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Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Mar 29, 2017 2:01 pm
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D e s c r i p t i o n
→ →Classes for a Shinobi define the natural talent, the road that a person takes when learning the arts of a Shinobi. The paths of a Shinobi are defined by options in training, but always stem from a single choice: the Primary Class. This Primary Class defines the foundation of a Shinobi's training, which route they take in becoming stronger and more developed. The Secondary Class comes as a defining point in the training of a Shinobi, and more often than not this means selected a second Class that further narrows the focus of the Shinobi in their abilities. In some cases, this might mean that the Shinobi, opting for versatility rather than focus, may select the same Class. But the true final focus comes in the form of a Prestige Class, the epitome of Shinobi Training and their life choices. Prestige Classes often come with special requirements all their own, but the fact remains that taking one can define the Shinobi in incredible ways.

→ →→ → 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 ::: Use of Class Lists from Shinobi Nations Given by Captain AandOE. Classes edited for personal use, and while base is owned by Nations, all additions made by Shinobi Strike are intellectual property owned by Lanfaer and that account's owner, and copyright for these incarnations belong to him.*
 
PostPosted: Mon Apr 03, 2017 3:02 pm
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___Description:
Ninjutsu refers to any technique that utilizes chakra and allows the user to perform actions a normal person would otherwise be incapable of doing. The ninja of this class rely mainly on the use of chakra and handsigns to perform ninjutsu, in order to create a mass variety of offensive, defensive, and supportive results. This class is granted amazing control over the elements, as well as boasting the highest base chakra pool amongst any other class.

___Notes / Reminders:
• Maruton [ Null Release, ] and Fuuinjutsu ( Seal Techniques ) are universal jutsu. Everyone is capable of using them to an extent, and are both counted as the same element, in regards to jutsu splitting.
• Maximum energy pool increases are cumulative. ( They do not replace each other as you rank up; they are all added together. )

___Specialization:
• If this class is chosen as the first and second class, Unlock one [1] additional chakra element, which may then be utilized by the appropriate disciplines. +1 point to current Chakra Stat.

Quote:
__Disciplines:
Elemental Specialist: You are only able to have one [1] chosen chakra element. Your elemental ninjutsu possess greater power, allowing them to overwhelm techniques of the same element and rank, and preventing them from succumbing to elemental weaknesses. You begin play with three [3] additional slots, with an additional three [3] slots per Experience Rank achieved. All techniques of your element are considered increased by 1 rank against techniques of the same element. Maruton slots mirror Base Jutsu slot counts, while Maruton Specialists would receive doubled slots.

Elemental Dual-Wielder: Your maximum chakra pool is increased by ten [10] points. The ninjutsu limit provided by this class are mirrored among both of your chosen elements. ( At D - rank, rather than having a total of six [6] ninjutsu slots for Katon or Suiton techniques, this class provides you with [6] slots for Katon and and [6] for Suiton techniques. This is specific to slots gained by the Ninjutsu Class. Any ninjutsu slots received from other sources are filled at your discretion, but are not mirrored between elements. ) Maruton slots are mirrors of the Base Slots.

Elemental Brandish: You are able to have three [3] chosen chakra elements. All elemental techniques are considered one [1] rank lower when utilized against same-element techniques. Every rank, the character will receive two [-2] less jutsu for rank-up. All slots are mirrored across all elements, the three [3] chosen and Maruton.


-_-_-_-D - r a n k
-_-_-Base ○ Energy ○ Pools:
-_-_-_-• { 225 } chakra.
-_-_-_-• { 025 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Ninjutsu per paragraph.
-_-_-Base ○ Jutsu ○ Limits:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +06 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

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

Elemental Resistance: Reduce damage for one [1] element of player's choice by two [2] ranks. This will only work on techniques of rank equal to or lower than the user. This discipline may be selected a total of three [3] times, each time selecting a new element. Wood, Lava, etc all count individually, and is not reduced if one of the elements that make up its element is selected. Ergo, selecting Fire does not give any resistance to Magma, only the Katon techniques.

Signature Move: Select one [1] techniques that the character knows. That technique's cost is reduced by one half [1/2] permanently. Make the choice count, as it cannot be changed later.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Ninjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Ninjutsu Enrichment: Increase the Chakra Stat by one [1], as well as reach a bit further into your Enrichment proceedings and earn two [2] additional Custom Techniques. These Custom Techniques must be predominantly of the Ninjutsu persuasion and cannot be used to create non-ninjutsu techniques. Can only be selected once.

Physical Crosstraining: No Ninjutsu user should ever become a one-trick poney! So, take this discipline and get two stages [2] of Bukijutsu/Taijutsu. That's either one [1] for each type, or two [2] in one or the other. This can be selected as often as desired.

Hoarder: Through your intense love of knowing things, the character gains a bit more space in their brain for Jutsu. Starting at the rank this is selected, the jutsu slots gained from the Base Jutsu Slots for Ninjutsu are increased by two [2]. Again, this does not backlog the gains from before the point of this selection.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +35 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [3] additional Ninjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
Quote:
__Disciplines:
Overcharge: Sometimes it's more awesome if you spend your time with a good-old-fashioned charged technique. When selecting this Discipline you get the Overcharge ability, allowing you to sacrifice one [1] activation to increase the rank of the next technique used by a mirrored number. This increase in power does not increase the cost of the technique cast.

Elemental Mixture: This discipline allows you to take one [1] technique and places two [2] elements within it. When the damage is dealt, the damage counts as both elements for purpose of elemental wheel and Elemental Resistence. This does not act as Kurabou, combining the two elements for additional properties or effects, nor will it create a new element. Takes no additional chakra to utilize.

Metamorphosis: A master of the Ninjutsu Arts, you are able to, with the Metamorphesis discipline, double one [1] aspect of the next technique cast. "Aspects" available for choice are "Range, Speed, Duration, Area of Effect, Time to Cast (such as delaying)". A character may select this Discipline multiple times, each time selecting a different Aspect.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +35 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [4] additional Ninjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +03 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages.
-_-_-_-• [ +00 ] Bukijutsu Stages.

-_-_-_-S - r a n k
Quote:
__Disciplines:
Ninjutsu Adept: A true master of your craft, a character receives an additional Element, as well as a small extra amount of Jutsu Slots. This culminates in a number of Ninjutsu slots being given equal to one fourth [1/4] the current total of Ninjutsu slots bestowed by the Ninjutsu Class. The catch is that these "Bonus Ninjutsu" must be used on techniques ranked E through B, but no higher.

Ninjutsu Savant: Through possible years of study, or perhaps simply a level of understanding that few in the world will ever understand, you find yourself able to physically interact with techniques associated with your element as well as natural Chakra Effects related to the character's elements and determine its composition. This is defined as knowing how much chakra is within the technique, any Metamorphosis or augments used on this specific technique, and generally how long ago it was used, if not immediately apparent. If an "intent" was made for the technique, such as a Trigger, this will also be revealed.

Ninjutsu Master: The character who chooses mastery of the Ninjutsu arts delve deep into the mysteries and laws behind the construction of Ninjutsu in an ever-greater search for the "Ultimate Ninjutsu". This search teaches them that in rare cases a powerful technique may be sculpted, called S+. By taking this route of mastery the character unlocks two [2] very rare S+ ranked Custom Ninjutsu slots, allowing for the creation of Ninjutsu with power that can be terrain-altering.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +40 } chakra.
-_-_-_-• Maximum stamina pool: { +20 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [5] additional Ninjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +03 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages.
-_-_-_-• [ +00 ] Bukijutsu Stages.



Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


© 2017 Shinobi Strike
 

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: Mon Apr 03, 2017 3:03 pm
User Image


___Description:
Genjutsu ( Illusionary/Mental techniques ) refers to any technique that utilizes chakra, requires handsigns, and has results that affect the target's mind in some way. The ninja of this class rely on creative and sneaky methods to apply their genjutsu to their opponent in order to inflict horrid mental and internal results.
Genjutsu shinobi boast powerful techniques, the second highest chakra pool, but fall short in physical aspects.

___Notes / Reminders:

• Genjutsu Styles will be showing their faces rather soon. When these come out, Genjutsu Class and a specific type of Performer are allowed to convert their Genjutsu slots into Genjutsu Styles at a rate of ten [10] to one [1], unless a style specifically states a different number within its personal description.

___Specialization:
• Instantly gain an additional point [+1] to Intelligence score, as well as an additional three [+3] Stages of Learning or five [5] Genjutsu Slots, whichever is appropriate.


-_-_-_-D - r a n k
Quote:
___Disciplines:

Territorial Nightmare: Nothing is more potentially dangerous than a Genjutsu users in their home terrain. Whereas other users merely adopt a terrain, the Nightmare is born and bred to it, molded by it! As such, when a character selects this discipline, they must select one [1] terrain type, and once made this can never be changed. While within this terrain type and the character uses a Genjutsu, they may select one Sense that fits the terrain type, and it is automatically set as another Secondary Sense.

Dream Warrior: The best defense against a Genjutsu user is another, more powerful Genjutsu user. Learning to alter the perception of reality another may detect is a skill few ever learn with any kind of proficiency, and even fewer master it. But those that do are exceedingly dangerous. As such, the discipline of the Dream Warrior was born. These Genjutsu users learn to better perceive and defeat other Genjutsu, and take a bit of relish in doing so. When selecting this discipline the character chooses one [1] Primary Sense as their focus. When dealing with Genjutsu that utilize this Sense as its Primary, the Dream Warrior's knowledge reduces the rank of the technique, and thus the cost to break it, by one [1] rank. In roleplay, this would be defined as someone being able to recognize that sense as false easier than others.

R.E.M. Sleep: The user's genjutsu prowess has enabled them to increase the amount of time a genjutsu is effective to an opponent. Increases Base Duration by one [1] post, and a cumulative five [5] Chakra reduction to upkeep costs per rank of the shinobi.


-_-_-Base ○ Energy ○ Pools:
-_-_-_-• { 235 } chakra.
-_-_-_-• { 015 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Genjutsu per paragraph.
-_-_-Base ○ Jutsu ○ Limits:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +05 ] Ninjutsu slots.
-_-_-_-• [ +12 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
___Disciplines:

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

Thematic Sorcery: The creation of illusions is a powerful, but detailed art, where even the smallest flaw can "give up the ghost", as it were. This makes generalizing as a Genjutsu user difficult, and so, the discipline known as Thematic Sorcery was born. This discipline requires the character to select one [1] "theme" for their genjutsu, from "Tentacles" to "Fairies", to "Horses". From that point on, techniques used by the character can be made to have these themes within them. If done so, techniques are considered one half rank [1/2] higher.

Mental Defenses: A Genjutsu user must, at all times, learn what it takes to make one's illusions more realistic, more believable. However, this has side effect of helping the user learn to identify that which others use. Select one Primary Sense. This sense is forever considered one [1] rank lower in effect when interacted with, as well as reduce the costs of techniques based on that sense by one full rank [1].


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Genjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +08 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
___Disciplines:

Genjutsu Enrichment: Increase the Intelligence Stat by one [1], as well as reach a bit further into your Enrichment proceedings and earn two [2] additional Custom Techniques. These Custom Techniques must be predominantly of the Genjutsu persuasion and cannot be used to create non-genjutsu techniques. This can be taken up to two [2] times.

Inception: With Genjutsu, realism and the sensory ability of the target factor heavily into the ability of the victim to realize they are in a genjutsu. With practice and discipline, the shinobi may select one [1] genjutsu Sense that may be added as a Secondary sense to any technique, as well as increase one Sense of Choice that will forever act one [1] rank higher in strength. Once these two [2] choices are made, they cannot be switched, so choose wisely.

Dream Eater: To take this particular discipline, the character must have selected Dream Warrior. When identifying, and breaking, a technique that utilizes the Primary Sense selected with Dream Warrior, the character will feel a rush of energy into themselves. This will have the effect of temporarily boosting the next Genjutsu cast by the character that utilizes the same Primary Sense by one [1] rank, as well as refunding half the cost of the Kai used to break the Genjutsu.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +35 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [3] additional Genjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +08 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.



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

:

:

:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +40 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [4] additional Genjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +08 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

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

:

:

:


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +45 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [5] additional Genjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +08 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.



Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


© 2010-2015 Shinobi Nations
 
PostPosted: Tue Apr 04, 2017 2:43 pm

Taijutsu


___Description:
Taijutsu ( Body techniques ) are basic forms of purely physical techniques, which typically require neither chakra nor handsigns. Taijutsu ninja attempt to deal outer damage in mass quantities, whether this is achieved by multiple strikes, or powerful single blows. However, unlike other methods of physical attack, the damage dealt is typically blunt and elementless; resulting in broke bones and exhausted opponents.
Although they have durable and swift bodies, the average taijutsu user has a rather low chakra pool.


___Specialization:
• Instantly gain five [5] additional Stages of Learning, as well as another one point [1] increase in either any stat.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Ascetic: Allows the casting of jutsu through one's phyiscal movement during combat. The player must select if this applies to Ninjutsu or Genjutsu, and once made the decision cannot be switched. Use of jutsu requires physical movement on par with hand seal creation, and thus must be rather intense. Use of jutsu and technique do not occur at the same time, and the technique to be used in such a manner can be no higher than one's Experience Rank. The character will also receive an additional two [2] jutsu per Experience Rank for this class of either Ninjutsu or Genjutsu, whichever was previously selected.

Brawler: The Offensive Specialist of the Taijutsu Class, the Brawler begins play with a half point [.5] increase to Strength and Agility, as well as learn [1] additional Offensive Taijutsu style technique per paragraph.

Monk: The Defensive Specialist of the Taijutsu Class, the Monk spends their time learning to do one of two things: dodging, or taking hits. When selecting this discipline the player must select only one [1] of the two options, and the decision, once made, is final. From that point on as long as the character is wearing no armor they are able to either absorb one [1] rank of damage from an offensive, physical attack, or reduce the cost of dodging the incoming attack by one [1] rank. Furthermore, they learn [1] additional Defensive Taijutsu style technique per paragraph.


-_-_-Base ○ Energy ○ Pools:
-_-_-_-• { 100 } chakra.
-_-_-_-• { 150 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Taijutsu per paragraph.
-_-_-Base ○ Jutsu ○ Limits:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +05 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] 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.

Body Adaptability: Through training in flexibility and varying types of burdens, the character is able to utilize Styles up to one [1] size category outside of your own. The categories are Super Light, Light, Medium, Heavy, and Super Heavy.

Mind Over Matter: While moving, the character may use Water Walking and/or Tree Climbing without chakra or stamina cost. However, if using either technique to maintain effect against another's Technique useage or some other greater effect to remove them from the surface, the character must still pay the appropriate cost.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Taijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +05 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Advanced Training: A Taijutsu character learns that their Styles are a mix of all forms, from the mystical arts to the physical, in ways that combine both the mental and physical. As such, unlike their Bukijutsu cousins, their training may branch into other realms that they simply do not. In this case, this means that when selecting this discipline, the character may select any one [1] of the four [4] stats to increase by one [1] full point. This can be taken up to two [2] times.

Spiritual Fists: Use chakra through the physical body to cancel out an incoming ninjutsu attack. Does not give the same benefit as Mystic Hero automatically, meaning that taking this discipline does not allow the use of techniques through combat maneuvers. Chakra cost to cancel out technique must be of equal or greater value. Allows the creation of a chakra-barrier six inches [6"] from the body, but doing so reduces the rank of the chakra effect by one full rank [1].

Branch Learning: By taking this discipline the character gain an increase of one [1] stage gained per Experience Rank increase starting from B - rank onward. This discipline may be selected up to three [3] times for a total of 12 additional Stages of Learning.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [3] additional Taijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +05 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +35 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [4] additional Taijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Formless slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +01 ] Bukijutsu Styles.

-_-_-_-S - r a n k
-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +40 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [5] additional Taijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +05 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.



Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


© 2010-2015 Shinobi Nations
 

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: Tue Apr 04, 2017 2:45 pm

Bukijutsu


___Description:
Bukijutsu ( Weapon techniques ) are attacks that utilize various forms of powerful tools in order to achieve severe and swift results. Those of this class are often dedicated to their weapon of choice—acting as if it were a beloved member of the family. Through this love and devotion, the shinobi is able to carve his or herself into a lethal weapon all their own. Like taijutsu, most bukijutsu do not require handsigns or chakra, but rather than causing blunt physical damage; weapon techniques deliver morbid damage. Slashes, smashes, stabs, and skewers: the end result of a bukijutsu attack may depend on what kind of weapon is actually being used, but such results are always tremendous. Just as the weapons they wield, the shinobi of the bukijutsu class come in all shapes and sizes; one need only have a dedicated heart to follow this path.

___Specialization:
• Instantly gain five [5] additional Stages of Learning, as well as another one point [1] increase in either Agility or Strength.


-_-_-_-├ D - r a n k ┤
Quote:
__Disciplines:
Armor Specialist: The character is granted a free Custom Armor to start with, though you must discover the abilities in character. Their depth and devotion to the defensive arts allows them to defend against techniques of equal strength, utilizing an equal amount of stamina as the enemy technique's cost. Additionally, due to the frequent use of armors and heavier materials, an Armor Specialist begins play with twenty [20] additional Stamina, and receives an additional ten [10] stamina per Experience Rank achieved

Weapon Specialist: Foregoing the dual nature of a Mystic Hero nor the defensive specialty of the Armor Specialist, the shinobi chooses instead to invest themselves wholey in the rigorous art of weapon play. First and foremost, if selected the character may not also be of the Ninjutsu class. Secondly, the character may convert any Ninjutsu they would normally possess (including manuals) into Stages of Learning for Bukijutsu. This conversion rate is 10 techniques to 5 Stages. Finally, the character gains a Custom Weapon Slot that can be utilized for an offensive weapon to start out with. The weapon's abilities must be discovered in character, and are not unlocked from the beginning.

Mystic Hero: Allows the casting of jutsu through one's weapon, armor, or shield. The player must select if this applies to Ninjutsu or Genjutsu, and once made the decision cannot be switched. Use of jutsu requires physical movement on par with hand seal creation, and thus must be rather intense. Use of jutsu and technique do not occur at the same time, and the technique to be used in such a manner can be no higher than one's Experience Rank. The character will also receive an additional two [2] jutsu per Experience Rank for this class of either Ninjutsu or Genjutsu, whichever was previously selected.


-_-_-Base ○ Chakra ○ Pool:
-_-_-_-• { +125 } Chakra.
-_-_-_-• { +125 } Stamina
-_-_-B e n e f i t s:
-_-_-_-• Learn [1] additional Bukijutsu per paragraph.
-_-_-J u t s u ○ L i m i t s:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +02 ] Ninjutsu.
-_-_-_-• [ +00 ] Genjutsu.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +05 ] 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.

Targeted Focus: The character chooses any one [1] weapon, armor, or shield type to focus on. From there, they get a [1] paragraph reduction to crafting and training proficiencies involving the chosen item, and can learn [1] additional technique per paragraph involving the chosen item. This bonus increases by one [1] at experience ranks C, B, and S. This discipline may be taken multiple times, each time selecting a new target.

Body Adaptability: Through training in flexibility and varying types of burdens, the character is able to utilize Styles up to one [1] size category outside of your own. The categories are Super Light, Light, Medium, Heavy, and Super Heavy.


-_-_-Chakra ○ Pool ○ Increase:
-_-_-_-• Maximum Chakra pool: { +20 } Chakra.
-_-_-_-• Maximum Stamina pool: { +20 } Stamina.
-_-_-B e n e f i t s:
-_-_-_-• Learn [2] additional Bukijutsu per paragraph.
-_-_-J u t s u ○ L i m i t s:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +05 ] Bukijutsu Stages of Learning.

-_-_-_-├ B - r a n k ┤
Quote:
__Disciplines:
Spiritual Armament: Use chakra through weapon, armor, or shield to cancel out an incoming ninjutsu attack. Does not give the same benefit as Mystic Hero automatically, meaning that taking this discipline does not allow the use of techniques through weapon or armor. Chakra cost to cancel out technique must be of equal or greater value. Use with armor or shield allows the creation of a chakra-barrier six inches [6"] from the body, but doing so reduces the rank of the chakra effect by one full rank [1].

Advanced Training: The character trains themselves physically, accentuating that which the average shinobi leave to passive training. The character selects either their Agility or Strength stat and increase it by one [1] full point, as well as bestows the user with two [2] Weapon Proficiency Points. This can be taken up to two [2] times.

Advanced Learning: By taking this discipline the character gain an increase of one [1] stage gained per Experience Rank increase starting from B - rank onward. This discipline may be selected up to three [3] times for a total of 12 additional Stages of Learning.


-_-_-Chakra ○ Pool ○ Increase:
-_-_-_-• Maximum Chakra pool: { +20 } Chakra.
-_-_-_-• Maximum Stamina pool: { +25 } Stamina.
-_-_-B e n e f i t s:
-_-_-_-• Learn [3] additional Bukijutsu per paragraph.
-_-_-J u t s u ○ L i m i t s:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +05 ] Bukijutsu Stages of Learning.


-_-_-_-├ A - r a n k ┤
-_-_-Chakra ○ Pool ○ Increase:
-_-_-_-• Maximum Chakra pool: { +30 } chakra.
-_-_-_-• Maximum Stamina pool: { +30 } chakra.
-_-_-B e n e f i t s:
-_-_-_-• Learn [4] additional Bukijutsu per paragraph.
-_-_-J u t s u ○ L i m i t s:
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-├ S - r a n k ┤
-_-_-Chakra ○ Pool ○ Increase:
-_-_-_-• Maximum Chakra pool: { +30 } chakra.
-_-_-_-• Maximum Stamina pool: { +30 } chakra.
-_-_-B e n e f i t s:
-_-_-_-• Learn [5] additional Bukijutsu per paragraph.
-_-_-J u t s u ○ L i m i t s:
-_-_-_-• [ +02 ] Formless slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +01 ] Bukijutsu Styles.


Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


© 2010-2015 Shinobi Nations
 
PostPosted: Tue Apr 04, 2017 2:46 pm

Tamer


___Description:
___ A class which takes its basis from well known clans, such as the canine training Inuzuka family. To put it blatantly, this class relies on the unification and cooperation of a human and an animal in order to unleash unique and powerful fighting styles.
___The animal that cooperates with the shinobi is often one that has had an extremely lengthy amount of time shared with said shinobi. Be it a childhood pet, sickly animal nursed to health, or what have you. The partner animals most often seen are dogs and cats, though the possibility of using a bird or a monkey as a partner is ever present. The only true restriction to which animal can be selected as a partner is their own maneuverability. It's not very likely that a shinobi would use a fish or massive beast because they have very restricted movement.


___Notes / Reminders:
• When creating your character, you must proceed to the Companion Store to create your companion.
• Additional partners can be tamed from the wild.


___Specialization:
• Gains one stat [1] point in Strength, Agility, or Chakra. Costs for animal abilities decreased by one [1] point each.


___Tamer Pet Rules:
• 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.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Eternal Partners: The user is able to nurture, grow, and bond with one and three [1 - 3] familiars, almost becoming an animal themselves with traits, characteristics, and natural weaponry. The user gains an additional 10 Ninjutsu slots per rank, which may be split between them and their chosen animal as desired. The user also gains one [1] tamer attribute at each rank (must be submitted for approval). In addition the tamer 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.

Ranger: The user is able to nurture grow, and bond with between four and seven [4 - 7] familiars, of various shapes and sizes (one lizard, one canine, one feline, ect), with the user being able to receive similar traits to their animals(must submit to customs). The user gains an additional 3 Ninjutsu slots per animal per rank, which may be split between them and their chosen animals as desired. The user also gains one [1] tamer attribute at D, B, and S rank (must be submitted for approval). In addition, the Tamer 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.

Pack Leader: The user can bond with between eight and eleven [8 - 11] familiars, though they must all be of the same type. Due to the large number of animals they can bond with, the animals receive very little individual attention hindering their growth. The user gains an additional 1 Ninjutsu slot per rank, which may be split between them and their chosen animals as desired. The user also gains one [1] tamer attribute at D and A rank (must be submitted for approval). Additionally, the Tamer 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.


-_-_-Base ○ Energy ○ Pools:
-_-_-_-• { 125 } chakra.
-_-_-_-• { 125 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Ninjutsu or Genjutsu per paragraph.
-_-_-Base ○ Jutsu ○ Limits:
-_-_-_-• [ +01 ] Proficiency slot.
-_-_-_-• [ +08 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +02 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Flesh and Bone: Can be taken only once. Allows the character to select one physical trait of their first animal companion and augment their body to fit its appearence. This can be used to give dog or cat ears, the eyes of a hawk, etc. All positives and negatives associated with this new body structure must be adhered to, and the statistical bonuses fit the percentage of transformation utilized. To get the full hearing range of a canine, as an example, one must have actual dog ears, and these ears will have the exact same capability that a dog's would. Only minor changes are allowed.

Familiar Understanding: The pets of the Shinobi Tamer are known as Familiars for their use of the Ninjutsu arts. However, by taking this particular discipline, the Familiar is granted the ability to utilize Genjutsu along with Ninjutsu. While this in no way adds any additional techniques to the jutsu pool, the jutsu slots the Familiar has may be divided between Ninjutsu and Genjutsu, and any further gains may be split similarly.

The Might of the Pack: The power of the pack lies in its ability to work closely together for a common cause. As such, the Pack is able to learn how to best maneuver around the battlefield and through various important scenarios. This methodology becomes more paramount through the choice of this discipline, allowing a cumulative [1] paragraph reduction per body rank of the shinobi to all Kurabou training, to a maximum of four [4] at A - rank.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Bukijutsu or Taijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +05 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Advanced Training: The character trains themselves physically, accentuating that which the average shinobi leave to passive training. The character selects either any one [1] stat and increase it by one [1] full point, as well as bestows the user with two [2] Weapon Proficiency Points or ten 10 Jutsu Slots. This can be taken up to two [2] times.

Open Minded: By taking this discipline the Tamer finds themselves able to better understand why a Beastmaster might choose a monster or non-normal tamer pet. As such, when purchasing changes and unique qualities from the companion shops the character receives a reduction [-1] to the cost of each option.

Investiture: Pets, much like the shinobi they work beside, carry statistics of their own. During creation rules exist that limit just how far these stats can develop, and increasing them further can cost dearly. Those who have learned of the Investiture discipline are able to bestow their own status bonuses in place of their pets. This grants an additional one [1] point bonus on top of any bonuses given, meaning if two [2] points are given to the familiar's Power, they will instead receive three [3]. This investment is permanent once made, and it is mirrored across all pets possessed at the time of selection.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Ninjutsu or Genjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +05 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Taijutsu or Bukijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +16 ] Ninjutsu slots.
-_-_-_-• [ +08 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-S - r a n k
-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [3] additional Ninjutsu or Genjutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +20 ] Ninjutsu slots.
-_-_-_-• [ +08 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


© 2010-2015 Shinobi Nations
 

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 Apr 12, 2017 11:12 am
Puppeteer


___Description:
A puppet user, or puppeteer, is a shinobi who utilizes their chakra in order to form strings which are attached to advanced ninja tools known simply as puppets. These puppets are controlled by the strings connected to them, which results in the puppeteer having much more need for finger coordination and global focus than brute strength or elemental prowess. The shinobi of this class train day-in-day-out in order to master a sub-sect of ninjutsu known as kugutsu ( Puppet techniques ). It is these techniques which help them mold the abilities needed to become an effective and deadly puppeteer.
As the puppeteer delves further into their studies, they eventually become strong enough to manipulate their puppets with a single string without any loss in overall performance. As thus, a devoted puppeteer is able to use ten puppets at once ( one per finger ) in their prime.
One must never forget that puppeteers are deceptive and crafty; able to make use of poisons and tools hidden inside their puppets as well as on their person, and above all else, able to lead others into traps.
It should also be noted that because puppetry is a fighting style that requires the user to keep their hands free, close range combat is something these shinobi should avoid.

___Notes / Reminders:
• Kugutsu can be learned only by those of the Puppeteer Subclass, unless selected as the starting technique.
• Kugutsu receive the same learning reductions as ninjutsu. ( In addition to this subclass’ kugutsu specific reductions. )
• Kugutsu receive their own limitation numbers, displayed in each rank.
• Characters must craft their first puppet or have it discovered in an event created by the Event Coordination Moderation Team.

___Specialization:
• If this class is chosen as the first and second class, then the user may choose 2 disciplines. Additionally, the player may switch out their Kugutsu techniques for other types at a rate of one [1] Kugutsu for each Ninjutsu or Genjutsu, but at a rate of three [3] techniques per Stage of Learning.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Army of One: The true hallmark of a master puppeteer is often judged by their awesome ability to wield multiple puppets at any one time, to become a true Army of One. Those who take this Discipline recognize this as not just a goal, but a benchmark for their worth. And so it is that those of this discipline learn to control more puppets than others would dare. The string requirements for utilizing puppets is reduced by one [1] step.

Architect: While controlling puppets is all well and good for the Army of One, someone has to build all of them! Often, this seems to fall to the role of the Architect, who has turned puppet making into a form of art. When crafting puppets, decrease both the crafting time and the amount of material required by one [1] full step.

Marionette: Instead of hiding oneself behind an army of puppets, or burying oneself within the study of best how to build them, the Marionette is the puppeteer who gets into the personal side of life by beating their opponents down with force, precision, and skill. Firstly, these Puppeteers gain an additional six [6] Proficiency slots, with an additional two [2] at every Experience Rank. However, unlike other Proficiencies, these are not usable by the Puppeteer themselves. No, these proficiencies are instead taught only to the puppet, and should have "Puppet" written next to them in the profile layout's Proficiency section. Furthermore, these can be exchanged for a Stage of Learning but at a rate of one [1] stage for every two [2] Proficiencies spent. Keep in mind, however, that Stages must be learned by the Shinobi themselves and then practiced with their puppets. Thirdly, Marionettes are able to switch between Chakra and Stamina to pay for their movements as they desire.


-_-_-Base ○ Energy ○ Pools:
-_-_-_-• { 150} chakra.
-_-_-_-• { 100 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Kugutsu per paragraph.
-_-_-_-• Train Puppeteer Skills [1] paragraph faster.
-_-_-Base ○ Jutsu ○ Limits:
-_-_-_-• [ +03 ] Proficiency slots.
-_-_-_-• [ +04 ] Skill slots.
-_-_-_-• [ +07 ] Kugutsu slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Frugal: When building puppets it can be difficult to determine which of the myriad of options to go with! Well, to those who decided the best answer to that was "all the parts!", there is a Discipline for you! Those who are the Frugal misers they are who take this Discipline will receive a one [1] step reduction in cost on up to three [3] parts per puppet. This can be increased by another one [1] step per Discipline Point, to a maximum of three [3] times.

Efficient Artisan: Crafting puppets can take quite a long time to accomplish and even then they might fail, and for some that is entirely the wrong answer. And so those skilled artisans learned the art of being Efficient. For one [1] Discipline Point the Puppeteer is granted a one [1] point increase to the required CC roll. This increases by another one [1] per Discipline Point invested.

EnergyStar Rated: Maintaining the energy necessary for handling multiple puppets is difficult, as unlock Tamer Companions the control of these allies cost them specifically. As such, the Puppeteer who takes this particular Discipline learns to make the most of what they have, decreasing the cost of their Stamina, or Chakra, expenditures for their Puppet activities by one half [1/2] rank per Discipline Point invested. Each time this is chosen the Puppeteer must decide if it effects Chakra or Stamina costs.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Kugutsu per paragraph.
-_-_-_-• Craft puppets [1] paragraph faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +04 ] Skill slots.
-_-_-_-• [ +04 ] Kugutsu slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Advanced Training: Simple training is simply not enough for some. The backbreaking work of designing puppets, weapons of war and poison, whilst learning to train and kick butt? It's a lot of work! Well, sometimes even for Puppeteers who hate themselves there's another level beyond hate. Advancing their training grants them one point [1] to go into either Intelligence or Chakra, as well as four [4] Skill Points per Experience Rank beginning at this rank.

Puppy Master: Some masters of puppets learn that their strings are nothing but an extension of their chakra network into their puppets. This strange thought process allows the Puppeteer to utilize Ninjutsu up to their experience Rank through their puppets, though at an increased cost of one half [1/2] rank. Each further Discipline Point invested will drop the cost by another one half [1/2] rank, up to a total of three times [3x].

Hairtrigger: The art of the Hairtrigger is a difficult discipline to learn, let alone use properly. A Hairtrigger is used by taking one [1] string per Discipline Point and preparing it ahead of time with a puppet that is set up and ready, and preparing one mechanism to fire. These Hairtriggers last until used, or the puppet is stored away. These Hairtriggered mechanisms allow them to be utilized once [1] for each prepared Hairtrigger as a free activation. Once triggered, the Hairtrigger requires one [1] activation per to set up properly. These strings are "used" during time time, and cannot be used for anything until the Hairtrigger is canceled, or used.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Train Puppeteer Skills [2] paragraphs faster.
-_-_-_-• Craft puppets [2] paragraphs faster.
-_-_-_-• +3 potential hazards resistances.
-_-_-_-• 1 new Hazards based PA.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +04 ] Skill slots.
-_-_-_-• [ +04 ] Kugutsu slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k
-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +20 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Train Puppeteer Skills [3] paragraphs faster.
-_-_-_-• Craft puppets [3] paragraphs faster.
-_-_-_-• +4 potential hazards resistances.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Kugutsu slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

-_-_-_-S - r a n k
-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Train Puppeteer Skills [4] paragraphs faster.
-_-_-_-• Craft puppets [4] paragraphs faster.
-_-_-_-• +5 potential hazards resistances.
-_-_-_-• 1 new Hazards based PA.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Kugutsu slots.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


© 2010-2015 Shinobi Nations
 
PostPosted: Wed Apr 12, 2017 11:13 am

Medic


___Description:
Medical ninja, or Iryounin, are those who specialize in a sect of abilities known as eiseijutsu ( Medical techniques ). Eiseijutsu are techniques which can be performed in order to cure ailments, stitch wounds, mend flesh, and soothe bones. However, this is just one aspect of eiseijutsu. The precision and chakra control developed by practicing these techniques has resulted in the creation of many offensive eiseijutsu as well.
As one would expect, performing eiseijutsu is a difficult feat which requires a concentrated and levelheaded attitude, in addition to intelligence and incredible chakra control. Because of this, the few medical ninja that do appear in the world are considered invaluable.


___Notes / Reminders:
• Eiseijutsu can be learned only by those of the Medical Class.
• Eiseijutsu receive the same learning reductions as ninjutsu. ( In addition to this class’ eiseijutsu specific reductions. )
• Eiseijutsu receive their own limitation numbers, displayed in each rank.
• Physician Skills granted by this class cannot exceed the Fourth Tier.


___Specialization:
• Grants one [1] stat point that can be placed in any stat of choice, as well as an additional four [4] Skill Points to be used in Physician Skills.



-_-_-_-D - r a n k
Quote:
__Disciplines:
Twisted Arts: Some Medical Shinobi swear to protect and serve their patients with all the strength and skill they muster. They learn to treat diseases and poisons of a Chakra nature, and heal shut wounds that would take months to heal. Those who master the Twisted Arts, however, learn the inverse. Instead of healing the arts are used to harm and hinder, to maim and injure. Masters of the Twisted Arts are those who have decided that using their knowledge to cause harm is their purpose. Upon selection, all harmful techniques become easier to understand and learn, allowing [1] additional technique to be learned per paragraph per experience rank of the character, beginning at D - rank. Furthermore, they receive two skill points [2] per experience rank which may be used to learn a Physician Skill of their choice to assist in the placement of these wounds. Furthermore, the character receives one [1] custom item that fits their Art that can be used a total of ten [10] times before breaking. This will be considered a Minor Custom.

Merciful Arts: Some Medical Shinobi swear to protect and serve their patients with all the strength and skill they muster. They learn to treat diseases and poisons of a Chakra nature, and heal shut wounds that would take months to heal. Those who select this path become known as those who practice the Merciful Arts. Upon selection, all healing techniques become easier to understand and learn, allowing [1] additional technique to be learned per paragraph per experience rank of the character, beginning at D - rank. Furthermore, they receive two skill points [2] per experience rank which may be used to learn a Physician Skill of their choice to assist in the treatment of these wounds.

Supplemental Arts: The Supplemental Arts are difficult to explain to those on the outside of the Medical Shinobi field. While the Twisted Arts focus on dealing damage and inflicting debilitating effects, and those of the Healing Arts to the treatment of such abominations, the Supplemental Arts focus instead on giving benefit to the physical body of the user, or the patient, to increase their natural abilities. Techniques that focus on the accentuation of a physical form to greater heights, or those which augment the body, will be found to be easier to learn, allowing [1] additional technique to be learned per paragraph per experience rank of the character, beginning at D - rank. Furthermore, they receive two skill points [2] per experience rank which may be used to learn a Physician Skill of their choice for either positive or negative reasons. It must be written which is the intention for each skill, however.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +200 } chakra.
-_-_-_-• Maximum stamina pool: { +50 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Eiseijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +10 ] Eiseijutsu slots.
-_-_-_-• [ +01 ] Proficiency slot.
-_-_-_-• [ +03 ] Ninjutsu slots.
-_-_-_-• [ +03 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning

-_-_-_-C - r a n k
Quote:
__Disciplines:
Emergency Reserve: Most Medical Shinobi learn that having a reserve on hand for depleted chakra or stamina is important when handling fatigue and damage caused by overextending ones' self. In these cases members of the Medical shinobi decided to teach youngsters how to horde reserves within their bodies that can be utilized in times of need, when healing is a life or death situation and herculean efforts must be utilized. This reserve pool begins at fifty [50] chakra points or stamina, with the total increasing by twenty-five [25] points per experience rank. Unlike other classes, this energy pool can store a mix of energy, with the total allowance split between Chakra and Stamina as the shinobi sees fit. When recovering Chakra or Stamina any positive or negative effects restore this reserve or the user's reserve first, as desired.

Signature Technique: Select one [1] techniques that the character knows. That technique's cost is reduced by one half [1/2] permanently. Make the choice count, as it cannot be changed later.

Manipulation: Learning to manipulate the human body through chakra is relatively easy and par for the course in Medical Shinobi training. However, extra lessons can lead to a greater understanding of anatomy, thus allowing for greater effect. When selecting this discipline the character selects one Body System they have invested Skill Points into, and when targetting that system with a technique, no matter the type of Medical technique, the effects are increased by one rank [1]. This can be taken multiple times, with a new Body System selected per discipline point invested.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Eiseijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +08 ] Eiseijutsu slots.
-_-_-_-• [ +01 ] Proficiency slot.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Advanced Training: The character trains themselves spiritually or physically, accentuating that which the average shinobi leave to passive training. The character selects either their Strength or Chakra stat and increase it by one [1] full point, as well as bestows the user with two [2] Skill Points to be used in Physician training. This can be taken up to two [2] times.

Cross Training: The best medics are those who survive on the field of battle. While most invest time and energy into learning exclusively the arts of the medic, some realize that branching out might help alleviate the stress of combat. As such, by taking this Discipline, the character gains one of two options: two [2] Stages of Learning of Taijutsu or Bukijutsu, or any combination of six [6] Jutsu between Ninjutsu and Genjutsu. Once made the choice cannot be unmade, so choose wisely. This can be taken multiple times.

Field Triage: Sometimes, the call for medical treatment can come fast and hard with significant hurdles to overcome just to reach the patient, let alone administer treatment. As such, Medical Shinobi may learn the art of Field Triage, which allows the user to character to gain one additional [1] Activation per post which can only be utilized to activate a Medical Technique that either immediately heals, or immediately harms, the target. Utilizing this activation reduces the techniques effectiveness by half [1/2]. This can be taken only once [1].


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [3] additional Eiseijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +08 ] Eiseijutsu slots.
-_-_-_-• [ +01 ] Proficiency slot.
-_-_-_-• [ +02 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning
-_-_-_-• [ +00 ] 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 [4] additional Eiseijutsu per paragraph.
-_-_-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 [5] additional Eiseijutsu per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


*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 Apr 12, 2017 11:15 am

Sensor


___Description:
___A sensor ( 感知タイプ, Kanchi taipu; literally meaning "Perception type" ) is a type of ninja that is capable of detecting the presence of other people through their chakra. A skilled sensor can detect their targets from a great distance, as well as differentiate the characters by their chakra signature alone. Although almost all ninja are capable of feeling some form of "chakra presence", however sensors specialize in fine tuning their abilities to better manipulate this feeling. Whether this is through special training or simply by being born more sensitive, is not truly clear, though it seems both have led to the development of successful and powerful ninja.


___Notes / Reminders:
• Sensors utilize Chakra to Sense, which is different than a Tracker which utilizes their physical forms to Sense.



___Specialization:
• Sensors who specialize gain access to one [1] point to their Chakra stat, while additionally granting a one [1] step increase to durations or information gathered, or both, depending on the techniques utilized.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Resolution: Resolution is defined by the reduction in scale of the technique, but the details gained being more in depth and definitive. Upon selection of this discipline techniques within the Sensory list gain the benefits found under the "resolution" heading.

Zoom: Opposite of Resolution, Zoom is defined by the increase in range of Sensory techniques but at the cost of clarity and definition. When taking this discipline the character will gain access to the benefits defined under the "Zoom" heading found within the techniques of the Sensory list.

Oracle: The character, through a special talent given at birth, can naturally sense chakra around them. The user can sense chakra around them up to a 5 yard radius without the use of a sensory technique. This radius is increased by 5 yards at C - rank, A - rank, and S+ - rank. Like Zoom and Resolution, this grants access to the benefits listed under the "Oracle" heading found within techniques of the Sensory list.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +225 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [1] additional Sensory technique per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +06 ] Sensory Techniques.
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +03 ] Ninjutsu slots.
-_-_-_-• [ +03 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

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

Elemental Affinity: Sensory techniques exist that utilize elements, true, but a true Affinity requires a communion that goes beyond simple technique useage. By taking this discipline the character has the option of utilizing natural or rare sources of the base element to accentuate their techniques. To do this, when taking the discipline the character selects one [1] element from amongst those known by the character. When utilzing that element to cast a technique of that element, all effects are increased by one step, either doubling ranges, or increasing the effects by one [1] rank's worth of information. An example of this would be utilizing the electricty present during a lightning storm to cast a Lightning-element Sensory technique.

Focus: To focus one's mind enough to utilize a Sensory technique to gather detailed information requires time, time that, during combat, becomes difficult to attain. As such, the discipline known as Focus was born. By selecting this particular discipline the character gains access to what is called a "focus charge" when meditating at any time. This Focus Charge allows the character to regenerate chakra one tier higher, per charge attained. This effect only works outside of combat as a passive ability. However, when in combat this Focus Charge may be used alongside chakra to fuel a Sensory Technique. When doing so, the length of time in posts that is required for a full "Sensing" is reduced by an equal number of posts. The max number of Charges that may be stored at any one time is equal to one plus the number of times this discipline is selected [1 + times selected], with any character being able to select this discipline up to three times [3]. Meditation outside of combat restores Charges at a rate of one per three posts [1 per 3], and restores alongside posts spent in recharging chakra/stamina through meditation.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [2] additional Sensory technique per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Sensory Techniques.
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +03 ] Ninjutsu slots.
-_-_-_-• [ +03 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Sensor Enrichment: Increase the Chakra or Intelligence Stat by one [1], as well as reach a bit further into your Enrichment proceedings and earn two [2] additional Custom Techniques. These Custom Techniques must be predominantly of the Sensor persuasion and cannot be used to create non-ninjutsu techniques. This can be taken up to two [2] times.

Utilization Review: Sensors, overall, are struck with a perculiar issue: there are simply not enough techniques in the book to learn. This causes Sensors to reconsider at times whether techniques they have currently have further uses than, perhaps, would normally be associated with it. While the results of such review are often decided upon by the individual, there are a few noteable results that are common across the board. Firstly, all techniques have their cost reduced by five Chakra Points[5], as they learn to be more conservative with their chakra. Secondly, they each attain one [1] Personal Attribute Point to be spent in the creation of a Sensory Attribute, which must be submitted to a superior for review before application to the character. While this discipline may be selected as many as three times [3], further review only gives another decrease in the cost of techniques used.

Cross Training: As noted above, Sensory are not known for their large number of Jutsu in their field. As such, some Shinobi see fit to branch off into other fields to better round out their knowledge. As such, those who select this discipline will have a choice of either attaining two [2] Stages of Learning for Bukijutsu or Taijutsu, or three [3] slots of Ninjutsu or Genjutsu. In all cases, only one Technique Type may be selected, as the slots offered cannot be split between Jutsu Types. There is no limit to the number of times the character may select this Discipline.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn [3] additional Sensory technique per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +05 ] Sensory Techniques.
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +03 ] Ninjutsu slots.
-_-_-_-• [ +03 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] 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 [4] additional Sensory technique per paragraph.
-_-_-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 [5] additional Sensory technique per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.


Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


*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 Apr 12, 2017 11:16 am

Performer


___Description:
Some shinobi find that utilizing a variety of handseals is not only cumbersome and a waste of time...it looks completely foolish! Where is the expression, the art, the unique drive that is at the core of any artist?! These shinobi decided that being of the same ilk as the others was simply not enough, and developed the theory of Performance as a medium for harnessing their chakra. And so the Performer was born, a shinobi who utilizes performance of varying types, with music being the most common performance, to cast Ninjutsu or Genjutsu, or in some cases settling for both to a lesser degree. Though the truth is that these are the lesser of their abilities, for their true strength lies in the their use of Sound type techniques, which are their's exclusively, and their feared Performance techniques.
The Performer is the best class you can be because it offers the freedom to perform an act of some sort with which to unleash jutsu upon your foes, or even your allies. It offers versatility, creativity, and a penchant for the dramatic! It offers a fun middle ground between Ninjutsu and Genjutsu, while also being one of two classes that can use Sound based techniques and the only ones that can utilize Performance techniques.



___Notes / Reminders:
• Genjutsu Styles will be showing their faces rather soon. When these come out, Performers who have selected to learn Genjutsu are allowed to convert their Genjutsu slots into Genjutsu Styles at a rate of ten [10] to one [1], unless a style specifically states a different number within its personal description.
• A Performer is granted one [1] Performance Type that must be claimed beside the class's name, written as Performer (______). Another is gained at A - rank for a maximum of two [2] without Disciplines and Personal Attributes adding more.
Performance Techniques: Some readers may be wondering what this is as they read through this class, and it is high time it be explained. Performance techniques are the titular technique type that can only be used by Performers, and in many ways can be said to be similar in nature to Bardic Music and Spells from many popular mediums and lorebooks. It is a set performance that has key movements and steps that must be taken as requirements throughout the verses or stages. Unlike techniques which can be changed on the fly a Performance is set in stone as to steps, unless very, very carefully made to allow switches. Each stage has a duration, requirements, and effects that while they must fit the theme of the performance can vary greatly in source. Perhaps a hot blooded song raises speed and damage while the next verse causes fire to rain from the sky? These effects can be positive or negative, and mimic any type of technique you have access to. These can range from dances to songs to displays of art moving art, but always the Performance requires active participation for their effects to work. Due to this fine line, Performance techniques are often "more powerful" than others of their Rank at the sacrifice for the flexibility that normal technique usage has. Due to their nature they are almost entirely Custom, and belonging specifically to the character who made them.



___Specialization:
• Immediately gain one [1] point in either Intelligence or Chakra, followed by one 1 additional D - ranked Discipline. Furthermore, gain access to two [2] Custom Techniques.

-_-_-_-D - r a n k
Quote:
__Disciplines:
tab Purist: The Performer who chooses to be a Purist selects a technique type and gain the ability to utilize this technique type through their performances up to two [2] ranks higher than the Experience Rank of the Performer. These can be Ninjutsu, Genjutsu, Sound Jutsu, Eisejutsu, if they are able to utilize it already, Fuinjutsu, or even Sensory techniques. Only if they have access already, though. This choice is their passion, their love, and the only true definition of a Performer! This does, however, bar them from utilizing performances to cast technique types other than what they have chosen. Furthermore, the character finds their Technique Slots for their choice increased by three [+3] slots per Experience Rank. At A - rank the cost of all selected type of technique is reduced by five [5] cost, and at S - rank, that increases to ten [10].
tab Grand Performer: Of the different technique types that the Performer gets their titular Performance techniques are the most powerful and most unique. Requiring in depth study and custom work a Performer may find that their Performances define who they are. They are an expression of one's internal self, and as such care should always be taken before these are put out for public view. But none understand this more than the Grand Performer, who see their Performances as nothing less than the pinnacle of their Art. Some may even feel that every performance must be a defining point in the history of Shinobi! As such, it takes a few times to master that performance. A Grand Performer can choose to take two [2] complete posts to work out the details before they begin a performance. If they do so, then the results are far more spectacular. The positive and negative effects granted by the carefully prepared performance have an additional one half [1/2] Step increase at D, C, A, and S - ranks, for a total of a two [2] rank increase at S - rank to the strength and two [2] step increase to the effects generated. This effects all Performance techniques utilized.
tab Maestro: Sometimes the best route to take is to take no route at all. The Grand Performer sees their Performance as everything to themselves. They see it as defining. The Purist is an elitist who views their selected craft as the only true method of performance worthy of merit. The Maestro learns there is beauty in everything, and as such they choose no focus and instead love it all. This comes with some key differences. All Performers may perform their techniques, this is true, but the Maestro kicks this up a notch to utilize any technique they know with different performance. They learn to use anything to create anything. Unlike the other two who are limited in their scope of performance, requiring specific instruments or mediums, it is the Maestro who can make music at any time in any place and illicit the same results. Furthermore, they gain access to three [3] additional Ninjutsu, Genjutsu, and Sound techniques they know at every single rank, except for Performance. Performance numbers remain the same.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +200 } chakra.
-_-_-_-• Maximum stamina pool: { +50 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn one [1] more Ninjutsu or Genjutsu technique per paragraph. (Choose)
-_-_-_-• Learn one [1] more Sound technique per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +07 ] Ninjutsu slots.
-_-_-_-• [ +04 ] Genjutsu slots.
-_-_-_-• [ +03 ] Performance Technique slots.
-_-_-_-• [ +04 ] Sound Technique slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-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.

Orchestral Number: Few understand that a performer, alone, can do much, but a performer with an entire ensemble can effect creation. Kurabouing with other Performers is far easier than with someone who has no skill in the Performance arts. As such, Kurabou effect costs are reduced by one [1] rank when done with someone Kurabou has been learned with, as well as have the effects increased by one [1] additional rank. However, for someone who has not been trained with, the effects of the Kurabou are reduced by one rank [1], and the cost increased by one rank [1]. However, the Kurabou will still receive the benefits of a full Kurabou. Same techniques that are Kurabou'd always receive the benefits of being trained together, even if no training as have taken place.

Stirring Performance: Performances are often made with the intent to illicit a reaction in watchers. Shinobi, however, have turned this into a weapon in and of itself. Those who select this discipline find that utilizing their performance becomes distracting to others, making it more difficult to dodge techniques being unleashed as the performance illicits a reaction within them on a primal, instictual level. If the opponent is the same rank as the Performer, their techniques help entrance the mind, giving them a half-rank [.5] reduction to their ability to dodge incoming attacks, making such actions cost more.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn one [2] more Sound technique per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +01 ] Performance Technique slots.
-_-_-_-• [ +04 ] Sound Technique slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Advanced Training: The character trains to better themselves physically, or mentally, as fits their Performance. The character selects one stat and increase it by one [1] full point, as well as bestows the user with one [1] additional performance type. This can be taken up to two [2] times.

Focused Performance: The best performances are more than a work of art: they are a complex view into the human heart and soul. This type of performance, however, is an exacting and exact science. It is the minute placement of the perfect action in the most absolutely opportune moment to create a unique experience quite unlike any other. By taking this discipline, in fact, a character is granted the ability to create a unique type of Custom called a "Focused Performance". It takes a number of posts, depending on the custom itself, to utilize but grants powerful effects, similar in a way to the Rituals of the Religious, or the Oathkeepers. Each time this discipline is selected the shinobi is granted two [2] custom slots dedicated to the creation of these Focused Performances.

Dual Performance: Some of the most skilled Performers learn that their performances are, well, predictable. This is the inherant issue with all things Performance: by design they are tells. However, those who learn this fact often decide to take this Discipline to learn to make two [2] seperate performances at once. Difficult to perform properly, this allows the Shinobi to unleash two [2] attacks at one day making it difficult to predict their movements, and even more difficult to defend against. May be selected an additional time, increasing the performance limit to three [3] per action.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25 } chakra.
-_-_-_-• Maximum stamina pool: { +20 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn one [2] more Ninjutsu or Genjutsu technique per paragraph. (Choose)
-_-_-_-• Learn one [3] more Sound technique per paragraph.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +04 ] Ninjutsu slots.
-_-_-_-• [ +02 ] Genjutsu slots.
-_-_-_-• [ +01 ] Performance Technique slots.
-_-_-_-• [ +04 ] Sound Technique slots.
-_-_-_-• [ +02 ] Taijutsu Stages of Learning.
-_-_-_-_-_-or
-_-_-_-• [ +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.


Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.
 

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 Apr 12, 2017 11:17 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.


___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 Valiant 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 [1] additional Oath per paragraph.
-_-_-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 [2] additional Oaths per paragraph.
-_-_-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 [3] additional Oaths per paragraph.
-_-_-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.


Royal Taorito
Edit Log:
01/06/18 Royal Taorito - Changed all references to 'post reductions' to 'additional techniques per paragraph'.


*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 Apr 12, 2017 11:19 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 Apr 12, 2017 11:30 am
____  
PostPosted: Wed Apr 12, 2017 11:36 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 Apr 12, 2017 11:54 am
____  
Reply
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