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Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Wed Mar 29, 2017 2:03 pm
Civilians


D e s c r i p t i o n
→ →Civilians are the most common of survivors among the number who have returned from the Plague. Where Shinobi and Non-Shinobi will likely be the types to hedge out the monstrosities of the lands, to guard the settlements and probably even run them, these things are nothing without the Civilians to man, to farm their food, to discover new locations and paths, or to those who would craft their gear and tools. A Civilian is the best class you can be because you are the cogs that keep the gears of civilization spinning along. Without you, there would be no new world.

→ →→ → 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 5:33 pm

Gatherer


___Description:
Gatherers are almost literally the bread and butter of the Shinobi Strike world, for without them most supplies would be difficult at best to gain access to. The name of the Gatherer is based upon the type of gathering that is focused on, from Miner, to Hunter, to Farmer, the Gatherer serves a purpose so important that not having one in a settlement could make or break the locations survival.
Anyone can lean over and pick up a berry. They might even know all of the uses of that berry, and pocket it before moving on. A Gatherer, however, learns the signs of protection and masking, where plants and animals learn to bait predators and hide their splendors nearby. And so it is that in the above scenario the random person moves on, but the Gatherer realizes that the berry is a type of raspberry that reveals a small bushel and keeps more hidden beneath the ground or inside of a host, and as such knows to look in those places and now discovers not just one berry, but an entire harvest. Farmers can identify the best nutrients for their soil, and thus their yield is so much more. The Gatherer is the best class you can be because they are experts in their field and can not only get more out of their focus than the average person, they're just simply better at production.



___Notes / Reminders:
• When selecting the class the Gatherer must select one [1] type of Gathering per two [2] Experience Ranks. This Gathering type becomes their title, such as Miner, Hunter, Farmer, though the title can be switched depending on the preferred type of Gathering.
• Any and all Disciplines chosen will apply to each Gathering Type the Gatherer possesses. Personal Attributes will follow the Personal Attribute rules in regards to recognition of which Gathering Types they apply to.
• At every Experience Rank the Gatherer is granted one Minor Attribute that is restricted to the Gathering Types they possess. These must be run up for approval in the same approval thread as Profiles before being accepted.
• For the different Gathering Types see the Skills page.



___Specialization:
• A Gatherer who Specializes gains access to one [1] Point that may be invested in any stat. Furthermore, they are granted an additional D - ranked Discipline of their choice.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Yieldsman: Gatherers take make shapes and focuses, but Yielsdman is one who focuses not on the quality but the quantity of their work. Methodology is important, and they are those who learn to get the most out of their hard day's work. As such, for each Discipline Point invested in this discipline, the Gatherer gains a two [2] step bonus to the yield of their gathering skill.

Workman: To some the job simply never ends. From sunrise to sunset the Workman breaks their back to accomplish the very most of their work they can before taking a rest. As such, the work ethic of the Workman grants a two [2] step decrease in the time it takes to complete the gathering for each Discipline Point invested.

Goodsman: The Goodsman is a Gatherer who can be relied upon to work to the best of their overall ability without narrowing their work ethic to a specific point. As such, for each Discipline Point invested into this discipline, the Goodsman receives a one [1] step increase in the yield of their gathering and a one [1] step decrease in the time required for it to be completed.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +85 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Gatherer Skills one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +08 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k

-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +10 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Gatherer Skills two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-_-_-or
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k

-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Gathering Skills three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k

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

-_-_-_-S - r a n k

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


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


”Royal Taorito”

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

Lanfaer
Captain

Aged Genius

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

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Mon Apr 03, 2017 5:34 pm

Adventurer


___Description:
Anyone who feels the pull of the wild majesty that is the world could be classified as an adventurer, but those who earn that capital are the ones who invest their lives into the study. Adventurers learn early that focusing their obsessions and love on one type of exploration granted them a narrow field of knowledge that no other could replicate, for they were able to almost sniff-out such old, forgotten places that seem something out of a dream. And so it was that the Adventurer became a sort of explorer that blazed trails to places others simply wouldn't dare, to discover and explore places where few have tread in potentially millennia. The Adventurer is the best class you can be because an Adventurer increases the average chance of discovering new locations where treasures and mystical creatures await a human touch.


___Notes / Reminders:
• Adventurers are split between the type of terrain they most favor. These are reflected within the D - ranked Disciplines.
• For every three [3] Experience Ranks the Adventurer has the good fortune to increase the rewards of that which they find. In these instances the Reward Step is increased by one [1] each time.
• At every Experience Rank the Adventurer is granted one Minor Attribute that is restricted to dealing with Adventurer Skills. These must be run up for approval in the same approval thread as Profiles before being accepted.



___Specialization:
• Those who select Adventurer for both of their classes are granted one [1] additional D - ranked Discipline, as well as access to one [1] Puppetry or Tinker Skill that would not normally be allowed.


-_-_-_-D - r a n k
Quote:
__Disciplines:
    tab Trapcracker: In the field of Adventurers nothing threatens them more than a well placed Trap. So bad at one time was the life expectancy of the Adventurer that resources were pooled to help them out a bit. In this case was the Trapcracker discipline born, to help those who otherwise would fall to their deaths in a pit filled with hog urine to stave off their shucking of the mortal coil. By taking this discipline, all Trap hazards will have their requirements for disabling or avoiding reduced by one [1] per experience rank.
    tab Scoundrel: It is said that fate favors the fool, and none know this better than the Scoundrel. While the Trapcracker focuses on learning to bring down, and survive, traps it is the Scoundrel who seems to be the luckiest alive when it comes to other more natural, and unnatural, Hazards. At D, B, and S - rank, the character will find that the effects and abilities of a Hazard is one [1] step closer in their favor, however that may be. At the aforementioned ranks that bonus in increased by one [1].
    tab Scavenger: In a world where survival of the fittest is the rule of law it is the Scavenger who learns that the key to survival is possession of needed materials and items. For every other Experience Rank after D - rank (B and S - ranks), generate a number between one and three [1 - 3], and follow the chart below when looking for materials:
          → On a roll of one [1], increase materials gathered by fifty percent [50%].
          → On a roll of two [2], note a member of the Event Coordination Team. A potential rare material is discovered!
          → On a roll of three [3], the durability of the material(s) found is increased by one [1] step.




-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +50 } chakra.
-_-_-_-• Maximum stamina pool: { +50 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Adventurer Skills (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +08 ] Skill points.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
    tab Lucky Break: As previously mentioned, luck favors the foolish. Some even manage to somehow catch a Lucky Break. At a rate of one [1] per Discipline Point per ten [10] posts, the Adventurer is able to catch a Lucky Break when a random roll would generate a failure or unfavorable choice. This allows them to demand a reroll, though they must then continue with the roll that is generated. This can be chained with other Lucky Breaks, but once the Breaks have run dry so too has their luck. These Breaks are regenerated as written above at ten [10] posts per point.
    tab Pack Rat: The best type of Adventurer to have is the one that seems to have a bit of everything in their packs. For each Discipline Point the Pack Rat invests, increase the amount of items discovered by one [1], up to a maximum of three [3] times. Furthermore, the Pack Rat is instantly bestowed one [1] free item of random worth and type.
    tab Discovery: The world is a wonderful and mysterious place, and those who feel the thrill of Discovery know it best of all. Every time a discipline point is invested in this discipline the character will receive one [1] randomly generate map of either another location or a map of the location of something hidden and important. There is no limit to the number of times this may be selected.

-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +20 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Adventurer Skills two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
    tab Advanced Training: Increase one [1] stat of choice by one [1] point and gain two [2] technique slots of choice. Furthermore, the choice is made between an additional six [6] skill points, two [2] proficiency points, or two [2] Stages of Progression.
    tab Fated: Traveling the world can be dangerous, and so the Fated learned to be just really damned good at either seeking out that danger, or avoiding it. For each Discipline Point invested the character is able to increase the chance of finding danger, or avoiding it, by five percent [5%]
    tab Epic Loot: Adventurers go out and explore for generally one reason: finding things. And every single one of them pines for the ultimate find: Epic Loot. When discovering a treasure, the Adventurer can demand a roll to determine how the treasure is effected, and this roll can be done once per Discipline Point Invested. There is a cooldown of one [1] discovered loot pile before it can be used again. While the demand for roll can be done more than once per loot roll, keep in mind that it does not stack, and the Adventurer will have to stay with whatever the last roll bestows..
          → 1 - 4 grants a one [1] step increase to the treasure rolled.
          → 3 - 9 has nothing happen at all
          → 9 - 14 grants one to three [1 - 3] additional objects.
          → 15 grants the first and third bonuses.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +20 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Adventurer Skills three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k

-_-_-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

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


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


”Royal Taorito”

[Editorial Log]
[Name] | [Date] | → [Short description of actions performed]
 
PostPosted: Mon Apr 03, 2017 5:37 pm

Artisan


___Description:
Artisans are the makers, the builders, the crafters of the new world who know that restoring the old world is all well and good but in the meantime tools, supplies, and other necessities are going to need to be made to make such restorations possible. Artisans gain experience through crafting and building, though they tend to focus on one type of such over another. The Crafter is the best class one can be because it allows them to create unique and new weapons, armor, and materials with which the new world will be made.


___Notes / Reminders:
• Artisans are the only ones that get large amounts of Experience from crafting their goods. As explained further within the Crafting thread, the amount of experience allowed to be gained from crafting depends entirely on just how many times a character has selected the Artisan Class.
• As further explained in the Crafting System thread, only a specialist Artisan is allowed to gain access to Tier 5 Crafting. There is no other way to do so.
• At every Experience Rank the Artisan is granted one [1] Minor Attribute that is restricted to dealing with Artisan Skills. These must be run up for approval in the same approval thread as Profiles before being accepted.



___Specialization:
• The character is granted one [1] point in any stat of choice. They gain access to Tier 5 Crafting, though they must still progress to this Tier naturally, and are granted one [1] additional Crafting Type. Upon reaching Tier 5 of crafting, the character is able to select three [3] Legendary properties that can be applied to any item they craft. Examples are Indestructible, Splintering, Rejuvenating (like the Beheader), etc. Must be posted for Custom Jutsu approval, and once selected, the decision cannot be unmade.


-_-_-_-D - r a n k
Quote:
__Disciplines:
    tab Crafting Method: Often the method that is selected, not the item that is crafted, defines the Artisan. As such, some specialize in learning different kinds that best suit each situation. Receive one [1] free custom Talent used to define a method of Crafting every two [2] ranks. When using that method increase the results by one [1] step, and decreases the cost and requirements of that craft by one [1] step as well.
    tab Prestigious Crafting: Every two [2] ranks, increase the roll results by [1] when crafting. This will stack with all other modifiers presented within Shinobi Strike. This represents the Artisan who has focused all of their training on crafting to exclusion of most other activities in order to bring their skills to their apex. As such crafting is easier for them, for their passion has put them to the path of understanding that all craftings are essentially the same thing in different shapes.
    tab Junker: Producing junk can be a pass time. In this case, a Junker learns to turn it into an artistic statement. Every Tier's Base Durability is increased by one [1] step, making even their trashiest creations a lasting piece of art.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +40 } chakra.
-_-_-_-• Maximum stamina pool: { +60 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Crafting one [1] post faster, or Craft items one [1] post faster.
-_-_-_-• [+2] to rolls when crafting.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +08 ] Skill points.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k

Quote:
__Disciplines:

    tab Energy Reserve: Creates a reserve of extra chakra or stamina, with specific limitations. This reserve pool begins at fifty [50] chakra or stamina points, with the total increasing by twenty-five [25] chakra or stamina points per experience rank. This reserve may only be tapped into once the base chakra or stamina pool is exhausted. This means that the reserve is likewise refilled before base chakra or stamina by any effect that targets chakra or stamina regeneration, whether positive or negative.
    tab 1 - Trick Pony: Sometimes it's best to focus on a few tricks instead of a menagerie of skills! The Artisan that selects this Discipline must select one [1] type of item per Discipline Point that they may craft and then select one of the following properties:
          → Increase the results of the craft by one [1] step in effects.
          → When performing the craft, generate a number between one and three [1 - 3], and reduce the materials required for that craft by that number. Do this for each material.
          → Increase the durability of the crafted item by five [5], or Scale of Defense by two [2].

    tab Ragamuffin: A true specialist in the art of making treasure from trash, the Ragamuffin learns to make their trash faster than others, for you never know when you'll need a tool. For each Discipline Point the character invests the Ragamuffin reduces the time needed to complete a Tier 0 craft by two [2] posts.

-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Crafting one [1] post faster, or Craft items one [1] post faster.
-_-_-_-• [+3] to rolls when crafting.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k

Quote:
__Disciplines:

    tab Advanced Training: Even an Artisan knows that continuing one's training has it's upsides and down. To the Artisan, Advanced Training grants a one [1] point increase to any one [1] stat, as well as gain an additional Crafting Tree of choice. This Tree follows the same rule as the Third Tree rules for crafting, maxing out at a certain Tier depending on how many times the character has selected Artisan as a class.
    tab Clonecraft: Beauty is in the eye of the beholder, yeah? Well, the Clonecrafter knows that better than most, so amazing is their gift for memorizing fine details. After seeing and studying a crafted item for five [5] posts the Artisan is able to attempt to replicate the item by taking guesses at the materials and properties upon it. In this case, the character has a twenty percent [20%] chance of success, which increases by twenty percent [20%] per Discipline Point invested. Further, each DP invested reduces the needed time of study by two [2] posts.
    tab Creature of Habit: Repetition is the key to success, and so the Creature of Habit learns that with each consecutive craft of the same type and mold will be easier to accomplish than the last. The first craft is the hardest, having no reductions inherent in this Discipline, but the second would have a one [1] post reduction, and the third another one [1] post reduction with a total of two [2]. This discipline maxes out at three [3] consecutives, with each further crafting with the same type and mold receiving that three [3] post reduction. Each DP invested increases the max consecutive scale by one [1], so one [1] point would allow up to four [4] consecutive crafts, granting a four [4] post reduction to the crafts. Crafting an item not of the same type and mold will reset the counter to zero [0].

-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Crafting one [1] post faster, or Craft items one [1] post faster.
-_-_-_-• [+4] to rolls when crafting.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +02 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k

-_-_-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

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


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


”Royal Taorito”

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

Lanfaer
Captain

Aged Genius

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

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Mon Apr 03, 2017 5:38 pm

Merchant


___Description:
Merchants drive the economy of any nation, land, and people. What few understand is that Merchants also serve as the medium by which cultures are introduced, beliefs are spread, and goods change hands. Without a Merchant to travel for you each individual would be required to haul their goods everywhere they went and try to turn a profit themselves! Outlandish, they would tell you! But Merchants are also those who know what to look for when hiding out of sight. They know the hallmarks of value and craftsmanship. They know the value of information, of travel, and more than anything, they know how to communicate just what it is they want to those who cannot comprehend their words.



___Notes / Reminders:
• Upon taking the class the Merchant must select one Type of inventory they will specialize in. Liquor, Weapons, Armor, Tools, etc. They are allowed to select one [1] Type per three [3] Discipline Points invested.
• Merchants are not allowed to control the NPCs they interact with among the other races. Any time a communication occurs a member of the NPC Control Moderation Group must be linked to the post.
• At every Experience Rank the Merchant is granted one [1] Minor Attribute that is restricted to dealing with Researcher Skills. These must be run up for approval in the same approval thread as Profiles before being accepted.



___Specialization:
• Upon selecting this Specialization the character is granted one point [1] with which they may invest into any one stat. Secondly, they are allowed to select a second [2] Type of product with which they're D - ranked Disciplines are associated.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Racial Focus: Communication with anyone is difficult, but try doing it when you don't share the same language, or culture! In these scenarios the Merchant learns to better work their body language to help communicate their intent along with their words. When dealing with an NPC race in Shinobi Strike the Merchant receives a one [1] step bonus to all interactions with that race per point. One race [1] is granted for every two [2] Discipline Points invested in this Discipline.
Product Focus: Merchants learn that sometimes one can find treasure in even the most unlikely of places, though fate often seems to understand this concept in a weird sort of irony. When receiving rewards from an event in character the Merchant receives a second [2nd] random roll before the character is granted access to their rewards. The highest rank of rolled rewards is then granted. However, each additional Discipline Point invested allows for the character to demand one [1] more reroll before their rewards are bestowed. In these cases, only the rank of the rolled rewards is given to the Merchant. Once it is decided to stick with one roll [1] it cannot be rerolled. Only items associated with the Merchant's selected field are able to be rerolled.
Appraisal Focus: No matter how good a Merchant is at selling their goods it is nearly impossible to truly turn a profit unless they know the value of their goods. As such, some Merchants dedicate themselves to understanding just what it is they have before them. For every one [1] point invested in this Discipline the character receives a fifteen percent [15%] chance to identify, correctly, the Tier or Rank of the item in question. This only works on objects associated with the Merchant's chosen field.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +35 } chakra.
-_-_-_-• Maximum stamina pool: { +65 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Merchant Skills one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +08 ] Skill points.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
    tab Information Broker: 15 // 30 // 45 // 60% chance of an unknown or rare secret being offered in trade to the Merchant during an interaction with an NPC. Each Discipline Point increase the chance along the above progression line, maxing out at sixty percent [60%]
    tab Lucky: When an item the character owns is appraised there is a 10 // 20 // 30% chance that the appraiser will discover that the item has a hidden property to it. Generate a number between one and one hundred [1 - 100], and if the number generated is less than the percentage unlocked quote an Event Coordinator for more information. This can be done with any object that already has a property.
    tab Backroads: 10 // 25 // 45% chance to find another method of travel to a destination, reducing post count by 1 // 2 // 3 and decreasing chance of encounter by 2 // 4 // 6 percent. Each discipline point unlocks the next step of bonuses.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25 } chakra.
-_-_-_-• Maximum stamina pool: { +15 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Merchant Skills two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +01 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
tab Advanced Training: Gain one [1] point to any stat of choice, and one [1] more store type. Gain one [1] random item of Tier 3 make with a minor property of any store type the character possesses.
tab Hagglemaster: A merchant learns that haggling is just another name for breathing. For each Discipline Point invested, select one [1] NPC race and gain a 10 // 20 // 30% increase in profit when selling to them, or discount when purchasing. At three [3] DP, and every three [3] DP after, the character may select one [1] additional NPC race.
tab Master Merchant: There comes a time in every Merchant's life to take on an Apprentice. For every Discipline Point invested, gain access to one [1] Apprentice title that can be bestowed upon an RPC or NPC of choice. When working alongside this apprentice, gain a ten percent [10%] increase to all profits with NPCs, and a one [1] post reduction to any post requirements. Apprentices receive all benefits from the D and C - rank Disciplines the Master Merchant possesses from this class, no matter what class they belong to, as long as they are in good standing with the Master Merchant. This may be selected no more than three [3] times.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +15 } chakra.
-_-_-_-• Maximum stamina pool: { +30 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Merchant Skills three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +02 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k

-_-_-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

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


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


”Royal Taorito”

[Editorial Log]
[Name] | [Date] | → [Short description of actions performed]
 
PostPosted: Mon Apr 03, 2017 5:39 pm

Researcher


___Description:
A Researcher spends their time delving deep into the histories of the world, accessing records of old to discover the oldest of secrets by breaking their codes or restoring that which was lost. Some instead spend their time gathering the strange objects that are scattered across the world, known as Artifacts, that seem to be of a type of energy source never seen before and have powerful, supernatural effects that simply defy explanation. No matter which path a Researcher takes they are the class that is best suited to bringing back the lore of old for those who wish it.


___Notes / Reminders:
• Researchers often are often called upon when Jutsu scrolls are found, which require Decryption.
• At every Experience Rank the Researcher is granted one [1] Minor Attribute that is restricted to dealing with Researcher Skills. These must be run up for approval in the same approval thread as Profiles before being accepted.



___Specialization:
• Immediately be granted one [1] point to add to any class of your desire, as well as be granted one [1] additional D - ranked Discipline.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Antiquarian: Artifacts are powerful, nearly supernatural objects of power within the world, and few know of them, let alone how to use them. Antiquarians are those who have invested their lives into their studies in order to better understand, find, and use these objects. Any Artifact that requires a criteria to identify or activate is counted as having that requirement reduced by one [1] step per Discipline Point invested.
Decryptor: During the Fifth Era the last of mankind decided to encrypt documents and include ciphers in all sorts of important books and maps. Only those who have invested themselves into understanding just how to identify, and break, these encryptions have a chance at doing so. As such, the Decryptor Discipline was born. For every one [1] point invested within this Discipline the overall requirement for a document or item's Decryption is decreased by one [1].
Conservator: Documents can be damaged, and given the relatively unknown amount of time since the fall of the 5th Era, documents surviving intact is proving more and more difficult to discover. So it was that the Researcher decided to learn the art of Restoration. When a document or other such research material is found damaged a Conservator may attempt to restore it to its original design. In these cases, add a one [1] step increase to any attempts to restore per Discipline Rank discovered.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +75 } chakra.
-_-_-_-• Maximum stamina pool: { +25 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Researcher Skills one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +08 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
tab Artificer: In Shinobi Strike, Artifacts offer some of the most unique and dangerous powers, and as such are limited to only one [1] per character. However, the Artificer learns to interact with these Artifacts in such a way that it allows them to carry more than that. For each Discipline Point invested, increase the total number of Artifacts able to be carried at one time by one [1].
tab Energy Reserve: Creates a reserve of extra chakra or stamina, with specific limitations. This reserve pool begins at fifty [50] chakra or stamina points, with the total increasing by twenty-five [25] chakra or stamina points per experience rank. This reserve may only be tapped into once the base chakra or stamina pool is exhausted. This means that the reserve is likewise refilled before base chakra or stamina by any effect that targets chakra or stamina regeneration, whether positive or negative.
tab Codebreaker: Some rare ciphers are hidden behind such complex codes that special training and knowledge is required to crack them. In the realm of Encryption, there are five [5] known encryption levels. For each Discipline Point invested in this Discipline the character gains a "level" in Codebreaker. Each level of Codebreaker may break the equivilent level of Encryption, meaning that five [5] DP are required to be able to decipher the most difficult of encryption.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +30 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Researcher Skills two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
tab Advanced Training: Advancing one's training grants one [1] stat point that may be invested in any stat of choice. Furthermore, unlike others, the breadth of knowledge Researchers gain grants them a list of possible bonuses to take with this Discipline. Below are the list, and selections with a * beside them may only be chosen once no matter the DP invested. Like others, this may be only selected twice.
        → Immediately gain one [1] random Artifact*
        → Hidden Knowledge [Refers to specific hidden knowledge as determined by the Event Coordination team]
        → Increase Codebreaker level by one [1]
        → Immediately gain six [6] skill points.
        → Immediate gain two [2] random knowledge books [contain information about specific building plans, locations, etc. Contact a member of the Event Coordination team]

tab Archivist: The truth student of knowledge and in depth research, the preserver of the ancient world, every time this discipline is chosen the Archivist is able to gain access to one [1] of the techniques below. Training must still be performed to be able to use it.
      • Archive → D - rank
        tab → This technique allows for the creation of an Archive by selecting one container, from a book to a rolling case or a sack. From that point on the character is able to store texts, and items, within the confines of the Archive for later recovery. The allowable numbers for this technique increase with rank, but begin, with one [1] Discipline Point, at twenty [20] texts, fifteen [15] small items, ten [10] medium items, or five [5]. A key point of note is that each Archive is bound by a specific set of actions or keywords that are designed upon its creation and cannot be changed without closing, and then opening, another Archive, though this will destroy permanently anything within the Archive at the time. When retrieving an item from the Archive, the Archivist must simply think of the item when opening it, and that object or text will be readily available for further use. The duration of an Archive is permanent until it is destroyed, or until it is closed by the Archivist who created it.
      • Defining Eye → C - rank
        tab → Catching details can mean the difference between a find and a flop. When active this technique lasts for five [5] posts before an upkeep is required. Once used, the Defining Eye highlights differences in the immediate area of the sight in question, recognizing any difference from the uniformity around it by highlighting it to the user's eye in the color of their own chakra. This can assist with recognizing codes, hidden doors, etc. However, this will only work if the DC of a hidden object or service is no higher than six [6] points above the current skill the Archivist possesses.
      • Flash of Insight → A - rank
        tab → Gives a mental image of the location of a valuable treasure up to thirty [30] meters away per Experience Rank. This will only reveal the container or area it is in, not the item itself, and only reveals ten [3] meters per experience rank.

tab Runesinger: Artifacts and Relics are difficult to find, but some find themselves unable to miss the distinct call they put out. Runesingers are able to detect the presence, and general direction of, any Artifact or valuable piece of knowledge withing five [5] miles. To be clear, this does not paint a map, merely a general direction, and the danger that presence gives off.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +35 } chakra.
-_-_-_-• Maximum stamina pool: { +10 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Researcher Skills three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +04 ] Skill points.
-_-_-_-• [ +01 ] Proficiency slots.
-_-_-_-• [ +01 ] Ninjutsu slots.
-_-_-_-• [ +01 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning.
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.


-_-_-_-A - r a n k

-_-_-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

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


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


”Royal Taorito”

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

Lanfaer
Captain

Aged Genius

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

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Mon Apr 03, 2017 5:41 pm

Physician


___Description:
Medical Shinobi learn to harness the spiritual abilities of Chakra and Eisejutsu to heal the wounds left by spiritual, or unnatural, foes or illnesses. They heal wounds shut in seconds, and can even regrow limbs! Skald sing the soul back to health, and undue the darkness inflicted by Genjutsu and other mental wounds. While this might be the dream of many in regards to team building, these focuses leave a gap in the treatment pool: those infections and other maladies that are of the more mundane nature. Mundane, but just as deadly, if not more so, for they have often grown resistant, if not outright immune, to Chakra cures.
In steps the Physician. Whereas the Medic tends to remain generally good at all things Eisejutsu, the Physician instead dedicate their time to learning about these strange illnesses, and more importantly, treat them. Where a Medic wishes to heal immediately, a Physician will heal over time to make sure there is no shock to the body, to observe and ensure infection does not continue. A Physician chooses to either dedicate themselves to medicine, to the focus of one field and the worst that field has to offer, or to a variety of the most commonly afflicted fields to better treat companions and those the Physician holds dear.


___Specialization:
• Gains the Pharmacist D - ranked Discipline automatically, and increases one stat of their choice by one [1] point.


-_-_-_-D - r a n k
Quote:
__Disciplines:
Pharmacist: A Pharmacist is a physician who has specialized in the use of chemical medicines for good or for ill. Their sometimes "mad science" allows them to create unique medicines that only they know the full effects of. Every Experience Rank they attain grants them two [2] Custom Potions that they may use for Medicines of different kinds.

Specialist: While some Physicians spread their knowledge among multiple practices, some specialize in one over all others. These Specialist Physicians select one Practice that will, from that point forward, be the focus of their medical studies. When selecting this Prestige the Physician selects that one [1] Physician Skill they will specialize in and immediately be granted three [3] free points into it, without training. This focus, however, comes with a price: no other Practice they learn may go past the fourth tier [4th]. Additionally, all treatments utilizing this selected practice are reduced in time requirements by two [2] steps.

General Practitioner: While some Physicians specialize in one Practice of medicine over another, others see the value in spreading their knowledge to the most fields they possibly can. These General Practitioners give up the ability to go past the fourth [4th] tier of Skills with all Physician Practices, and in exchange receives an additional four [4] Skill Points that must be utilized to spread their knowledge among the different pratices. Treatments take one [1] step longer to perform, but in exchange they have a better chance of identifying an illness they witness or experience.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +100 } chakra.
-_-_-_-• Maximum stamina pool: { +150 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Physician Skills one (1) post faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +05 ] Physician Skill points.
-_-_-_-• [ +02 ] Eisejutsu slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Stages of Learning
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-C - r a n k
Quote:
__Disciplines:
Practitioner's Oath: Taking an Oath in the field of medicine was common even in the old world. Well, now it is even more important. The Practitioner's Oath declares to others just what you aim to do with your medical knowledge! The most common is the Oath of Life, which is the focus of all healing treatments as well as supplemental effects that increase the abilities of others. The Oath of Death, on the other hand, is far less common, or perhaps just spoken less of. The Oath of Death is about the ending of life, the spreading of misery, and the debilitation of whatever is deemed "the enemy". No matter which Oath is taken, the Physician will find that their knowledge, and their dedication to their Oath, will cause all treatment effects, for good or ill, will be increased by one [1] step. This Discipline may be selected up to two [2] times, each time reaffirming the Oath and giving another increase.

Medical Science: Normally the realm of research is left to a Researcher, but sometimes a Physician finds that to better increase the knowledge and ability to treat or inflict their patients a little bit of study can go a long way. Those who take up the Discipline of Medical Science select one [1] Research skill and adds it to their Physician Skill list. From that point on points may be invested the say way one would into their Practice. All disciplines, items, techniques and prestige class selections that in some way increase or decrease a Physician Skill will now similarly effect this Research Skill. This Discipline can be selected up to two [2] additional times. All research must focus in some way on the medical practices to further the Physician's knowledge.

Branched Study: While many see a physician as someone who treats mankind alone, those within the medical fields know this is a misconception. Treatments can be administered to anyone, or anything that has been studied sufficiently. However, branching off to study one of these species more in depths can yield suprising results. Those who take up this Branched Study will select one [1] Species from a small list: {Human, Animal, Mythic, Summoning, or NPC Race}. Treatments that deal with these will find the time required for treatment reduced as the Physician learns to hastily identify the affliction in order to more quickly treat it. To those who harm, the Physician knows better how to harm or hinder their specialized field, finding the required time for affliction reduced by a similar amount. Either way, the Physician receives a two [2] step reduction.


-_-_-Energy ○ Pool ○ Increases:
-_-_-_-• Maximum chakra pool: { +25 } chakra.
-_-_-_-• Maximum stamina pool: { +20 } stamina.
-_-_-Passive ○ Benefits:
-_-_-_-• Learn Physician Skills two (2) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +03 ] Physician Skill points.
-_-_-_-• [ +01 ] Eisejutsu slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +01 ] Taijutsu Stages of Learning
-_-_-_-• [ +00 ] Bukijutsu Stages of Learning.

-_-_-_-B - r a n k
Quote:
__Disciplines:
Brew By Proxy: Sometimes a simple concoction created by a Physician won't do the trick well enough for the situation on hand. Sometimes, a little help from a Shinobi can go a long way. In these cases, someone who has learned to Brew By Proxy is able to utilize the chakra and techniques of a fellow shinobi nearby to place a technique inside of a concoction made. To do this, the Physician Skill of the character must equal at least the associated Tier of the technique to be inserted. In numbers, this would require five [5] points invested in the associated skill per rank of the technique to be created. Doing this requires Kurabou to be trained at first with the Shinobi to be of assistance, though this process can be skipped if the rank of the technique is considered one [1] step higher. Each time this discipline is taken the character is able to count their Tier as one [1] higher for the purpose of seeing if they are able to insert the technique into their concoction.

Instant Diagnosis: Sometimes the life of the afflicted lies in such danger that taking time to identify the source can mean the difference between life and death. Having likely been in these situations before, the Physician investigates the illnesses they've personally dealt with before repeatedly until they've learned everything about it, as if by rote. Those who learn this Discipline are then able to identify any affliction they have personally dealt with before, as long as it requires a Tier of no higher than two [2], or two [2] lower than the highest tier the character knows, whichever is higher.

Advanced Training: A Physician relies on knowledge and experience to treat their patients, unlike Medics, who utilize what amounts to witchcraft. As such, those who take this path learn to increase their Intelligence or Chakra by one [1] point. Furthermore, they gain a number of Skill Points equal to two [2] per Experience Rank that can be used for any skill they have access to. 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 Physician Skills three (3) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +03 ] Physician Skill points.
-_-_-_-• [ +02 ] Eisejutsu slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +01 ] 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 ______ five (5) posts faster.
-_-_-Jutsu ○ Limit ○ Increases:
-_-_-_-• [ +00 ] Proficiency slots.
-_-_-_-• [ +00 ] Ninjutsu slots.
-_-_-_-• [ +00 ] Genjutsu slots.
-_-_-_-• [ +00 ] Taijutsu Styles.
-_-_-_-• [ +00 ] Bukijutsu Styles.

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

---:

---:


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


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


”Royal Taorito”

[Editorial Log]
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PostPosted: Mon Apr 03, 2017 6:29 pm
-  

Lanfaer
Captain

Aged Genius

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