu users of the world tend to want to focus, the Soldier instead learns to diversify themselves to be able to use more than one branch of weapon. As such, by taking this Discipline, the character receives an additional three [3] Proficiency Points to use as they see fit, and an additional three [3] at A - rank.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +10 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Proficiencies two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +05 ] Proficiency slots.
-_-_-_-• [ +03 ] Soldier Talent slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +02 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Phalanx: A soldier learns that sometimes the best defense, and offense, comes when working alongside others. When fighting alongside allies, scaling for ever two [2] that fight alongside the character, the character will receive an Inspiration Charge. These Charges will bestow a half point increase [.5] to all stats to all allies in the immediate group. Likewise, when fighting the same target, the group will work better together, and thus any Kurabou-type attacks that occur my be done without previous training for half again the cost [1.5x] the cost.

Style: As versatile in fighting as Soldiers are compared to their Shinobi counterparts, sometimes nothing sits quite right as having a Bukijutsu or Taijutsu style to fall back on when a little bit of formality is called for. However, that doesn't mean that a smidge of Soldier flavor shouldn't be added in! Those who select this discipline select one style of Bukijutsu or Taijutsu that they have Stages in. From this point on any bonuses that come from any Proficiency knowledge will now apply to the style, as long as the weapon is wielded similarly to that style.

Advanced Training: When selecting this Discipline the character receives one [1] stat point that must be invested into Strength or Agility. Additionally, the character gains one of two abilities: [1.] A. By investing one activation [1], the character is able to make all unnamed attacks for the rest of the post as if they were Complex, without the need for Chakra, or [2.] by spending one [1] activation gain the ability to count all armor as one [1] rank higher in defense until the beginning of the next post.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +10 } chakra.
-_-_-_-• Maximum stamina pool: { +35 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Proficiencies three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +05 ] Proficiency slots.
-_-_-_-• [ +03 ] Soldier Talent slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-S - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Jul 08, 2015 8:48 am

Oathkeeper


___Description:
Oathkeepers have existed since the dawn of the concept of Honor, though it is only in recently recorded history that the concept of utilizing Honor and the power of Devotion for different magic-like effects became a reality. And so it was that Oathkeepers came into existence first as a concept, and finally as a way of life for those who walk the path of the Shinobi, and those that do not. Through Structures, and their different Creeds, the Oathkeepers show their Devotion to their causes and goals, whether personal or otherwise, and through such Devotion work art that many would call magical, and which Ninjutsu sages would say is unique.
Oaths are a very individual, and personal thing meant to endorse specific actions, discourage others, and send a clear message as to the intention, and personality, of the Oathkeeper themselves. As such, unlike many classes that bear specific creations and techniques that have been known for many centuries, the Oaths of an Oathkeeper are largely customized to their own personalities. As such, there are only a few Oaths that have been passed down, likely through familial ties or simple tradition. The rest, as they say, is up to the Oathkeeper themselves to decide what they hold dear.


___Specialization:
• Instantly gain one additional D - ranked Discipline of choice, and gain one [1] point to increase any stat of choice.


___Important Notes:
• All Oathkeepers pride themselves on keeping to their word. As such, a chronic liar, or someone who is morally corrupt, is basically impossible under Oathkeeper unless under very specific circumstances.
• Oathkeeper is a Variable class. Meaning, it is found both under Shinobi, and Non-Shinobi. Only one other class, the Performer, shares this trait. It does not need to be specified which the player is picking from.
• The Oaths that are written in the appropriate page are ones that exist for all Oathkeepers. Unlike other classes, Oathkeeper may begin creating Custom Oaths as early as D - rank, though this does not extend to any Custom Techniques that are not Oaths.
• Oathkeepers rely on Karma to continue their journey as their class. Any time in which the character is required to change their Structure to another, the character must be brought back down to the experience rank at which they entered the class and start over.
• Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.


___Terminology:
• Oath
→→→→ An Oath is a verbal, or nonverbal, commitment to a particular action, or inaction, for an intended service through display of devotion. Whereas Shinobi have Ninjutsu and the like an Oathkeeper has their Oaths, which at times can likely feel similar. Oaths have the ability to produce both physical, mundane effects and the more surreal effects of Ninjutsu.
• Structure
→→→→ The Structure defines which "type" of Oathkeeper the character is determined to take, and is the guide by which their training continues from that point forth. The Structures are reflected in the D - ranked Disciplines of the class, being Knight, Samurai, and Mystic // Priest.
• Creed
→→→→ The Creed of a Structure refers to the use of their Oaths, specifically the use and regulations thereof. These regulations and requirements are further explained under their respective Discipline headings, and by the Oaths themselves.
• Tiers
→→→→ All Oaths are spread across four different Tiers, with tier one [1] having the "weakest" effects with the "weakest" requirements and the fourth tier [4] being the "strongest" with the most "difficult" requirements to meet.
• Backlash
→→→→ All Oaths have a downside when failing to meet their requirements, whatever they are. Listed within each Oath, the Backlash requirement must be listed, with the effects triggering a negative reaction if the Oath's requirements are ever broken.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Knight: A knight might serve a lord, or deity, as the other structures do, but none place the need to be recognized for their deeds at the highest of priorities like they do. A Knight's Creed is Boast, in which a knight speak to an audience and makes an oath that must be carried through lest a Baclkash ensue. Boasts effect individual performance, and must be stated to another sentient being to have an effect. However, these beings cannot be animal companions, even if a Tamer, nor a Bijuu or Spirit. A Boasts lasts the shortest of the Creeds, but often have the most immediate, flashy, and burst-like effects. Boasts may be utilized to increase the abilities of a Pet. When selecting this discipline, the Oathkeeper gains two slots per experience rank [2] that may be utilized to create custom Oaths, which must be written out and submitted in the appropriate Application page. Oaths that belong to Creeds other than Boast require twice as long [2x] to activate. Completing Oaths grants an additional bonus one half point [1/2] increase to all four Stats. This can stack up to one time per experience rank [1/rank. These will "fade" over time, with each stack fading at a rate of three posts [3] per stack, unless otherwise specified. These stacks are known as Karmic Stacks.

Samurai: A Samurai, or Ronin, serves or served at some point a group or lord for their ends. While this still holds true, the Creed, known as Valiant, has been expanded to include anyone or anything that Samurai believe they are responsible for. This can include a personal charge, and external ally, but cannot include an animal or tamer companion. A Samurai's Creed refers often to what must be done or defended against to protect their charges, and unless expressly stated, need not be spoken aloud. However, activating an Oath takes one Activation in which the mentality changs into a specific state to prepare for coming events. Valiants last longer than a Boast, but are not permanent by any means. When selecting this discipline, the Oathkeeper gains two slots per experience rank [2] that may be utilized to create custom Oaths, which must be written out and submitted in the appropriate Application page. Oaths that belong to Creeds other than Boast require twice as long [2x] to activate. Completing Oaths grant an additional bonus one half rank [1/2] increase to Defense or Dodging, which must be selected upon the fulfillment of the Valiant. This can stack up to one time per experience rank [1/rank] per overall Defense type, but last until the defense is burned through in defense of an incoming technique. These stacks are known as Karmic Stacks.

Priest // Mystic: A Priest serves a higher power by name, while a Mystic serves an abstract purpose or unnamed being, such as "Luck" or "Fate". Of the three Structures, these Oathkeepers are often the most methodical and purposeful, as shown by their Creed. Unlike the other two, this Structure bears two [2] Creeds: Scripture and Ritual. Scripture requires physical or verbal action to perform, such as a stance, or specific movement like a prayer. These oaths are short, burst-like effects that act as a supplementary force. A Ritual requires intense focus and movements, with concentration on non-interruption being hallmarks. Once completed, a Ritual lasts until a Backlash Requirement is met, or another Ritual takes it place. When selecting this Discipline, the Oathkeeper is granted two [2] Custom Oath slots per experience rank that may be utilized to create their own oaths, which must be written out and submitted in the appropriate Application page. Oaths that belong to Creeds other than Boast require twice as long [2x] to activate Completing Scriptures will grant a Karmic Stack that grants a one [1] step bonus on any number generated, dice rolled, or chance needed, whether positive or negative as needed. This may stack up to one time per experience rank [1/rank].


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +100 } chakra.
-_-_-_-• Maximum stamina pool: { +150 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Oaths one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Oath slots.
-_-_-_-• [ +04 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Dedication: Dedication to one's word is of utmost important to an Oathkeeper, but same take this a bit further than most. An Oathkeeper who follows the harsh regulation of true Dedication selects two [2] Oaths they know, and from that point on the effects are increased by one step [1], and can be performed one [1] step faster. Every time this discipline is selected the effects are repeated, though it may only be selected a maximum of two [2] times.

Karmic Investiture: Performing Oaths successfully grants a sort of karmic reprieve in different forms depending on the Creed of the Oathkeeper. However, some learn to harness these "stacks" into additional abilities, such as empowering other oaths, increasing the rank of attacks or defenses, and so on. For each two stacks [2] of Karma Invested an Oath may be increased by one [1] step, all offensive physical attacks are increased by one [1] rank of speed or damage, or all natural defenses are considered Spiritual in nature. These effects may be stacked with multiple Karmic Points, but each effect lasts only [1] post. Investiture is an immediate act of will, and thus takes no activations to utilize.

Enduring Vow: A Vow is an Oath that lasts a lifetime, with benefits that are quite powerful, but also with a Backlash to match. Those who learn to make an Enduring Vow are able to create one [1] Custom Vow that does not count towards the total Customs the Oathkeeper is already able to create. A Vow is in many ways like an Oath in regards to limitations, but the Vow, once made, cannot be unmade without a severe backlash occurrence. Meaning, the effects are permanently active, which may mean it takes up a portion of the Oathkeeper's energy reservoirs, depending on just what the benefit of the Vow entails. This Discipline can be taken as many times as desired, granting an additional Vow with each selection. There are also no limits to how many vows may be made at one time, though they should not be conflicting in nature.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Oaths two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Oath slots.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Covenant and Restriction: A Covenant is a powerful thing, considered by Oathkeepers to be the epitome of what the Enduring Vow was meant to be. A Covenant, however, comes with a set duration that is contracted at the time of creation, and comes with physical, and // or mental Restrictions that cannot be broken. There is no backlash occurance because the Covenant restrains the user from committing an act, whether through action, inaction, or something as trivial as a thought. When selecting this discipline the Oathkeeper gains access to two [2] Covenants, which can come in several varieties. A Covenant can be made with any Oath or Vow the Oathkeeper currently knows, in which case the effects are increased by two [2] steps. If a Covenant is made that is Custom, it must be submitted as a Custom Vow, but can be changed out whenever desired for a new Covenant. However, each covenant requires a Restriction which must, on some way, directly referance the Covenant being made. This Restriction cannot be overcome by any force in creation, for the Covenant is an agreement made with the Oathkeeper's very soul. This does not mean its effects cannot be suppressed, just that nothing can ultimately force the Oathkeeper to commit its restriction, because the body and mind will be completely unable to perform the forced act. This discipline may be selected multiple times, granting one additional [1] Covenant per selection.

Grim Resilience: An Oathkeeper must always seem to maintain their Oaths above all else. Breaking it by choice is terrible enough, but to do it by mistake, or against one's wishes? It is nothing short of shameful. As such, some Oathkeepers learn to steady their hearts and minds in a short ritual that, while differing between individuals in the methodology, has the same effect. When the ritual is complete, the Oathkeeper invests any number of their Karmic Stacks into a mental and physical defense that is worked directly into the subconscious. There, it is stored for future use. Whenever a technique or effect would attempt to force the Oathkeeper to commit a Backlash requirement will find it more difficult to do so. Immediately, the character will unleash the entire charge of their Resilience, spending the required Stamina or Chakra to break the technique or effect in question. This is an automatic effect that is not controlled, and thus cannot be suppressed even if the outcome is for the benefit of the character. The number of Karmic charges invested into the ritual reduces the cost required to break the technique or effect by one [1] step per two [2] Karmic Stacks invested. Given the nature of this discipline, only one Grim Resilience may be stored at a time, with further Discipline Points invested granting one [1] additional Resilience per one [1] Discipline Point invested.

Advanced Training: The character trains themselves physically or mentally, granting one [1] point to be added to a stat of choice. The Oathkeeper is granted an additional two [2] Custom Oaths of their Creed. This can be taken up to two [2] times.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Oath three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Oath slots.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Oath slots.
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-S - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Oath slots.
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*
 
PostPosted: Wed Jul 08, 2015 8:57 am

Beastmaster


___Description:
A Tamer seeks to dominate and alter that which the natural world supplies. They take their animals and contort them, using Chakra to teach them the ways of the Shinobi magic without regard for the true nature of the beast. Ninjutsu, Genjutsu, techniques which further distort the natural balance and therefore are a danger to all that is hallowed by the natural order of things.
And then there is the Beastmaster.
The Beastmaster is all that the Tamer hopes to become: truly in tune with their companions, to understand them on a level that is natural, instinctual...animalistic. These non-shinobi learn to teach their companions the way of the physical, eschewing that which makes a shinobi a shinobi: Ninjutsu and Genjutsu. Instead they focus on the physical, on communion, on working together to take down foes both large and small. The Beastmaster is the best class you can be because they commune to beasts of both the natural and unnatural world without needing to try and alter an animal to fit their desires.


___Tamer Pet Rules:
• Companions of custom design must be submitted with the following guidelines for approval.
• Limitations of Experience Ranks and Chakra // Stamina levels are found in the Companion Pet Store.
• Activations are handled differently for Companion owners. Unlike other multigroups, Tamers and Beastmasters must share their activations with their Companions in every post, with the character able to utilize no more than three [3] of them in any one [1] post. These additional Activations are based on the number of Companions the character physically has instead of the number of TCS they possess. The bonuses, and requirements, are as follows: 1 - 3 Companions ► +0 Activations, 4 - 7 Companions ► +1 Activations, 8+ Companions ► +2 Activations.



___Notes:
• Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.


___Specialization:
• Granted one [1] point to place within Strength or Agility, two [2] additional Tamer Slots for changes to Companion, and either four [4] Stages of Learning, or five [5] Proficiency Points.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Warden: A Beastmaster is at home in the natural world in ways few others are able to understand, let alone replicate. The Tamer does their best to mimic with Chakra a bond that should form naturally! None exemplify the raw comraderie and bond that forms between a companion and their teammate quite like the Warden. A Warden selects between one [1] and three [3] companions with which they will dedicate their life and training to becoming a inseparable duo with. Firstly, a Warden learns Stages of Learning in the same progression as a Soldier, and they are able to teach their pet the same knowledge. Unlike a Tamer, slots are not shared: the slot limits of the pet are a mirror to the learning of the Warden. But the Warden must teach their companion to learn it in a way that makes sense to them. The Warden is granted one [1] Tamer Attribute at D - rank and at A - rank. In addition the Beastmaster is granted one [1] TCS per Experience Rank. These additional slots may only be utilized for changes to the pets, and cannot be utilized to gain a larger quantity of pets.

Woodsman: The Woodsman learns that hunting in numbers has value, but becoming the wild abomination that is the Alpha is simply out of the question! Where the Warden focuses on one companion, and the Alpha an entire pack, the Woodsman instead focuses on the middle ground with having between four and seven [4 - 7] companions. Unlike the Warden, who's pet mimics all techniques, skills, and proficiencies the Shinobi has, the Woodsman receives an additional two [4] Stages of Learning per Experience Rank which must be split between their pets, which includes E - rank. Woodsman gain one [1] Tamer Attribute every other rank, meaning at D - rank, B - rank, and S - rank. In addition, the Beastmaster is granted one [1] TCS per two [2] Experience Ranks (D, B, and S). These additional slots may only be utilized for changes to the pets, and cannot be utilized to gain a larger quantity of pets.

Alpha: An Alpha is so named not just because they lead a pack of between eight and eleven [8 - 11] companions, but because of the fact they are more animal than human at times. The Shinobi who focus on one Familiar learn to adapt their own bodies in accordance with their Familiar to better facilitate communion, but the Alpha has no such need: they are Alpha because they are animal. They are rulers of their pack, and they change accordingly. Like the Woodsman, the Alpha must spread their knowledge amongst their family, and as such receive an additional six [6] Stages of Learning between them all. At every rank beginning at D - rank, the Alpha receives one [1] Tamer Attribute that turns them ever further into the true embodiment of their pack. Due to this symbiotic nature, an Alpha's pack must be at least three fourths [3/4] made up of one animal type, or else their cohesion falls apart and all of their companions flee from them. Additionally, the Beastmaster is granted one [1] additional TCS per three [3] Experience Ranks (C, and S). These additional slots may only be utilized for changes to the pets, and cannot be utilized to gain a larger quantity of pets.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +50 } chakra.
-_-_-_-• Maximum stamina pool: { +200 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Proficiencies and Stages of Learning one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +03 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +02 ] Taijutsu Stages of Learning.
-_-_-_-• [ +02 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Savage: The Beastmaster is a savage in more way than one by stereotype, and though that is clearly not always the case some will embrace it. Those who follow the discipline of the Savage learn that to ensure they work better with their companions they need to take one a more animalistic approach. As such, the Savage learns to use that which a true Savage would need: to use their body on an instinctual level. Leaving behind anything that is of man they learn to fight with their teeth, their claws, their hands, etc. As such, a Savage gains a one rank reduction in costs utilizing techniques or proficiencies that target these kind of "natural weapons", or those that accentuate it, such as having gloves that give them claws.

Pack Attack: While some beasts hunt alone others learn to fight as a pack, coordinating every strike to maximum effect. Those who learn the discipline of the Pack Attack learn to fight in conjunction with one another, to move as one. When taking this discipline the character no longer needs to learn Kurabou: it's simply a matter of rote. From this point forward the Beastmaster can combine attacks without needing the training to do so, and cannot be harmed by attacks from companions unless physically hampered in such a way as to make maneuvering impossible.

Communion: Communication is by far the most difficult ability to attain for a Beastmaster, for without chakra such connections are generally outside of their reach. However, those who learn the art of Communion perform a series of Rites that is defined by no one but themselves and their packmates. Once completed, the Beastmaster is able to communicate telepathically with their companions with instant transmission of thoughts. Even if the companion still thinks as an animal does, the communication translates itself, though even with this some concepts are truly impossible to translate. Yet the greatest boon of the Communion is the ability to share senses. Up to one [1] sense per Discipline Point invested, and it can be maintained for two posts [2] of time per Discipline Point. This switching can be done for up to five miles [5] per Discipline Point, of which may be invested in this discipline as many times as desired.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +10 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Stages of Learning two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +02 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Advanced Training: The Beastmaster begins training in one of two statistics that directly impact them: Strength or Agility. When selecting this Discipline the Beastmaster is granted one [1] point to invest in one or the other. They are also granted an additional two [2] Companion Slots to spend in the augmentation of their current brood, and one [1] Tamer Attribute of their choice.

Monstrous Desires: What often separates the Tamer from the Beastmaster is what, exactly, they are willing to call their companion. Tamers tended in the past to favor normal animals with chakra-induced changes to their natural abilities, but the Beastmaster? They often chose to work alongside monsters. When taking this Discipline the Beastmaster is granted two [2] more Companion Slots that must be used for changes to the base animal, as well as receives a two [2] point reduction to all costs for such changes.

Hunter: A hunter is a Beastmaster that hunts and tracks down wounded pray, to finish them off as they flee. For as with beasts no prey should ever escape the clutches of a Beastmaster unless it is their desire. In the pursuit of this path, the Beastmaster learns to identify even the barest of traces of their prey and follow it. When selecting this Discipline the beastmaster selects one target [1] they have previously interacted with, and until they have terminated the Hunt that target will be marked as their Prey. From this point forward all techniques or items used to disguise their trail is reduced by one [1] rank, and the Agility of the Hunter will be increased by one [1] as they attempt to gain upon their prey. While this discipline may be selected any number of times as desired the result only increases the number of Prey the Beastmaster may have by one [1] per point invested.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +10 } chakra.
-_-_-_-• Maximum stamina pool: { +35 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Stages of Learning three (3) posts faster, and Proficiencies two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +02 ] Taijutsu Styles.
-_-_-_-• [ +01 ] Bukijutsu Styles.


-_-_-_-A - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-S - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Jul 08, 2015 8:59 am

Medium


___Description:
Mediums are a rare, and often hated lot. The Tamer and Beastmaster are humans who have bonded with animals and monsters in ways that often scar them, alter them, and yet they are loved. Shinobi learn the art of summoning to bring forth monsters of absolutely enormous size and power. There are Tailed Beasts that wander the earth and leave death and devastation in their wake. Tinkers and their Shinobi equivilent, the Puppeteer, utilize everything they can to create masterpieces of destruction.
And yet it is the Medium that is hated most.
Unlike the others, who utilize things from the here and now, the tangible and mundane, the Medium calls to sprites, the dead, and the most horrible of dark beings from a world that few get to experience and bind them into physical form, if albeit temporarily. By selecting a Focus, a Medium selects a Shape and calls forth from the ether a being of varying power to possess the Focus, thus creating a Shikigami. Through the Shikigami these beings bring particular abilities ranging in power to interact with the world, though just how much they'll listen will be determined by just how strong the Medium is. The Focus changes depending on the path of Disciplines you choose, with the Investor selecting any object to invest a spirit into to manifest as a summon, the Exorcist investing weapons and armor to strengthen their forces, and the Assumer investing within themselves. For more information look below as to their rules and regulations.



___Specialization:
• May select either one additional D - ranked Discipline, or gain one Lesser PA that must focus on the Medium Class. Gain one [1] point in either Intelligence or Chakra.


___Important Notes // Regulations:
• Mediums must select a Focus, and this focus must be listed next to their Class on their Profile. An example would be "Medium (Iron)", or if multiple would be "Medium (Iron, Katana, Steel)", etc. A Shikigami may only have one [1] Focus at D - rank, and gains a second [2] at A - rank. This can be further increased by Disciplines and Personal Attributes. Please see each individual D - ranked Discipline for further details.
• See each individual D - ranked Discipline for information on what ranking of Shikigami may be summoned.
• A Medium may only control completely a Shikigami of one [1] rank higher than their current Experience Rank. Anything higher is under no control and may act as it desires. Because of this, dismissing a Shikigami is a free action, taking no Activations to accomplish.
• A Shikigami manifests with chakra equal to fifty [50] per Experience Rank, starting at E - rank. All techniques the Shikigami utilizes take half [1/2] from their pools, and the other half [1/2] comes from the Medium themselves.
• A Shikigami may utilize any technique that the Medium themselves know. Additionally, a Shikigami may, if it is over C - rank, manifest with additional properties, powers, or techniques. If a Shikigami of C - rank or higher is summoned, and the Medium decides to keep it summoned, immediately contact a member of the Battle Moderation Crew for information on other abilities.
• Summoning a Shikigami requires one [1] activation. During that activation, the Medium holds forth the Focus and either speaks the summoning phrase, or Name, of the Shikigami to summon. Once this occurs the player must then generate a number, which determines the strength of the Sprite, Fade, or Dead that is called forth. If the Shikigami summoned is between E and D - rank, they come forth immediately. If they are between C and B - rank, the summoning takes one [1] more Activation. If the Shikigami are between A and S - rank, the summoning takes an additional two [2] Activations, requiring the entire post be used for the summoning. At any time the summoning may be cancelled for no Activation cost.
tab tab tab [i.] It is worth noting that these rules apply only if randomly summoning. Using the name of a Bound entity will always summon them.
• A Shikigami, upon summoning, may remain until "killed", or the Medium runs out of chakra. The number of Shikigami one can maintain is limited in a similar fashion. A Shikigami may remain for a base of five [5] posts before paying an upkeep, though that number decreases by one [1] post until it hits zero [0] at S - rank. After the base duration has passed, the cost for upkeeping the summon is the same as it would be to utilize a Ninjutsu of similar rank.
• If the Name of a Shikigami is known, which must be bestowed or gotten through Role Play, they may summon it specifically by creating a binding contract with that spirit. The terms of the contract are created at the time the name is given. Doing so will summon the Shikigami at the specified strength every single time desired.
• The number of Shikigami that can be summoned at one time is one [1] at D - rank, two [2] at B - rank, and three [3] at S - rank.
tab tab tab [i.] This, too, can change depending on the disciplines below. The Disciplines will override this, but this is the baseline rule.
• Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.


___Terminology:
tab • Focus
tab tab tab → A Focus is a material that may be utilized by the Medium to create a Shikigami. Wood, Iron, Steel, Stone, the material must be Shaped into an object or shape that best fits what the Shikigami will look like. The Shikigami inhabits the Focus, and once unsummoned it returns to the original shape.
tab • Shape
tab tab tab → The actual shape of the material Focus. An example would be to take a piece of paper and cut it into the shape of a human being. Another would be a Sword, a Shield, a set of Armor, etc. When possessing the Shikigami the inhabit and form a body as close to the Shape as possible.
tab • Fade
tab tab tab → A Fade is a spirit that inhabits the Echoes // The Darkness Plane, and the closest equivilent in popular media would be a demon or poltergeist. To summon a Fade the Focus must be of vile nature, such as parts of a body, guts, or an act of blood or violence must take place during or just before.
tab • Sprite
tab tab tab → Elemental creatures who are less than full spirits. Closely tied with the elements and the natural forces of the world, Sprites are easy to summon with any type of focus.
tab • Shard
tab tab tab → Known as the spirits of those who have died and who are but a shard of themselves, these are the dead who have not ascended to a new form. As such they are rife with emotion, with their emotions expressed more powerfully than any other, as their souls begin to call out for Ascendance. As such a Shard is more often willing to leave the land of the Dead for a moment to avoid those who would harvest their emotions for currency. For more information see the appropriate section of the World Lore.
tab • Guide
tab tab tab → Assumers are different than others as instead of summoning their entities to them they instead begin with one. A Guide is manifested as the inner desires of the Assumer call forth into Death for a kin to follow them. In many cases these mirror the Familiars commonly seen in Witches. Guides have a limited level of sapience and sentience that grows as the Assumer does, beginning as little more than an animal at D - rank and becoming like another person at S - rank. In all cases an Assumer's guide selects a Class ad D - rank. They only get one, but this defines the progression of the Guide as it increases in abilities. The Guide will always remain one [1] rank behind the Assumer in strength, and as such will not evolve any further until B - rank of the Assumer. These Guides gain exactly half of the technique slots, and benefits, that a full fledged character may obtain but in exchange they may manifest in this world, or the world of the Dead, as they desire. If they utilize their owner as a Focus they will gain the benefits any member of the Dead would from that contract, as well as impart their knowledge upon their host. A Guide will never obtain a bloodline, as they are manifestations made from the gathered remnants of former dead. These are functionally NPCs that the Assumer may control as they desire.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Investor
Overview: Of the three types of Mediums the Investor is perhaps the most well known variant. While the Exorcists utilize their armaments as Focuses for their bonded entities, and the Assumer utilizes a favored companion to change themselves, the Investor utilizes their chakra and spirit to coax entities from the confines of Death into the Living World to possess their prepared Focuses in order to manifest upon the earth. In essence they are Summoners, shaping the entities they summon into monsters of war or into companions for life. Often this is a random process, screaming into the void to see what responds, but to those lucky few who earn the love and loyalty of an entity they will find the eldritch force answering their call every single time. Below are the three types of Investor, defined not by the Focus they utilize but by the entity they summon and the methods used.
        Shaman: Shamans are a strange sort, in some ways less human than any channeler, for they are in tune with the natural spirits of the world. Creatures of the natural elements, of concepts that existed before the age of man. Like other Mediums, a Shaman is able to summon forth Shikigami through the use of rituals. Unlike the other types, however, a Shaman conjures forth the raw spiritual energy of the natural world to fill their Dolls. When summoning a spirit to fill the doll a Shaman generates a number between one and one hundred [1 - 100] to determine the strength of the spirit that inhabits it. [1 - 30] grants an E - ranked spirit. [31 - 60] will summon a C - rank, while [61-80] brings forth a B - rank spirit. A - ranks are summoned at [81 - 95], and the most powerful of spirits are summoned at [96 - 100], as they are S - rank in strength. The elemental that is summoned can only be of the element the Shaman possesses, and a number is generated equal to the number of elements possessed (excluding Maruton) to determine which element it is. This includes combination elements through bloodlines. Due to the positive nature that Sprites showcase the Shaman finds their positivity helps stave off the influence of Corruption, reducing all three [3] Corruption Types by one [1] for every five [5] summonings that take place successfully. Read Medium rules for more information on controlling Shikigami.

        Channeler: Channelers are an odd, outcast sort, more for the spirits they deal with than for any other particular reason. Where a Shaman handles the natural forces of the world, and the Fury handles the dark beasts that haunt the heart of Man, the Channeler instead handles those spirits who remain of the Dead. First and Foremost, a channeler is able to see the dead with little concentration, though the "louder" spirits are more difficult to ignore. Channeling the dead is a slightly easier task than the power of the Shaman, for the dead nearly always wish to touch the realm of flesh again. However, this causes an inverse from the Shaman: the more powerful spirits are the first to respond, often granting great strength for immeasureable risk. When summoning a spirit to fill the shikigami a Channeler generates a number between one and one hundred [1 - 100] to determine the strength of the spirit that inhabits it. [1 - 20] grants an E - ranked spirit. [21 - 35] will summon a C - rank, while [36-55] brings forth a B - rank spirit. A - ranks are summoned at [56 - 75], and the most powerful of spirits are summoned at [76 - 100], as they are S - rank in strength. Generate a number between [1] and [5] to determine which element the spirit manefests as. Almost universally, the Dead tend to cause their bodies to rot and decay, thus causing the base cost of their upkeep being increased by a factor of twenty five percent [1/4].

        Fury: A Fury is the embodiment of the negative forces of creation. Where the Shaman deals with elemental sprites and beings of the natural world, and the Channeler speaks and channels the power of those who have passed beyond, the Fury instead reaches for the most dangerous of forces. Called Fades by many who study them, the Fury reaches out to the creatures born of negative emotion and death from a place called the Echoes, or the Darkness Plane by some. These Fades are those who have done terrible things in life, and corrupt the world they come in contact with. The Rituals to summon a Fade often require blood sacrifice, or pain, and these spirits come with twisted, horrifying visages. However, their ability to summon beings of power mirror those of the Shaman. When summoning a Fade to fill the shikigami a Fury generates a number between one and one hundred [1 - 100] to determine the strength of the Fade that inhabits it. [1 - 30] grants an E - ranked Fade. [31 - 60] will summon a C - rank, while [61-80] brings forth a B - rank Fade. A - ranks are summoned at [81 - 95], and the most powerful of Fades are summoned at [96 - 100], as they are S - rank in strength. The Fade that is summoned can only be of the element the Fury possesses, and a number is generated equal to the number of elements possessed (excluding Maruton) to determine which element it is. This includes combination elements through bloodlines.These creatures are by far the most difficult to control due to their crazed and violent nature, but come with extra abilities for it, often times displaying abilities that warp the world around them. In exchange for this insanity the Fury opens their body to the power of the Echoes, granting one [1] Physical, Mental, or Spiritual Corruption for every five [5] summons they complete, the type of which is determined by the Fade that is summoned. At each twenty [20], the Fury gains one [1] random Affliction, but upon death there one [1] step increase in the chance to rise as an Undead. See above for more details.


Exorcist
Overview: Of the Mediums of the world none know the art of war as much as the Exorcist. While the Investors use Focuses to birth dolls and the Assumers take on the trappings of the ephemeral it is the Exorcists who focus on bonding the ephemeral to weapons, armor, and other items as armaments of war. Depending on the type of being bonded the objects gain abilities and powers that augment physical characteristics to match the nature of the being. This is done through their Technique pool, which requires specific types of Entities to bond. These Entities provide additional benefits uniquely, as provided upon the summoning and / or bonding of the entity. An Exorcist may bond one [1] being per experience rank, though they may apply multiple beings in a single armament. An important additional note is that instead of the Ninjutsu and Genjutsu gains, the Exorcist gains three [3] Stages of Learning and five [5] Proficiency Points at D - rank, and three [3] Proficiency Points and two [2] Stages of Learning every additional rank. Below are the three types and their rules and limitations.
      • Bonewalker - Exorcists of the dead, Bonewalkers take the dead and dying and put them into armaments. Each armaments abilities are based off of the technique the Exorcist utilizes, though each will bestow a minor trait that is individual among the Dead that is used. Upon reaching C - rank, the Bonewalker is able to use their blood to summon their armaments to themselves, no matter the container, as well as store them somewhere in Death. Utilizing the dead as fuel for their efforts it is but one of a pair of unique attributes. The dead whisper to the Bonewalker, telling them secrets long lost to mankind, thus allowing them to gain one [1] Custom per experience rank called a Deadchant that mimics the abilities of any class, any element. This means the technique can be from anywhere, whether the character meets the requirements or not, though rank limitations are excluded from this. These are techniques, however, meaning a cost is required to maintain these mimicked abilities or learning.
      • Shadeknight - Exorcists of the Fade, a Shadeknight utilizes the corrupted power of the fallen to imbue their armaments with corruption and impurity. Like the Bonewalker and Warlock, they are able to alter the physical forms of their armaments to fit the nature and power of the Fade, along with a small attribute unique to every individual being. Upon reaching C - rank, the Shadeknight is able to utilize their fell power to place an armament in a pocket somewhere in the Echoes, while using that same ability to summon their armaments from wherever it may be. While the ability to chain Fades to their will is the iconic ability of the Shadeknight it is but one of a pair of unique abilities they wield. They have the unique ability to channel the fell energy of the Fade and rain curses upon their foes. At each Experience Rank the Shadeknight gains two [2] custom slots that are used to create Curses. These can range from debilitation effects to true Afflictions, and their transmission and design can range with it.
      • Warlock - Exorcists associated with Sprites, a Warlock utilizes the essence of their ephemeral allies to imbue purity and elemental fury into their armaments. Like the Bonewalker and Shadeknight, the Warlock alters the physical properties of their armaments with the power and property of Sprites, though each individual Sprite will also bestow a small property unique to them. Upon reaching C - rank, the Warlock is able to use light and purity to place armaments within the Elemental Font, while using the same method to bring those armaments to themselves, equipped, from any container. Like the previous Exorcist types the Warlock has its own unique property in the form of custom Aura techniques, gained at a rate of two [2] per Experience Rank. These auras can bestow positive supplemental effects to those allies within the radius and the Warlock themselves, or cause effects to occur within the radius.


Assumer
Overview: Few understand what it means to be someone, or something, as an Assumer. These Mediums through different Focuses bond with their Guides and assume the form of another, physically changing themselves into something else entirely. Notice the mention of the Guide? Unlike Exorcists that force bond entities into armaments and the Investors coerce beings into designated forms an Assumer makes a spiritual bond with one entity, be it Dead, Sprite, or Fade. These beings begin as primordial entities with limitied sapience, gaining a personality and further intelligence as the Assumer gains Experience Ranks. By the time C - Rank is attained the entity will have their own personality. By pulling the being into themselves through a minor ritual unique to each Assumer their flesh and soul are suffused with the appropriate energy to allow them to utilize their Focus to become a new shape. The limitations, rules, and abilities of each type of Assumer is below.
      • Corpsewalker - Born of the fascination with the dead, a Corpsewalker bonds a entity to themselves, giving the being a name and shape. The dead possess this spiritual form from the moment the contract is brokered and develops as time progresses. Yet the truth of the Corpsewalker's power becomes more evident when the entity becomes a Focus and bonds with their comrade, altering their body and soul into an amalgamation of living and dead. The next dead body they touch they assume the flesh of, gaining the physical properties of the body and even, at later ranks, the memories of the form. This process, the ritual, is unique to each individual and as such every Corpsewalker's first technique is this Talent. At D - Rank, the Corpsewalker takes on the Strength and Agility stats of the form, maintaining the Intelligence and Chakra stats of their original form. At C - rank this assumption bestows the ability to use the elements the body had. At B - Rank the Corpsewalker gains the knowledge of all techniques the body had up to their learning limit. At A - rank the Assumer gains the ability to access memories of the body, thus allowing them to act more like the body minus the instinctual traits. At S - rank the Assumer is able to, for all intent and purpose, become the original for the body they assume, thus being able to mimic it in totality. As bodies do atrophy over time the maximum time a body can be dead and remain possessable is one [1] day per Experiemce Rank, and the body may be maintained for f ive [5] posts per Experience Rank.
      • Soulskinner - Unlike the corpse lovers from the previous entry a Soulskinner molds their Entity to themselves and bond them in a bizarre ritual that strips the flesh from another being, living or dead, and converts it into a kind of cloak. These cloaks, the Focus for the Soulskinner, can then be bonded to the flesh of the Assumer and allows them to become the shape the cloak is born from. Unlike the Corpsewalker, the Soulskinner can never truly become the person, but they exchange the depth of the transformation for the ability to create a variety of Focuses that keep until finally used. These Focuses are an unusual chakra construct, and once stripped from the body of the creature it begins to whither away at a rate of two [2] posts per Experience Rank once used, with them lasting a nearly indefinite time before use. At D - rank, the Soulskinner gains half of the bodies Strength and Agility stat added onto their own. At C - rank, this becomes a totality. At B Rank, the Soulskinner gains the elements of the form and one of the nautral abilities it has, and at A - rank they gain all natural abilities. At S - rank, the Soulskinner is able to add one [1] unique trait to each Focus when crafted, giving it a physical change of some sort.
      • Ravagers - The Ravagers as they are called are considered one of the most grotesque of the Medium types, for while Corpsewalkers claim the body of the deceased, and the Soulskinner takes the skin and wears their form like a cloak, the Ravagers devour the meat and bones of others to alter their physical bodies. Abominations even by Assumer standards, the Ravager's bondmates are often malicious and vindictive, inciting the Ravager to ever more grotesque actions, as the final result of eating the raw flesh of another could only be the degredation of the mind. The Focus of a Ravager is often an ornament of some kind that they always wear, and by pressing it to themselves they meld with their entities in a burst ritual that turns the Ravager into a nightmarish beast for one [1] post, during which they must consume at least one mouthful of matter from that which they desire to become. Unlike the other two, Ravagers create Talents that spawn aberations within their bodies, sprouting growths or altering what already exists to hideous standards that grant mundane and/ or mystical features. The number of Talents is equal to three [3] per Experience Rank, and each requires a particula medium be devoured, such as two ring fingers from a human, a mouthful of bone meal from a feline, etc. These are always granted an additional abikity based off of the origin of the medium, of course, decided by the Adventure Master in question. These can often cause growths similar to the origin's original form.



-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +200 } chakra.
-_-_-_-• Maximum stamina pool: { +50 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Ninjutsu one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +06 ] Talent slots.
-_-_-_-• [ +03 ] Ninjutsu slots.
-_-_-_-• [ +03 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Energy Reserve: Creates a reserve of extra chakra or stamina, with specific limitations. This reserve pool begins at fifty [50] chakra or stamina points, with the total increasing by twenty-five [25] chakra or stamina points per experience rank. This reserve may only be tapped into once the base chakra or stamina pool is exhausted. This means that the reserve is likewise refilled before base chakra or stamina by any effect that targets chakra or stamina regeneration, whether positive or negative.

Focal Possession: All Shikigami are created utilizing a Focus. This Focus takes the form of either materials, or very specific objects. The Shape of a Shikigami determines the overall shape of its Manifested form, whereas the material determines what kind of materials may be used to shape the Focus itself. By selecting a favored Shape, or focusing on a specific Material, the character excludes all other types of forms or materials except those that are exceptionally close in nature. This focus grants the ability to add one [1] element the character knows to the Shikigami that blends with the one they already have, if any. This allows for all movements, attacks, and abilities to automatically count as two different elements no matter the techniques they use. Secondly, the process of invoking the Shikigami takes one [1] less post than usual.

Chromatic Frugality: Unlike a Tamer or Beastmaster, having a Medium's companion around costs part of their spiritual energy, something few are willing to do with wild abandon. However, with proper study, learning, and application, a Medium may learn to become more frugal with their expenditures; more precise. By selecting this Discipline the Medium reduces the cost of all Shikigami Upkeep by one [1] rank to a minimum of five [5].


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Genjutsu one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Talent slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Ritual of Uln'dír: Many mistakingly see this as an Oathkeeper Ritual that somehow creates powerful objects. This is simply not the case, however. The Ritual of Uln'dír references an old legend that seems to come from all corners of the world of an old woman, who lent her name to the ritual, who once reached into the ephemeral and summoned forth a mighty beast to lay waste to a village nearby who had murdered her child. Those who research this myth learn that there is some truth to it. Those who utilize an additional step of time to summon their Shikigami may increase their chance of summoning a Sprite, Fade, or Dead of a rank of their choosing by utilizing three [3] number generators, or dice. The Medium then may select which of the three [3] results they would wish to summon.

Advanced Theory: This Discipline is the Medium equivilent to advancing their training. Taking this discipline grants one [1] point to either Intelligence or Chakra, but that's only the beginning. A medium's Shikigami is based on the Focus they utilize for their forms, but those who learn further may learn an Advanced Theory. This is an augmentation of the base Focus, allowing them to either select one [1] additional Focus type, or to select one [1] Focus they already have and utilize exceedingly similar materials to that Focus to create a Focus in a pinch. Secondly, the process of summoning a Shikigami is decreased by one [1] step, as if the Medium were of higher Experience Rank.

Contracted Specialist: Mediums primarily push their luck when summoning their Shikigami, for there is normally no way to know just what will possess the offered Focus. However, Mediums may also contract Sprites, Dead, or Fades to gain their Name, and once given it allows the Medium to summon them whenever they desire. Those who specialize in these forms of Focus gain something else from the exchange, and upon selecting this discipline that bonus must be selected. The options are to either receive a one [1] rank reduction in the cost of the Summoning Upkeep, or to increase the rank of the Contracted Summoning by one [1] rank. Once made the decision cannot be unmade, but this discipline can be taken twice for both effects.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Ninjutsu and Genjutsu two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Talent slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


-_-_-_-A - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-S - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*

Edit Log:
- Azeiel: Edited a wording error with shikigami. Originally wrote "A Shikigami manifests with chakra equal to fifty [75] per Experience Rank"
Changed to say,"A Shikigami manifests with chakra equal to fifty [50] per Experience Rank."
- Lanfaer: Edited D - ranked Disciplines to include new variants. Added Guide rules and changed some wording in the first few paragraphs to make it where Investor isn't the only type of Medium.

 
PostPosted: Wed Jul 08, 2015 9:00 am

Skald


___Description:
In the days of yore it was said that stories, rather than being written upon the flesh of ancient trees with the blood squeezed from the bodies of flowers, were spread by song and dance. That men and women of the ancient world would spread through word and performance what came before to inspire hope or terror into the hearts of their witnesses. So, too, were the stories of these figures knowing knowledge once forbidden to the likes of men, their abilities allowing them to treat the corruption that spreads within the mind, body, and soul of those who come too close to the supernatural and evil. Little is known about them in latter days, when books an machinery took the need for such methods of learning away from man, reminding the future generations of the deeds of their forebears with passionless knowledge.
The Skald, however, never forgot.
A mixture of the quintessential Bard and Druid, the Skald is a performer who uses their arts to inspire their allies, to demoralize their foes, and to treat the accursed affliction known as Corruption that spreads from the torturous machinations of the evil underbelly of the world. Genjutsu that ensnare the mind and leave lasting harm on mind and body alike, foul temples where crimes against mankind are left unchecked, and the evil of the Echoes are the enemies, or ally, of the Skald, and it is these that have made the Skald a continued necessity, and asset, in this new world. The Skald is the best class you can be if you desire to use the power of your performances to interact with the primal world and either help your allies or hinder your foes. If you wish to heal the afflictions of the spirit, the mind, or the body, and be the foe of every Genjutsu user in this guild, than look no further.


___Notes / Reminders:
• Skalds work off of the three [3] types of techniques unique to their kind: Resonance techniques, Dissonance techniques, and Harmonic techniques. While they all can be broken down into Buff, Debuff, and Healing, it is important to remember that the Skald directly weaponizes the power of sound and performance, meaning that sonic based abilities are also supported.
• Skald is one of the three Healing classes within Shinobi Strike. Medic for Shinobi who treat Chakra related injuries or hazards, Physician for Civilians who handles the mundane hazards and damage, and the Skald for Non-Shinobi who handle the spiritual and mental side of life to combat Corruption.
• Like Performers, Skalds are only able to utilize a small number of performance types. A Skald is granted one [1] Performance Type that must be claimed beside the class's name, written as Skald (______). Another is gained at A - rank for a maximum of two [2] without Disciplines and Personal Attributes adding more.
• Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.



___Specialization:
• When selecting Skald as both the first and second class for the character, the Skald is granted one [1] additional Talent type from Resonance, Dissonance, and Harmonic. Additionally, the Skald is granted one of four [1 of 4] option: three [3] Techniques of Ninjutsu // Genjutsu variety, three [3] Stages of Learning, two [2] Proficiency Points and four [4] skill points, or four Talent Slots meant for Skald Talents.


-_-_-_-D - r a n k
Quote:
__Disciplines:
tab Warden: The Warrior Skald, blending performance with action to achieve a direct result in combat. A Warden selects one [1] type of Skald technique, the options being Resonance, Dissonance, and Harmonics, and from that point on are able to utilize their performance in place of the normal methodology to "cast" their techniques through direct physical contact up to two [2] ranks higher than their current experience rank. This can be done through enchanting a weapon, such as an arrow, or through direct contact, such as stabbing someone in the kidney. Techniques utilized through performance, and direct contact, bypass Spiritual type defenses, and can only be stopped partially by Complex or completely by Simple type defenses. A Warden is further granted three [3] Stages of Learning and two [2] Proficiency Points per Experience Rank beginning at D - rank.
tab Magus: Skalds that specialize in effecting wide ranges of people are called Magus, an order of Skald best suited to battlefield control through use of their performance. Like the Warden, a Magus selects one [1] of the three [3] categories of Skald techniques, and from that point on may use their performances to "cast" those techniques up to two [2] ranks higher than their current experience rank. Techniques of the selected category have their range and area of effect increased by half again as much [1.5x], but in return they are unable to utilize these techniques upon themselves. Furthermore, the Magus is able to add three [3] Ninjutsu and // or Genjutsu, selected as desired, that would normally be available to their elements per Experience Rank beginning at D - rank. This could be two [2] Ninjutsu and one [1] Genjutsu, or vice verse.
tab Sorcerer: The Sorcerer type of Skald is a virtuoso, learning to utilize two different types of categories while its brethren handle only one. Unlike them, the range of the technique does not change, and remains as listed by the technique. At every experience rank, they receive three [3] additional Skald technique beginning at D - rank.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +145 } chakra.
-_-_-_-• Maximum stamina pool: { +105 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Skald Talents one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +03 ] Proficiency slots.
-_-_-_-• [ +04 ] Talent slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +02 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
tab Harmonize: Range is everything to the powers of a Skald, whether to help or hinder large numbers of people or even effect just one more person than normal. Harmonics is the Discipline used to increased the range of any technique by one half [1/2] from the Skald Talents per point invested. If a Warden selects this discipline they are allowed to physically contact up to two [2] targets at once to unleash effects upon them. Each Discipline Point invested for Wardens grants a one half [1/2] rank decrease
tab Bondmate: By forming a bond with the spirit of an item or person a Skald is able utilize this bond to increase both parties in some fashion. There are four [4] options, and one [1] must be selected at time of bonding. The options are the following: ○ The bond allows Kurabou with person or item without any need for training up to one [1] rank lower than the highest rank's Experience Rank. ○ The bond grants a recovery bonus of fifty percent [50%] to all recovery techniques to Chakra or Stamina recovery. ○ Grants an increase of jutsu or talent effects that utilize both parties by one [1] rank and step. ○ Grants the ability to act distribute damage taken between both parties, decided upon at any time. These effects are chosen at the time of the bonding ceremony, and cannot be changed until another is performed. Effects cannot be selected more than once. The Bonding effects must be rekindled every twenty [20] posts or the effects fade. If one both both parish or run out of Chakra or Stamina, the bond stops. The Bonding Ceremony takes two [2] posts to initiate.
tab Energy Reserve: Creates a reserve of extra chakra or stamina, with specific limitations. This reserve pool begins at fifty [50] chakra or stamina points, with the total increasing by twenty-five [25] chakra or stamina points per experience rank. This reserve may only be tapped into once the base chakra or stamina pool is exhausted. This means that the reserve is likewise refilled before base chakra or stamina by any effect that targets chakra or stamina regeneration, whether positive or negative.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +10 } chakra.
-_-_-_-• Maximum stamina pool: { +20 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Skald Talents two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +03 ] Talent slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
tab Advanced Training: Gain one [1] to any stat. Attain four [4] additional slots for two [2] of the three [3] Skald categories, or receive two [2] Ninjutsu and Genjutsu slots, and 2 Proficiency Points.
tab Harbinger: Skalds know that the best timed boons and curses are the ones that take place at the beginning of battle. If an encounter begins, and the Skald is the first to make a move, the first Skald technique they use will have no cost. The range limitations still apply. Each additional point invested into this Discipline gives a reduction of one half rank [1/2] to the second [2] activation, the one following the initial action.
tab Battle Meditation: Fighting can take a toll on most, but some thrive on it. These Skalds learn that they can only truly think, concentrate, and in fact become revitalized while within a hurricane of force that the Battle Meditation. For every one [1] point invested into this Discipline the Skald may select one [1] performance type that, when utilized to complete a technique, grants an increased Chakra and Stamina regeneration of one [1] step.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Skald Talents three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +03 ] Talent slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-S - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*



”Royal Taorito”

[Editorial Log]
[Name] | [Date] | → [Short description of actions performed]
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Jul 08, 2015 9:03 am

Tinker


___Description:
Not much remains of the Old World that can be found. At least, not much beyond what exists from the Fifth Era. Machines of strange design and ability, terrifying defenses that target with unknown requirements and criteria, and not to mention strange floating objects in the sky! So much remains unknown from those days that is seems only natural that there would be people who would dedicate their lives to understanding this technology.
Spearheading this kind of thinking is the Tinker, a common person looking to delve into the technology of the past. Often they are called along to crack open safes, bypass security of a more mundane nature, and to overcome the traps that seem all too common! Tinkers learn to master Automatons with their Control Rods and Cores and learn to find strange uses for object that are (probably) what they were originally intended for. The Tinker is the best class you can be because they are the foremost expert in recovering old-world technology for the betterment of the self, others, or society at large.


___Notes // Regulations:
• Unlike Puppeteers, who create their devices, a Tinker must locate and interact with a device that already exists to get an Automaton Companion. Custom Automatons do not exist.
• Upon selecting this class a Tinker gains inspiration from an unknown source, and is able to create and produce what is called a Control Rod, which is further defined below. These can be of nearly any type, from a glove, to armor, to headsets. Likewise, the character will then happen upon a Black Core with no more than one hundred and fifty [150] chakra inside it, already filled. These Cores have four [4] Charges within them. The range of communication, without outside assistance, between an Automaton and its Control Rod is two hundred [200] yards.
• Automatons are random, ranging in type, size, and function, but all are assigned Letter Ranks. The best rule of thumb is that the larger the Automaton, the more mechanisms that it has, the more abilities and "newer" it is, the more Static Charges it requires to maintain it.
• If an Automaton's processing it not changed, disengaging them from a Control Rod, whether by choice or by lettering their range expire, can cause an Automaton to go berserk. Be prepared if this becomes mandatory in a situation, lest the Automaton become a greater threat than any enemy.



___Terminology:
• Automaton
→→→→ Automaton is an all inclusive term used for any form of Old World Technology that runs automatically with its own form of regulatory processing and automatic functions. This can include doors that open, traps, turrets, and full-on mecha warriors.
• Control Rod
→→→→ The Control Rod is a term found common throughout the processing of Automatons, and in fact is not currently identified as to its original shape. For Tinkers their Control Rods can take any shape that is bulky, mechanical, and can house a Core. These serve as the method of communication between an Automaton and the Tinker, and if damaged, stops control of any Automatons currently linked to the Charges of a Core.
• Cores
→→→→ Cores are small, jewel like objects that range in size depending on the number of Charges they are able to maintain. Acting as a strange sort of battery, a Core is charged in one of seven ways, depending on the core's color, and stores chakra in the form of Charges that are then spent to power Automatons and other Old World Technology. [Black] cores are charged by the user's own chakra, and is absorbed through physical contact and desire. [Red] cores are charged by contact with blood, requiring one [1] ounce of blood per ten [10] chakra points restored. Blue cores require direct contact with ocean or lake water, and replenishes at the same rate as blood. [Purple] cores use emotional pain, in the form of tears from loss or physical agony, to restore its power with ten [10] chakra being restored per one [1] post of contact with someone afflicted with this emotion. [Brown] cores must be buried in dirt, replenishing at the same rate as emotional pain. [White] cores utilize healing chakra and immense happiness or joy to replenish, resupplying at the same rate as emotional pain and water. The rarest of cores are the [Green] cores, which are converted through contact with a sleeping animal or direct sunlight, both of which restore at a rate of thirty [30] chakra per post of contact. While Chakra can be placed within a Core, and be used by Old World Technology, there is no current way of removing chakra directly into one's system as a restorative effect.
• Charges
→→→→ Charges come in two types and act as the current of power leading from it to a device to supply it energy. A Static Charge is a charge that costs only a stream of energy, and does not deplete the amount of Chakra stored within a core. These are more often seen in Mecha and other Automatons that only need steady power to maintain basic operations. However, utilizing mechanisms and technology does take chakra through this link. The second type of Charge is the Active Charge, which drain directly from the Core's reservoir of energy. Examples of an Active Charge would be the firing of a canon, the powering of a pistol, the engaging of a trap, chakra barrier, or other form of defense that requires upkeep against a consistent offense. While the Charge count of a Core cannot be increased, Disciplines and Personal Attributes may be utilized to increase how many devices a Core can connect to by shaving off just enough energy from the other Charges to give a Pseudo-Charge, which acts like a regular Charge.
• Systemic Repair
→→→→ One of the skills most used by Tinkers is the Systemic Repair, which physically repairs and reconnects severed systems to restore the physical capability of an Old World Technology.
• Regulatory Processing
→→→→ Every Automaton has central processing code, and a Tinker must learn to discern, and interact, with this code to reprogram automatons. This skill is used for such purposes, and can be used to open doors, containers, and to make hostile units friendly. Direct connection with a Control Rod is necessary to interact with the processing, and without this skill control of Automatons is all but impossible.
• Functional Adaptation
→→→→ Sometimes fully functional automatons are nowhere nearby, and as such the Tinker has to get a little...inventive. Functional Adaptation is the measure of one's ability to combine technology, or slapdash features together, to make some sort of working device. Such things are often of custom design and require approval from a moderator, but this also serves as a means of figuring out and utilizing technology someone else has strung together, and helps identify just what a device does.


___Specialization:
• When selected twice, a Tinker selects a second [2nd] D - ranked Discipline, as well as receives an additional two [2] Skill Points per Experience Rank.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Artillerist: A Tinker is the mechanical mastermind that manhandles the machines of the old world until they either return to their basic function, somehow work worse than before, or do something else entirely. The Artillerist has simply made it their job to do such things with anything resembling a weapon. The Artillerist gains a bonus equal to one [1] point per Experience Rank to the Tinker Skills when the device in question is a weapon. Additionally, Artillerists are able to receive a random item of a mechanical weapon's nature upon attaining this discipline. Please see a member of the Event Moderation Crew for further details.

Mechanic: Mechanics are both strange and distant from others, though perhaps this is due to their obsession with the machines of the past most closely tied with defense. Doors, walls, traps, paranoia becomes a necessity to a Mechanic who wishes to survive long in their field. Like Artillerists, they focus almost entirely on their studies of old world machinery that deals with defenses, granting a bonus of one [1] point per Experience Rank to any skill needed to deal with a Defensive mechanism or Mecha. This bonus only applies to the focused mechanical type. They also are granted one random item of a Defensive nature. Please see a member of the Event Moderation Crew for further details.

Technician: Artillerists and Mechanics live a relatively exhaustive, and personal, life that a Technician can appreciate, but might not understand. While an Artillerist works on weapons, and the Mechnic focuses on defenses, it is the Technician who is most favorited by people for they seek to restore and repair the supplementary services, like running water, electricity, and other such devices. It was a Technician who first discovered what a Core was, simply because the others were too busy looking for something more obvious! In the pursuit of supplementary systems, from bridges to lights to something as simple as a radar, the Technician receives a one [1] point increase per Experience Rank when dealing with items of a supplementary nature! As a side bonus, they receive one supplementary item of a random nature. Please see a member of the Event Moderation Crew for further details.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +175 } chakra.
-_-_-_-• Maximum stamina pool: { +75 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Discover Automaton abilites one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu stages of learning.
-_-_-_-• [ +02 ] Bukijutsu stages of learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Mecha Mind: The Mecha Minded Tinker is one who understand the true nature of the Mecha experience. Mechas and other automatons are the companions, the strength of the Tinker who wants to live long, but controlling them with a Rod is difficult to do the more that is added to it. As such, the Mecha Mind learns to harness the communication between Rod and Mecha and streamline it, allowing their Rod to control more than one Mecha at a time. For each discipline point invested the maximum number of Mechas controlled by the Tinker's Rod is increased by one [1]. This may be selected up to three [3] times.

Utilitarian: Cores are fundamental in the powering of all things from the old world. Unfortunately they are very limited in just how much they can power at one time. The Utilitarian learns to be more frugal, to channel the energy in different ways, and increase the number of devices that can be powered by a core at one time. For each discipline point invested a Core may supply power to one [1] additional device, though this can only be done up to three [3] times.

Repairman: Automatons serve fundamental purposes in the old world, from combat offense against would-be foes to defensive forces that seek to upkeep powerful walls and doors from being desecrated. They served as transportation, and more so, they worked the fields to produce food for all. Now little remains, but the Repairman learns to use whatever is available to try their best to make them work anyway. A tinker who has invested time in this Discipline is able to reduce the time and material requirements needed for a repair by one [1] step, up to a maximum of three [3] times, each costing an additional Discipline Point.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25} chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Tinker Skills two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu stages of learning.
-_-_-_-• [ +01 ] Bukijutsu stages of learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Advanced Training: The Tinker's best skill is their mind, though the argument can be made that their coordination is surely second to it. As such, advanced training for Tinker involves granting one [1] point to either Intelligence or Agility, followed by the granting of six [6] skill points that must be spent withing a Tinker skillset. This can be taken two [2] times.

Mechaccessory: Working alongside mechas, automatons, and other old-world technology has given a Tinker the insite necessary to craft a custom item of some sort from the parts they have laying around. The Tinker who select this is granted the right to submit one [1] custom Tinker item that fits their D - ranked discipline, and it must be an item made of a mishmash of other items.

Fuel Rod: Cores cost time, energy, and sometimes truly horrific things in order to refill them. Those who have learned of the Fuel Rod discipline have decided to then expedite the situation by squeezing the most out of the recovery period, instantly increasing all recovery of a Core charge by one [1] step. This can be taken twice [2].


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Hack Automatons one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu stages of learning.
-_-_-_-• [ +01 ] Bukijutsu stages of learning.


-_-_-_-A - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu stages of learning.
-_-_-_-• [ +00 ] Bukijutsu stages of learning.

-_-_-_-S - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu stages of learning.
-_-_-_-• [ +00 ] Bukijutsu stages of learning.


*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*


Royal Taorito
Edit Log:
01/04/18 Royal Taorito - Fixed Tai/Buki Styles to say Stages of Learning. Changed D-rank 'Learn Automaton Skills' faster to 'Discover Automaton Abilities' faster.
 
PostPosted: Wed Jul 08, 2015 10:28 am
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Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Jul 08, 2015 10:32 am

Tracker


___Description:
Bounty hunters, rangers, detectives, assassins, the Tracker embodies them all to one degree or another. Shinobi are known for their ability to hide, to move quietly, to hunt and follow those who do not wish to be followed with skill that makes it difficult to detect them. While a shinobi learns to hunt with their chakra, their Jutsu, through a type of shinobi called a Sensor, the Tracker learns to hunt and follow with little more than their physical forms. But what they do borders on the supernatural. Tracking and finding someone is difficult enough as it is without the assistance of Chakra or Jutsu, so a Tracker instead hones their Focus to such a degree as to appear to be magical in nature.
Yet that is only one half of what a Tracker is capable of.
The training that a Tracker goes through whilst learning to hunt and hide leaves an impression on them that is counterproductive to the Sensor arts. Some Trackers learn to become resistant to Sensory jutsu, or to increase their own stealth techniques to higher levels to avoid detection. But the very worst learn to punish those who would dare to probe them, and it is these that make Tracker the truly best at counter a Sensor.


___Notes // Regulations:
• A Tracker is defined by their Focus, one of the five senses that may be selected through which all Trackers hunt. The Focuses are Sight, Scent, Sound, Taste, and Touch, each granting a sort of sixth sense-level ability to detecting even the faintest trace of their prey. Each Tracker receives one [1] Focus, though specialization, and a Discipline further down the line, may increase the number of Focuses the Tracker uses.
• Tracking is not a matter of omniscience. A trail that has been erased, or hunting someone with which there is no trail, such as those who teleport or use space-time techniques to move, becomes all but impossible to track, as trails are everything. Still, ask questions, be specific in details, and a Tracker may yet find details that would not be otherwise available [i.e. contact a Battle Moderator for more information].



___Specialization:
• One [1] point granted to Agility or Strength, and select one [1] additional Discipline and one [1] additional Focus.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Assassin: The Assassin is the tracker who learns to hunt their fellow man, either for selfish or selfless reasons as justified by their desires. Tracking and hunting are an important part of any Tracker, yet the Assassin learns to use it against extremely dangerous foes. As such, an Assassin learns to shield their mind from the nosey meanderings of a Sensor's emotional tracking, making it where Sensory techniques focusing on detecting emotion require one [1] rank higher in cost to detect them. Secondly, the Assassin is able to select one [1] Weapon Proficiency, and when utilizing that weapon to assassinate a target either the Speed, or the Damage, of the attack is increased by one [1] rank. This choice must be made before the strike is dealt, and the foe cannot be aware of the incoming strike.

Reckoner: The Reckoner is a tracker who specializes in bringing law breakers and evil doers to justice, though this simply the most accepted of definitions. In reality the Reckoners will seek out and hunt down that which threatens to corrupt or destroy that which they hold precious, or which already has. Tying well with an Oathkeeper, the Reckoners serve either their own ends or the ends of others for veangence's sake. This allows them a sort of protection that is given by their sheer emotional willpower: any Sensory technique that attempts to bestow knowledge of details of the character, including Energy Pool counts, Chakra Elements, etc, requires one [1] additional rank in cost as well as one [1] additional post before any information can be given. Secondly, a Tracker may mark up to three [3] specific targets that have done them wrong. Any attempts to track or hunt these targets will reduce the cost of breaking obscuring techniques by one [1] full rank. No more than three [3] may be selected at any one time, though switching Targets takes but a single post [1] to accomplish.

Bloodhound: The Bloodhound is the tracker of the monsters and beasts of the world. These monsters detect in ways humans simply do not: their natural senses. A good tracker knows to avoid being spotted, scented, or detected by natural means, but it is the Bloodhound who recognizes that what is "normal" cannot always be expected of the beasts or monsters of this world. As such, any attempts at obscuring their own presence is increased by one rank [1], making them difficult to detect overall. Secondly, the Bloodhound selects one [1] type of beast, and from that point on all requirements for hunting down that creature are reduced by one [1] step.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +125 } chakra.
-_-_-_-• Maximum stamina pool: { +125 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Tracker Skills one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +03 ] Proficiency slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Reflection: Sometimes the best defense isn't the ability to hide, but the ability to confound and confuse. If a Tracker becomes aware of a Sensory technique being placed against them, or suspects it, those of this discipline have learned to redirect the power back at their observers. By spending in stamina one [1] rank higher than the technique being utilized against them, the Tracker will assume control of the technique, follow it back, and utilize exact same technique right back at the opponent, though without any modifiers brought on by Disciplines or Custom Techniques. Experience Rank limitations still apply, unfortunately. This discipline can be taken multiple times, each time reducing the cost of the Reflection by one [1] rank, though only to a max of two [2] times.

Specialist Mark: A target can be marked. When hunting down an individual, each post of study during the tracking process until the Tracker confronts the mark reduces an equivalent rank of techniques to half [1/2] cost until the mission is complete. Meaning if the Tracker studies for six [6] posts before confronting the target, all techniques are reduced to half cost [1/2]. Five [5] posts, up to A-rank. Four [4], B, and so on. Attempting another Mission or taking a break to complete another task breaks this Mark, requiring another reset. One [1] Mark may be maintained per Discipline Point invested within it, with no limitation on how many may be spent.

Obscure: A fundamental part of being a Tracker is to learn how to hide yourself from the eyes of others. This is difficult in the best of circumstances when the things that hunt you use Chakra to sense your presence. As such, some Trackers learn a type of hunting tactic that minimizes this presence, potentially to absolute zero. First and foremost, a Tracker who takes the Obscure discipline gains the ability to focus their presence inwards, reducing the Rank of incoming sensory techniques by one [1] per time this discipline is selected. Doing this requires the use of Stamina equal to the amount of ranks being reduced by per post. In practice, this would mean that a Tracker may, against a B - rank technique, reduce the effectiveness against them by one [1] rank if they have invested one [1] Discipline Point into it, for D - ranked cost per post. This takes up a Defensive Activation. If this reduced a Technique below E - rank, the technique cannot detect the Tracker at all.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +20 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Tracker Skills two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Punisher: The Punisher is the next step in a line of Disciplines designed to punish those who would Sense the Tracker. First and foremost, the Tracker immediately becomes aware of any Sensory technique being utilized upon them that is one [1] rank lower than their Experience Rank. Secondly, if they do sense this, the Punisher is able to utilize the true power of this Discipline. By expending one and a half [1.5x] times the technique's cost, the Tracker is able to immediately inflict pain upon the individual, equal to the cost of the Sensory technique, who was sensing them. Doing so ensures that only half [1/2] of the technique's intended information is received. This damage cannot be reduced by Defense or Dodge.

Lasting Impression: Tracking is often a personal affair, something that takes long hours and exacting work to accomplish properly. This sort of intimacy creates a Lasting Impression within the psyche and muscle memory of the Tracker. As such, when selecting this discipline, the Tracker selects up to three individuals they have tracked before, whether PC or NPC, and memorize what it meant to Track them. From this point on if the Tracker crosses the path of the selected individuals the Tracker will immediately detect their presence, though only within five meters [5] per Discipline Point invested. This is limited by the Focus selected. If the Focus is Scent, as an example, then the Tracker must detect that trail only if a Scent was left behind. Each Discipline Point adds another three individuals, and increases the range of detection by five [5] meters.

Advanced Training: Tracking someone, or something, requires intense physical activity, even if the Focus of the Tracker borders on the supernatural. As such, selecting to advance their training grants one [1] point to be invested in either Strength or Agility. Additionally, the character may select one [1] additional Focus through which they Track.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Tracker Skills two (2) posts faster and Ninjutsu one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +02 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-S - r a n k
Quote:
__Disciplines:
---:

---:

---:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +00 } chakra.
-_-_-_-• Maximum stamina pool: { +00 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


*Special Note ::: Non-Shinobi Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shinobi Strike and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*
 
PostPosted: Wed Jul 08, 2015 10:33 am
-  

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Jul 08, 2015 10:34 am
-  
PostPosted: Wed Jul 08, 2015 10:43 am
-  

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Jul 08, 2015 10:43 am
-  
PostPosted: Wed Jul 08, 2015 10:46 am
-  

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
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