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A literate and semi-literate Naruto-based role playing guild. Active in 2024! 

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Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Wed Nov 06, 2019 11:27 am
This topic is where mods can post their projects that are still works in progress for members to view, ask questions of, and provide input on in Discord or other communication channels. Please make all posts in the document style.
 
PostPosted: Wed Nov 06, 2019 11:29 am
▰ Experience System:
Experience (XP) are points that can be accumulated through completed missions and story events to level up your roleplay character. XP contributes to your character's body rank. The intention of this system is for there to be a flexible path to character rank progression that can be as fast or slow as you choose as long as the requirements are met.

▰ Recording Completed Missions:
Important: Like Ryo; you must check into the mission and job board in your village after completing a mission or fight in order to claim any experience. For each mission you complete, and after you have cataloged this completion, you receive a certain number of AC. This number is determined by the rank of the mission and is listed in the chart below.

Mission XP Rewards:
▱▰▱• E-Rank: 5 XP
▱▰▱• D-Rank: 10 XP
▱▰▱• C-Rank: 20 XP
▱▰▱• B-Rank: 200 XP
▱▰▱• A-Rank: 300 XP
▱▰▱• S-Rank: 400 XP

▰ Passive XP:
While missions and story events are the optimal methods of gaining experience, a shinobi is able to passively progress every time they are posted. Every moment in life is an opportunity to grow even slightly. For every roleplay post (not paragraph) you make with your character in Shinobi Revolution whether it be social, event participation, jutsu training, etc you can add 5 XP to your character's XP total. As long as the post is not being used for the completion of a mission and is of at least 100 words of roleplay content then the 5 XP can be claimed for that post as passive progression. A Passive Progression section on the character's profile must be used to track passive XP accruement across time as well as adding it to the XP total. Passive progression tracking does not require post linking. You stop gaining passive XP once you reach S+ body rank and therefore it does not count towards Endgame rewards. If all previous requirements have been followed then passive XP can also be accumulated in the Moments in Time subforum.

▰ Combat XP:
Whenever you battle with someone, whether you win or lose, you are still training yourself in some way. The chart below shows how much XP you are able to obtain by fighting; separated by rank (who you fight) and victory or defeat.

Combat XP Rewards:
▱▰▱• D-Rank: 10 XP in victory. 5 XP in defeat.
▱▰▱• C-Rank: 20 XP in victory. 10 XP in defeat.
▱▰▱• B-Rank: 40 XP in victory. 20 XP in defeat.
▱▰▱• A-Rank: 80 XP in victory. 40 XP in defeat.
▱▰▱• S-Rank: 160 XP in victory. 80 XP in defeat.
▱▰▱• S+ Rank: 320 XP in victory. 160 XP in defeat.

▰ Spar XP:
As one would expect, when you are truly fighting someone- life or death –you are obviously getting more out of the experience. As thus, whenever you obtain credit from sparring with someone, you will receive a different experience, and a different amount of XP. The chart below lists the amount of XP you earn for sparring with shinobi. You receive XP based on your rank,
• Note: A Shinobi only gains full XP when sparring with someone less than two ranks removed from their own rank. Otherwise, they gain half XP if their opponent is two or more difference in body rank.
(Ex. A B-Rank body shinobi will not be rewarded XP when sparring with a D-Rank body shinobi, and vice-versa.)

Spar XP Rewards:
▱▰▱• D-Rank: 5 XP
▱▰▱• C-Rank: 10 XP
▱▰▱• B-Rank: 20 XP
▱▰▱• A-Rank: 40 XP
▱▰▱• S-Rank: 80 XP
▱▰▱• S+ Rank: 160 XP

▰ Economic System:
Ryo (両), the currency system that stretches across the Naruto Universe, is just that: a simple and common form of money. A single Ryo coin is an extremely thin and small flat of gold. Ryo will be rewarded to those ninja who complete missions. The amount of Ryo one obtains depends on the rank of the mission, and will be listed below in a simple chart.

▰ Recording Ryo Gains:
Important: You cannot add Ryo to your profile until you have reported a complete mission in your village's mission and job board.

▰ Mission Ryo:
For each mission you complete, and after you have cataloged this completion, you receive a certain number of Ryo. This number is determined by the rank of the mission, and is listed in the chart below.

Mission Ryo Rewards:
▱▰▱• E-Rank: 50 Ryo
▱▰▱• D-Rank: 100 Ryo
▱▰▱• C-Rank: 200 Ryo
▱▰▱• B-Rank: 400 Ryo
▱▰▱• A-Rank: 800 Ryo
▱▰▱• S-Rank: 1,600 Ryo
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Wed Nov 06, 2019 11:30 am
▰ Body Ranks:
Body Rank is determined by XP and mission participation represents the level of ability that a shinobi has achieved. It grants access to different ranks of missions and jutsu, and determines an RPC's resource pools based on their class. Note that mission counts below are cumulative and that possessing those totals is all that an RPC needs to access their next rank. If RPing to the next rank without arc or event AC, these numbers should be obtained easily. By default, RPCs have access to solo missions one higher than their body rank or lower, unless otherwise stated, and may be assigned to missions up to two ranks higher than their own body rank.

Body Rank Progression Qualifications:
  • C-Rank: 500 XP
  • B-Rank: 1,000 XP
  • A-Rank: 2,000 XP
  • S-Rank: 4,000 XP
  • S+-Rank: 8,000 XP


In order to slightly slow down progression, and encourage people to RP with others, fight within their means, and run missions, SR will also be implementing a tiered jutsu access system. This will push back the highest rank of jutsu accessible to a character closer to their next rank up, treating techniques that would normally be too draining for characters to use efficiently as a last bit of preparation before moving on to a new level of ability. Note that, as with the previous system, these restrictions do not apply to Bloodline jutsu, though we do encourage people to focus on jutsu that are within the scope of their character's resources.


▰ Jutsu Learning Qualifications:
  • By default, all RPCS have access to C-rank and lower jutsu.
  • At 300 XP, RPCS of D-rank body are granted access to B-rank techniques.
  • At 600 XP, RPCS of C-rank body are granted access to A-rank techniques.
  • At 1,200 XP, RPCs of B-rank body are granted access to S-rank techniques.
  • At 2,400 XP, RPCs of A-rank body are granted access to S+-rank techniques.


▰ Chakra and Stamina Expansions:
  • At 100 XP, RPCS of D-rank body are granted 50 chakra/stamina.
  • At 200 XP, RPCS of D-rank body are granted 50 chakra/stamina.
  • At 400 XP, RPCS of D-rank body are granted 50 chakra/stamina.

  • At 600 XP, RPCS of C-rank body are granted 50 chakra/stamina.
  • At 700 XP, RPCS of C-rank body are granted 50 chakra/stamina.
  • At 900 XP, RPCS of C-rank body are granted 100 chakra/stamina.

  • At 1,100 XP, RPCs of B-rank body are granted 50 chakra/stamina.
  • At 1,500 XP, RPCs of B-rank body are granted 100 chakra/stamina.
  • At 1,900 XP, RPCs of B-rank body are granted 100 chakra/stamina.

  • At 2,500 XP, RPCs of A-rank body 100 chakra/stamina.
  • At 3,000 XP, RPCs of A-rank body 100 chakra/stamina.
  • At 3,500 XP, RPCs of A-rank body 100 chakra/stamina.

  • At 5,000 XP, RPCs of S-rank body are granted 175 chakra/stamina.
  • At 7,000 XP, RPCs of S-rank body are granted 175 chakra/stamina.

  • At 8,000 XP, RPCs are automatically granted 400 chakra/stamina.


▰ Endgame:
When an RPC reaches 8,000 XP they no longer gain additional body ranks and are officially maxed out. They can no longer earn XP from regular missions and only receive ryo and recognition on their completed mission records. Instead of XP, the RPC would earn triple the amount of ryo for the completed mission. For example, the RPC would earn 4,800 ryo instead of the 1,600 ryo from a standard S-Rank mission. However, there are still opportunities for growth beyond S+ rank through narrative missions which are the only method for S+ characters to earn XP. S+ Kages or leaders cannot collect AC from others and must perform their own narrative missions to go above 8,000 XP. For every 2,000 XP that is earned through character progression above 8,000 XP then one perk may be added to the character from the list provided below with the exception of the third class which requires more XP. The XP used on an Endgame item must be logged on the character's profile in the claims section.

RPCs of any rank below S+ may have access to all Endgame perks except the third class by spending 2,000 XP from both narrative and shinobi missions and logging this purchase in the claims section of the profile. Once the experience is spent on a perk it is no longer counted in the below S+ rank RPC's XP total.

  • New PA: Can be one of your optional PAs from your bloodline if applicable as well as a custom-written one. A custom PA must be approved in the profile approval thread posted separately from the RPC's profile.
  • 5 more custom technique slots.
  • Technique Scroll: 10 techniques slots or 1 taijutsu/bukijutsu style.
  • Energy Pool Expansion: either 100 chakra, 100 stamina, or 50 chakra and 50 stamina.
  • 25 training post coupons. Allows for 25 techniques to be auto-learned at a minimum but location and class learning bonuses apply.
  • 30,000 ryo.
  • May choose 1 technique to become variable ranked. This must be approved in the profile approvals thread separately from the RPC's profile.
  • Third Class: With 20,000 XP above 8,000 XP (for a total of 28,000 XP) you can obtain a third class for your RPC. This class discipline may not be of the Medical, Puppeteer or Scholar Class unless the class is obtained as either of the user's original classes. The third class gives full access to one discipline, all technique and style slots, all learning reductions, and all resource increases. No cross class perks can be obtained with the third class. In addition, Keystone Techniques and additional customs from Keystone PA may not be obtained through the third discipline. Classes that grant their own PA with body rank progression are not granted. Worker class does not grant additional titles through body rank advancement. The third class does not grant access to esoteric knowledge such as but not limited to class restricted techniques, the eight gates, Flying Thunder God, Yin Seal, and Reiken no Michi. The third class can increase your stats cap.


▰ Title Ranks:
Title ranks in SR are a measure of a shinobi's maturity and status, but do not prevent them from continuing their learning. These ranks are aesthetic for the purpose of accessing guild systems, and any village-based roles or perks they provide should be listed in the villages' themselves. Likewise, while the list below lays out the standard guild title ranks, villages may see fit to create their own ranks, determine who is assigned to them, and define that rank's role in their village.

Standard SR Title Ranks & Title Advancement Qualifications:
  • Academy Student, (Optional)
  • Genin
  • Chūnin, 15 total missions, at least 5 D-rank missions.
  • Jōnin, 25 total missions, at least 3 C-rank missions.
  • Kōnin, 32 total missions, at least 2 B-rank missions.
  • Sannin, 35 total missions, at least 1 A-rank mission.
 
PostPosted: Wed Nov 06, 2019 11:32 am
▰ Shinobi Missions:
Shinobi Revolution uses entirely customized missions for the gaining of experience. You can create custom missions of any kind up to two ranks higher than your body rank. This means that whether you are a rogue ninja or a village ninja you can complete missions of any level of morality to contribute to your character's fame and infamy in the reputation system.

Note: Your Kage or faction leader can also assign a custom mission up to three ranks higher than your body rank.

A character can limit their level of progression in turn by limiting the number of paragraphs they personally want to consider qualifying towards the shinobi mission. I.e one could have done 6 paragraphs worth of a mission but choose only to use 3 of those paragraphs for their claim to XP. Shinobi missions contribute to an individual's overall totals of 'missions' completed for fulfilling the criteria and they reward ryo. Most simply put, any E-C rank shinobi mission requires a minimum of 1 paragraph. For B-S rank missions, a minimum of 5 paragraphs is required because they are more complex in nature. Missions that are especially complicated like those that require assassination and heavy/life-threatening combat must be of B-Rank and up. If you write more than 1 paragraph for an E-C rank mission then every additional paragraph yields double the XP reward for the additional effort. For example, writing the first paragraph of a C-Rank mission fulfills the requirement and grants 20 XP but if you write another 4 paragraphs then those paragraphs grant 40 XP for a total of 5 paragraphs and 180 XP. The same principle applies for adding 5 additional paragraphs to the first 5 paragraphs required for a B-S rank mission. For example, the first 5 paragraphs of a B-Rank mission fulfill the requirement and grants 200 XP but if you write an additional 20 paragraphs then those grant 400 XP each for a total of 25 paragraphs and 1,800 XP. This same effect of applying extra effort in a mission writing session also applies to ryo.

Mission XP Rewards:
▱▰▱• E-Rank: 5 XP
▱▰▱• D-Rank: 10 XP
▱▰▱• C-Rank: 20 XP
▱▰▱• B-Rank: 200 XP
▱▰▱• A-Rank: 300 XP
▱▰▱• S-Rank: 400 XP

Mission Ryo Rewards:
▱▰▱• E-Rank: 50 Ryo
▱▰▱• D-Rank: 100 Ryo
▱▰▱• C-Rank: 200 Ryo
▱▰▱• B-Rank: 400 Ryo
▱▰▱• A-Rank: 800 Ryo
▱▰▱• S-Rank: 1,600 Ryo

Your customized shinobi missions must be logged on your village or faction's mission board before claiming XP and ryo for them.

Use the following mission code:

[b]Title:[/b] [ Name of Mission ]
[b]Rank:[/b] [ Rank of Mission ]
[b]Reputation:[/b] [ Positive/Negative, Fame/Infamy, or Neutral ]
[b]Impact:[/b] [ Local (Village/Community) or Global (International) ]
[b]Information:[/b] [ Mission Description ]

▰ Shinobi Mission Examples:
Below are the types of missions that can be completed as well as examples of what is considered a certain rank. You can create a completely unique mission or use one of the ideas provided.

Title: Clean the Hot Springs
Rank: D
Reputation: Positive, Fame
Impact: Local
Information: The hot springs are beginning to become cluttered and mucky, and the workers are on vacation. Go to the Village hot springs and clean up the garbage.

Title: Deceive the Elderly
Rank: D
Reputation: Negative, Infamy
Impact: Local
Information: An elderly client is too sick or weak to go out on their lonesome, and thus requires help with a minor task. While you are learning their task, take advantage of their bad eye-sight and rob them blind.

Title: Escort the Carriage
Rank: C
Reputation: Positive, Fame
Impact: Global
Information: A traveling merchant has hired your village's services in order to assure his international venture. After gathering additional details from your village leader, make your way to the village gates and rendezvous with the merchant.

Title: Felonious Assault
Rank: C
Reputation: Negative, Infamy
Impact: Local
Information: There's someone your client just doesn't like...at all. Corner them and beat them within an inch of their life. Just know that when you start, the authorities will be notified and you'll have your name smeared in the village bingo book!

Title: Rescue
Rank: B
Reputation: Positive, Fame
Impact: Local
Information: An allied shinobi has been stranded in hostile or dangerous territory and needs to escape. Find them and help them escape.

Title: Falsify Information
Rank: B
Reputation: Negative, Infamy
Impact: Global
Information: Infiltrate a target village and begin compiling information. Instead of outright killing them, you're to sabotage their information. Do whatever you can to feed them some false data, just don't get caught.

Title: Apprehension
Rank: A
Reputation: Positive, Fame
Impact: Local
Information: The Village/Faction Leader is feeling nervous about certain shady characters in the area. He or she has charged you with the task of finding, subduing, and interrogating these characters using whatever means are available.

Title: Neural Toxin Replacement
Rank: A
Reputation: Negative, Infamy
Impact: Local
Information: The hospital has run out of anesthesia and all their medical personnel are otherwise occupied. Supply them with an "Anesthetic". Once the hospital staff takes this neural toxin, sit back and watch your handiwork as shinobi who attend this hospital are unwittingly paralyzed for days.

Title: Dissolve the Faction
Rank: S
Reputation: Positive, Fame
Impact: Local
Information: A force has gathered within the country's borders. Intelligence shows that it is a hostile militia with harmful intent towards the village/faction. Deploy to the base of the faction and extinguish their forces.

Title: King Slayer
Rank: S
Reputation: Negative, Infamy
Impact: Global
Information: You've been given a most dangerous task. Kill a leader to wreak havoc. Royalty, Organization or a high ranking ninja of a village. Doesn't matter. There's no coming back from this.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Wed Nov 06, 2019 11:33 am
User Image


▰ Reputation System Overview:
Within the realm of Shinobi Revolution, some shinobi are known far and wide as heroes of the world, saviors to their people and so on. Other shinobi, such as rogues are known to all as devilish murderers and feared. The reach of their fame or infamy is not equal in all places, allowing several tiers of fame or infamy for an individual. Dependent on their ranking, shinobi are entitled to special attributes and bonuses within an area they have a ranked infamy or fame title within. There are also some shinobi who are complete unknowns because of the covert nature of their missions.

▰ Acquiring Fame and Infamy:
Below are the various ways to earn Fame and Infamy and the numerical point value assigned to these actions. If your mission is classified as local then you will gain local fame/infamy points but if your mission is classified as global then you will gain global fame/infamy points. You can work on acquiring both local and global fame or focus more on one than the other depending on your goals for your character; the choice is yours! Accepting fame/infamy points is entirely optional and up to your discretion as they can be omitted from your missions or event rewards if you wish to remain truly neutral. The moment you gain even a single point in fame and infamy you lose access to the possibility of neutrality. Also, you cannot pursue both fame and infamy at the same time so if you have 1 point of infamy then you cannot also gain points in fame and vice versa. However, if you want to pursue a different path then you may, for example, start gathering fame points to subtract from infamy points and once your infamy reaches zero then you may start gathering fame. This also works the other way around.

Fame
• Various Ranked Missions [ D-Rank is 2 points, C-Rank is 4 points, B-Rank is 8 points, A-Rank is 16 points, and S-Rank is 32 points. ]
• Time-Skip Rewards.
• Personalized Arc Reward
• Real Passage of Time [ 1 Week= 1 point local ]

Infamy
• Various Ranked Missions [ D-Rank is 2 points, C-Rank is 4 points, B-Rank is 8 points, A-Rank is 16 points, and S-Rank is 32 points. ]
• Time-Skip Reward.
• Personalized Arc Reward
• Real Passage of Time [ 1 Week= 1 point local ]

▰ Fame:
Valor and Heroism are often rewarded by the public. Fame is split into two divisions, just like infamy. Those divisions are Local and Global. Each of these have specific requirements needed to meet and are widely based off of story-line rewards, standard ranked missions acquire fame at varying rates in relation to their impact upon a nation or group. For example, some missions or events are local in their scope like helping an elderly villager with their groceries but some missions and events are global or international in scope meaning that you are dispatched to aid people across the world such as in foreign relations.

Local
Quote:
0-50: D List Local Hero
51-200: C List Local Hero
201-499: B List Local Hero
500: A List Local Hero


Local
Quote:
D List Local Hero: You have become a common face around the local area. Not everyone knows you obviously but at least you're not ignored. You gain a 10% Reduction to shop prices in the village. In addition, if you own a local business or have mining/plantation rights, your weekly profit is multiplied by 1.1

C List Local Hero: You're a regular now. The shop-keeps know you by name and you're pretty good friends. Shinobi with this title gain mission reductions within the village limits of 1 post, with a minimum post of one and your services yield an additional 25% Ryo. This compounds with previous title rewards.In addition, if you own a local business or have mining/plantation rights, your weekly profit is multiplied by 1.2

B List Local Hero: You're a welcomed visitor no matter where you go. People go out of their way to say hello to you and the opposite sex sometimes flirts in public. Your Local Hero rewards from previous titles are doubled except for the ryo intake of businesses/rights, only gaining 1.3. In addition, you can learn about any events that happened within the village topic by asking NPC.

A List Local Hero: You're considered a national treasure to your homeland. You're celebrated as one of the greats, equal in fame to the Kage in some senses if you aren't one yourself! This title takes the increases from the B List hero's In addition, if you own a local business or have mining/plantation rights, your weekly profit is multiplied by 1.5. Since you are such a trusted figure, you are also able to learn S+ rank techniques without Kage permission. You can also create up to three legendary items for the village rather than one.


Global
Quote:
0-50: D List Famous Hero
51-200: C List Famous Hero
201-499: B List Famous Hero
500: A List Famous Hero


Global
Quote:
D List Famous Hero: You have begun to catch the positive attention of some people in ways that transcend borders. As a result, you are paid an additional 25% of ryo for international missions.

C List Famous Hero: Your exploits globally are starting to earn praise from leaders all over the world. As a result, you are paid an additional 50% of ryo for international missions instead of 25%.

B List Famous Hero: You have caught the full attention of every government in the world. You are frequently respected as a dependable shinobi who is willing to help people of all nations. In return, you are paid double the amount of ryo for international missions and gain 25% extra experience (XP) from such assignments.

A List Famous Hero: You're an internationally renown hero. It seems like every soul across the shinobi world knows your name and you will be remembered fondly in history. You maintain the benefits from your B List status and since you are so well known, you are forever able to hire a squadron for 5,000 less ryo. For reaching this impressive status you obtain the following Personal Attribute:

Blessings of Valor: As a world-famous hero, you are forever bestowed with an extra reward in arc, timeskip, and guildwide events.


▰ Infamy:
Sinister and ruthless, you are feared by most and welcomed in less than reputable locations. infamy is split into two divisions, just like fame. Those divisions are Local and Global. Each of these have specific requirements needed to meet and are widely based off of story-line rewards, standard ranked missions acquire fame at varying rates in relation to their impact upon a nation or group.

Local
Quote:
0-50: D List Public Enemy
51-200: C List Public Enemy
201-499: B List Public Enemy
500: A List Public Enemy


Local
Quote:
D List Public Enemy: At this point, you are well known enough as the community's scoundrel that people will spit at you and generally despise you. But some, like the shopkeeps, also fear you and will give a 10% discount on their goods to avoid getting robbed.

C List Public Enemy: You have gained a moderate amount of notoriety as a thug and get 20% off at the local shops out of fear that you'll just steal from them anyway.

B List Public Enemy: Now you have a strong amount of connections to the local gangs and may even be leading one yourself. The local shops now cough up a 50% discount so half off. You also get 25% additional XP from local crime missions.

A List Public Enemy: You are among the most wanted criminals in your community and country. The local authorities have almost given up on trying to apprehend you because of your criminal mastery. You might be a gang leader or a lone wolf but either way most of the locals know to stay out of your way. In addition to the benefits from your former B List status, you can create up to three legendary items for your faction rather than one if you are in a faction. The locals also offer you tribute in ryo equal to mining/plantation rights weekly profit even if you do not own a business.


Global
Quote:
0-50: D List Infamous Villain
51-200: C List Infamous Villain
201-499: B List Infamous Villain
500: A List Infamous Villain


Global
Quote:
D List Infamous Villain: You are now a fledgling international criminal and get paid an additional 25% of ryo for international crime missions.

C List Infamous Villain: As a more established global criminal you get paid an additional 50% of ryo for international crime missions instead of 25%.

B List Infamous Villain: You have become wanted by every government and international law enforcement entity in the world. In return, you are paid double the amount of ryo for international crime missions and gain 25% extra experience (XP) from such assignments.

A List Infamous Villain: You're an evildoer whose very presence causes the world to quake. It seems like every soul across the shinobi world fears your name and you will be hated across history. Since you are so well-known you can hire a squadron for your criminal activities for 5K less ryo. For reaching this impressive status you obtain the following Personal Attribute:

Plunder of the Vagabond: As a globally feared villain, you will forever be able to obtain Endgame perks with only three-quarters of the experience required [ 1,500 XP and 15,000 XP ].


▰ Neutrality:
If you complete 50 total missions with 0 fame and infamy then you qualify for the following status but no other aspects of the reputation system.

Quote:
You have a high mission count and a perfect record as a complete unknown covert operative. Even if your name is known it is only your codename. You are the ideal spy and the truest of shinobi even if you are not widely recognized for it. As a reward, you gain the following personal attribute:

Cloak and Dagger: You gain 50% additional experience from ANBU, Oinin, and other covert missions for your village or faction.
 
PostPosted: Fri Nov 15, 2019 7:06 pm
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▰ Stats System:
Stats are the measurements of physical aptitude for shinobi. While Shinobi Revolution prioritizes narrative and is not a stats-centered roleplay, there are combat situations where physical stats are required to determine what the RPC in question is capable of. Stats are gained primarily through martial arts training as one point is granted upon mastery of the third stage of a taijutsu or bukijutsu style and a second point is granted upon mastery of the sixth stage of a style. Bloodlines that have style stages always offer the same stat increases as styles. What stats you allocate your stat points into are at your discretion. However, it should be noted that no matter how many styles you master as a non-taijutsu and bukijutsu class shinobi that your stats will never be able to match those who dedicate themselves to those classes without at least the additional capabilities of nature chakra. Stats work on the same ranking structure of all techniques from E to S+ and cannot be used to lower or increase techniques outside of those ranks. If a stat is lowered then the minimum is -12 and cannot be reduced beyond this. If your stat cap is 4 then a technique that grants stat bonuses can temporarily increase your cap to 6 and the same applies from 6 to 8. However, if your stat cap is 8 then techniques cannot exceed that but you do gain access to special effects in the technique rather than the stat increase.

The maximum amount of points that can be allocated to a stat if you are of the ninjutsu, genjutsu, scholar, performer, and puppeteer classes is 4. Meaning that if you master 8 styles then you maximally have 4 points in all stats. If you are of the medical, tamer, worker, bloodline, and jack classes then the maximum allocation for a stat is 6. Meaning that if you master 12 styles then you have maximally 6 points in all stats. If you are of the taijutsu or bukijutsu class then you are naturally more physically impressive and can allocate 8 points to each stat. This means that if you master 16 styles then you can have 8 points in all stats. The class you have with the higher stat allocation becomes your cap. For example, if you are ninjutsu and taijutsu class then your cap is 8 rather than 4. The physical stats that characters have inside of combat and outside of combat are the same unless stats are temporarily increased by techniques.

▰ Stats and Rank Effects:
Stats do not influence spiritual techniques, are half applied to complex techniques, and are fully applied to simple techniques. These rank boosts do not stack and instead override the previous increase. The chart below is the stats and rank increase information for strength, speed, and agility:
▱▰▱2 Stats is 1 Rank
▱▰▱4 Stats is 2 Ranks
▱▰▱6 Stats is 3 Ranks
▱▰▱8 Stats is 4 Ranks
▱▰▱10 Stats is 5 Ranks
▱▰▱12 Stats is 6 Ranks


Note: Taijutsu and bukijutsu specialists who use the Eight Celestial Gates and the Reiken no Michi styles are capable of exceeding the 8 point stat limit but only while the gates and virtue states are active. However, the maximum stat increase ever possible is 12 which is 6 ranks. Reference those styles for more statistical details.

▰ Odd-Numbered Stats:
While the even numbers of stats amount to various ranked increases/decreases the odd numbers do not affect technique rank. Instead, the rank effect is reflected in the nearest even number below the odd number such as a 1 rank increase/decrease for 3 stat points. What the odd numbers do instead is empower complex techniques by allowing the prevention of weapon breakage for bukijutsu and the prevention of status for taijutsu in collisions with spiritual techniques. These effects carry into the even-numbered stats above them as well. The chart below shows what rank of spiritual technique each stat effects in collision.
▱▰▱1 Stat is E Rank
▱▰▱3 Stats is D Rank
▱▰▱5 Stats is C Rank
▱▰▱7 Stats is B Rank
▱▰▱9 Stats is A Rank
▱▰▱11 Stats is S-S+ Rank


Note: A minimum of 5 chakra and stamina is required to be paid for a technique.

▰ Temporary Stat Boosts:
A temporary stat boost usually comes from a technique and is able to increase you beyond your class stat cap before reverting back to your cap after the boost is used. If your stat cap is 4 then a technique that grants stat bonuses can temporarily increase your cap up to 6 and the same applies from 6 up to 8. However, if your stat cap is 8 then techniques cannot boost you beyond that cap unless there are special circumstances such as the eight celestial gates, forbidden seals, and Reiken no Michi. If a stat-boosting technique is not able to increase your stats any further then you gain access to the following special effects based on the stat that would have been increased. Each effect can only occur four times per battle. If the technique would increase strength then you gain 1 extra tier to physical trauma on contact. If speed would be increased then you are fast enough to perform one extra offensive action in the post you are obtaining the boost in. If agility would be increased then you can use your agility stat to dodge one spiritual attack. If endurance would be increased then your body temporarily gains the effect of medium armor against a single attack. These benefits may accompany others if the technique offers more buffs.

▰ Stats and Overwhelming Simple/Complex:
If overwhelming is applied to taijutsu and bukijutsu techniques then the overwhelming only counts for simple and complex techniques. This also means that overwhelming simple and complex techniques do not apply to spiritual at all and vice versa. If taijutsu collides with a same rank hostile spiritual technique then they both neutralize but the taijutsu user's body is still subject to damage and status effects. In the case of bukijutsu, the weapon will be destroyed even if the same rank bukijutsu and spiritual technique neutralize. Refer to this post for more overwhelming information.

▰ Statistical Attributes:
Note: The aesthetic descriptions of the stats below are compared to real-world situations to give you a general idea of what reaching certain statistical milestones mean but the rules of collisions and the statistical use of the system take priority over these descriptions.
▱▰▱Strength: Determines how hard simple and complex techniques hit. 4 points in strength is considered exceptionally strong and is the maximum that most shinobi can attain. With 4 points in strength you can bench press 300 lbs. However, with 6 points in strength you can bench press a whopping 600 lbs. At 8-10 points in this stat your strength is considered Herculean with the ability to accomplish feats like uprooting trees. 12 stat points in strength is particularly powerful as a physical strike at this level allows you to compress the air surrounding the user and fire it like a cannon at 10 feet per body rank for example. 2 points in strength increases the rank of simple techniques by 1, 4 points increases them by 2 ranks, 6 points increases them by 3 ranks, 8 points increases them by 4 ranks, 10 points increases them by 5 ranks, and 12 points increases them by 6 ranks.
▱▰▱Speed: Measures how fast you move and how difficult it is to dodge your attacks. At 4 points in speed you can move up to 20 miles per hour. At 6 points in speed you can run at 40 miles per hour. With 8-10 points in speed, you can move in a blink and seemingly disappear and reappear. At 12 points in speed, you can move at such a great speed that you can simulate the movements of a body flicker but not match or exceed it and only in the same area. 2 points in speed increases the rank of simple techniques to dodge by 1, 4 points increase them to dodge by 2 ranks, 6 points increase them to dodge by 3 ranks, 8 points increase them to dodge by 4 ranks, 10 points increase them to dodge by 5 ranks, and 12 points increase them to dodge by 6 ranks.
▱▰▱Agility: Indicates how effectively you can dodge simple and complex attacks. With 4 points in agility you could easily dodge a fast-moving projectile. With 6 points in agility, you are reflexive enough to evade a vehicle moving at 100 miles per hour. 8-10 points of agility would give you the ability to dodge bullets as a real-world example. 12 points in agility is so incredible that it would allow you to dodge objects that break the sound barrier. 2 points in agility decrease the rank to dodge simple techniques by 1, 4 points decrease them to dodge by 2 ranks, 6 points decrease them to dodge by 3 ranks, 8 points decrease them to dodge by 4 ranks, 10 points decrease them to dodge by 5 ranks, and 12 points decrease them to dodge by 6 ranks.
▱▰▱Endurance: A measure of your body's resiliency to damage from simple and complex techniques, trauma, defensive stamina efficiency, and status effects. With 4 points in endurance, you could tank most melee weapons used by non-shinobi with no damage. With 6 points in endurance, you could tank the force of a vehicle. At 8-10 points of endurance would give you the ability to survive explosions unscathed as a real-world example. 12 points in endurance allows for the physical ability to avoid taking damage from area-destroying explosive ballistic weaponry. 1 point in endurance reduces physical trauma by 1 tier (no matter what there is always a minimum of the first tier), 2 points reduces the rank of damage taken from simple and complex techniques by 1, 3 points reduces the stamina cost of defensive simple/complex techniques by 5 at a minimum of 5. 4 endurance reduces damage by 2 ranks. 5 endurance reduces stamina cost for defensive techniques by 10. 6 endurance reduces damage rank by 3. 7 endurance reduces trauma by 1 tier. 8 endurance reduces damage by 4 ranks. 9 endurance reduces the stamina cost of defensive techniques by 15. Also, exceptionally high endurance like 10 points decreases the tier of up to two status effects that afflict the user (except physical trauma) by 1 for a minimum of 1 tier while 12 points decrease them by 2 tiers for a minimum of 1 tier while 11 endurance reduces exclusively trauma by another tier.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Fri Nov 15, 2019 7:07 pm
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                        ▰ Description:
                        The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.

                        The state of having all Eight Gates open is known as "Eight Gates Released Formation" (八門遁甲の陣, Hachimon Tonkō no Jin; English TV "Eight Inner Gates Formation"). Any shinobi who activates this state will temporarily gain powers a hundred times greater than their normal self, but will die because of the damage done to their body. This was seen when Might Guy opened all eight gates and was able to fight on par with and gradually overwhelm Madara Uchiha, much to the latter's excitement. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the changes to skin color, an eruption of veins around the temples, and the eyes turning completely white. The green aura surrounding the user could be easily mistaken as chakra as in Kisame's case when fighting Guy. Guy corrected this misconception explaining that the green substance surrounding him is his sweat evaporating at a rapid rate, due to the intense rise in body temperature of the user.


                        ▰ Notes:
                        • This style cannot be learned unless the user is a taijutsu class specialist. (Taijutsu primary and secondary class)
                        • Taijutsu used during the gates only consumes stamina, but are treated as complex (for damage calculations) against other techniques.
                        • Training in this style takes five [5] posts, for each Gate. This amount cannot be reduced.
                        • If the first hit in a technique is not properly defended, the rest will continue unabated.
                        • For each gate active, the user receives an increase of 0.5 to their stats cap. At the eighth gate, the user gains an additional 4 cap increase. This means that if you have 8 in every stat then on the eighth gate then you can reach 12 which is a 6 ranks increase in total. The stats increases will return to 8 once the gates are no longer active.
                        • The user may exchange the technique that accompanies each gate with a custom technique for no cost to their custom points. These customs must have the same limitation on gate usage as the technique they are replacing.


                        ▰ Restrictions:
                        • Each Gate, upon being opened, lasts a total of three of the user's posts.
                        • Once the effects of each Gate wear off, you have a maximum of one [1] post to open another, for Gate five [5] and below. Know that in the post that follows, you are required to follow the General After Usage Chart.
                        • Users can open up to the third gate at D-Rank, the fifth and sixth at C-Rank, the seventh at B rank, and the eighth at A rank.
                        • All effects given by the General After Usage Chart are cumulative, meaning that they all stack with previous gates, and are not halted during further gate usage. Users cannot skip gates to get to a higher gate faster. One MUST open all gates sequentially.
                        • Opening a gate does not require an activation unless mentioned within the specific gate's description.
                        • In physical transformations from the 6th gate and above, the user's body is subject to extreme stress fractures from physical C and B Ranked techniques. A rank physical techniques and above can cause nerve damage and various other serious wounds up to shattering bones due to the stress the body is put under.
                        • These are the stat limits depending on which gate has been opened:
                        First Gate - 10 in one stat.
                        Second Gate - 10 in two stats.
                        Third Gate - 10 in three stats.
                        Fourth Gate - 10 in four stats.
                        Fifth Gate - 12 in one stat.
                        Sixth Gate - 12 in two stats.
                        Seventh Gate - 12 in three stats.
                        Eighth Gate - 12 in four stats.


First Gate of Opening

                        Null Rank | Simple
                        Located in the brain, this removes the restraints of the brain on the muscles so 100% of the user's strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus. Speed and reaction time are now double what they normally are, increasing one's abilities to the next highest rank or title. Strength is now five times one's own normal; Raises physical strength to just over two ranks higher.

                        Once the user has trained to access the first gate, they may begin training in the first "move" within the Eight Celestial Gates formation. The effects of the first gate itself are not all that extreme in that they provide the user with a 1 point increase to their strength, speed, and agility. Once the effects of the first gate wear off the user experiences moderate pain from hyperactivation of the sympathetic nervous system. Requires 1 activation to use.


Second Gate of Healing

                        Null Rank | Simple
                        Located in the brain, this forcibly increases the user's physical strength and temporarily re-energizes the body. Raises stamina and assists in recovery after being weakened. This does not heal major wounds such as stab wounds or slashes. It will however restore the user's muscles to their original condition and restore one quarter of the users total chakra and stamina used.(rounded up to the nearest whole number) Raises strength another 20%; Total physical strength is now three ranks higher. Speed and reaction times are unchanged.

                        By forcing the users chakra into the brain and overloading the seals the user can activate the second gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate and the true might of the gates starts to be shown. Once the gate has been activated, the gates create a sort of awakening effect within the users chakra system forcing it to cultivate chakra at a much higher rate then normal. This results in the user's being granted one quarter, rounded down, of their maximum chakra and stamina as a refund. In addition to this, the user gains another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases.


Third Gate of Life

                        Null Rank | Simple
                        Located on the spinal cord, this allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. Capable of deflecting C-rank ninjutsu with the same or less chakra.

                        By forcing the users chakra into the upper spine and overloading the seals the user can activate the Third gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. By manipulating the nerves which control heart rate and blood flow, the user will force excessive amounts of blood through the body. This results in the users skin taking on a red hue. In addition to this the hyper cultivation of chakra from the previous gate now results in a visible and thick spiraling aura of chakra around the user. This chakra can protect the user from incoming ninjutsu up to C-Rank. However, the cost of doing so is automatically deducted from the users chakra pool and consumes a single activation to unlock. Again as before the user gains another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. This includes muscle stiffening, micro-tearing of muscles and tendons, and mild overheating.


Fourth Gate of Pain

                        Null Rank | Simple
                        Located on the spinal cord, this increases the user's speed and power. May cause muscle tissue to tear on use. Further increases speed and reaction time to a total of just over 2 ranks higher now, and usage will begin to tear the body's muscles. Pure physical strength is raised to a total of just over 3 ranks higher.

                        By forcing the user's chakra into the central portion of the spinal column and overloading the seals the user can activate the fourth gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. With the user's chakra now coursing through their body, resulting in a 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. This is when the gates start to seriously degrade the user's body. The moment they move the muscles used in the movement begin to tear and rip themselves apart. It should be noted that this pain is extreme even for the most hardened of shinobi.


Fifth Gate of Limit

                        Null Rank | Simple
                        Located in the abdomen, this increases the user's speed and power. Further increases speed and reaction time to a total of 3 ranks higher now, and usage will tear the body's muscles. Pure physical strength is raised to a total of 4 ranks higher. At this point, it is hard for anyone of B or below body rank to even see you let alone counter you. By forcing the user's chakra into the central portion of the abdomen and overloading the seals the user can activate the fifth gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. With the user's chakra now coursing through their body, resulting in a 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. This is when the gates start to seriously degrade the user's body. The moment they move the muscles used in the movement tear and rip themselves apart. It should be noted that this pain is extreme even for the most hardened of shinobi.


Sixth Gate of View

                        Null Rank | Simple
                        Located in the stomach, this increases the user's speed and power. Opening of this gate releases such enormous amounts of energy that it can cause nearby water bodies to form a vortex around the user. Once opened, capable users can perform the Morning Peacock (Asakujaku). Further increases speed and reaction time to a total of just over 3 ranks higher now, and usage will tear the body's muscles as well as break limbs. Pure physical strength is raised to a total of just over 4 ranks higher. Capable of deflecting a B-rank ninjutsu with the same or less chakra.

                        By forcing the users chakra into the stomach, where they cultivate chakra in the first place, and overloading the seals the user can activate the sixth gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. As with the third gate, opening the sixth gate unleashes a massive torrent of chakra from the body. This torrent radiates outwards away from the user in an overlapping double helix pattern. This chakra can protect the user from incoming ninjutsu up to B-Rank. However, the cost of doing so is automatically deducted from the user's chakra pool and consumes a single activation in the process. Again as before the user gains another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. Any physical maneuver, ie any offensive or defensive taijutsu or bukijutsu attack, results in limb breakage & muscle tearing, and major overheating. As you can imagine the pain from something like this if not deadened via painkillers is excruciating and almost debilitating.


Seventh Gate of Wonder

                        Null Rank | Simple
                        Located below the stomach, this further increases the user's speed and power. Only after this gate is activated, can a capable user perform the Daytime Tiger (Hirutora). Those who open this gate will secrete glowing green — blue in the anime — sweat from every inch of their body which immediately evaporates from their own heat energy, creating an aura which people mistake as a chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds, causing intense pain if anything or anyone touches them. Further increases speed and reaction time to a total of 4 ranks higher now, and usage will tear the body's muscles as well as break limbs. Pure physical strength is raised to a total of 5 ranks higher.

                        By forcing the user's chakra into the lower abdomen, and overloading the seals the user can activate the seventh gate. While the effects of this gate itself are, again, not that strong in and of themselves. The effects do stack with the previous gate. Due to the extreme amount of blood and chakra flowing through the body, the user's temperature soars causing them to sweat profusely. However, this sweat is not normal in that its mixed with their chakra. Once it is secreted through the pores, it is instantly evaporated causing a green tinge to the chakra that has previously been surrounding the user. These effects, as before grant the user another 1 point increase to their strength speed and agility. This increase stacks with the previous gates' increases. Once the user opens this gate they will immediately notice the backlash it has upon their body. Any physical maneuver, ie any offensive or defensive taijutsu or bukijutsu attack, results in Intense sweating due to extreme overheating. Any maneuver that lands a physical blow results in the complete shattering of the entire skeletal structure of the limb that landed the blow.


Eighth Gate of Death

                        Null Rank | Simple
                        Located at the heart, this will cause the user's blood to emanate a flaming aura of red steam from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is granted approximately a hundred times their normal power, far beyond that of the five Kage, but comes at the expense of their life once the technique ends. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. If one were to die from the effects of opening all Eight Gates, they will crumble to ash, having virtually cooked themselves from the inside-out. Increases speed, reaction time, and pure physical strength to a total of 6 ranks higher now. (ranks cap at S+)


Eight Gates Techniques


                        Front Lotus | Rank B | Complex
                        The user vanishes from sight while standing before their target up to thirty feet away. They then appear directly below the target, supporting their weight with their hands as they deliver a kick to the opponent's torso or chin. This singular strike carries the force to fracture bone while throwing them thirty feet into the air. If this first strike is unevaded, the remainder of the technique is guaranteed to hit. The user vanishes once again, appearing above the opponent and gripping them in a bear hug, rotating rapidly causing the pair to look like a twister as they descend. At the last moment, the user releases the target as they collide with the ground, allowing the user to land without harming themselves. The user must be within the first gate minimum to use this technique.

                        One Man Lotus | Rank B | Complex
                        The user descends from the above the target, spinning rapidly as in the front lotus technique. As the fall they appear like a twister, devastating an opponent on contact, breaking bones with ease and forming a crater thirty feet in width upon landing. The user must be within the second gate minimum to use this technique.

                        Reverse Lotus | Rank A | Complex
                        Just as in the Opening Lotus, the user vanishes from sight while before the target within thirty feet. They appear below the target, supporting their weight upon their hands as they deliver a powerful kick, launching them into the air with enough force to break bones. If this is unevaded, the remainder of the attack will be successful. The opponent is thrown into the air as they are blown away by a series of strikes where the user hits the target, throwing them the opposite direction only to reappear before their path and knock them another direction. This occurs six times before the opponent is knocked downward. Upon being knocked to the earth, the user delivers a final devastating blow, just before reaching the ground which shatters bone and creates a crater forty feet in width. The user must be within the third gate at a minimum to execute this technique.

                        Morning Peacock | Rank A
                        The user delivers a kick that is unrivaled in power to send the opponent flying fifty feet into the air. If this kick is not evaded, the remainder of the technique continues successfully. The user proceeds, vanishing from the ground an appearing roughly fifteen feet from the target in the air. The user then proceeds to deliver ten punches at incredible strength and speed which ignite the air with their friction despite their simple nature. The air pressure produced in the direction of the target that has ignited creates ten flaming fireball-like projectiles that crush the target with each impact, assuring bones to be shattered. From afar, the technique is said to look like the tail of a peacock, giving it the trademarked name. In a finale of the attack, the user vanishes once more, delivering an ax kick that sends the target flying into the earth. The user must be within the fourth gate at a minimum to execute this technique.

                        Strong Thunder Lotus Chain | Rank S
                        The user delivers a lethal strike to the opponent that throws them fifty feet into the air. The impact of the strike creates a shockwave an equal distance around the user that blows back incoming ninjutsu and opponents of it's rank and lower unless stamina is paid equal to the blast. Should the opponent knocked into the air not evade the attack, the remainder of the attack is guaranteed to hit. The user vanishes, flying above the target as they chain a total of three taijutsu techniques of B Rank and lower together for no additional activation that devastates the target before sending them flying back down to the earth with a mighty right hook. This technique requires the fifth gate at a minimum to execute.

                        Daytime Tiger | Rank S
                        The user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure. Next, the user forms a unique hand seal resembling a tiger, which launches the air pressure at the opponent in the shape of a tiger, by leaving a gigantic tiger-shaped impression into the initially built-up air pressure with the hand seal. The air pressure will condense as it's moving and be focused on a single point. The technique then explodes on command, releasing the built up air pressure in an instant. The impact of this technique covers a fifty-foot radius and sends a monstrous concussive wave of force through the area, acting with hurricane like forces to blow everything at and below its rank away. The sheer force of the attack, when impacted directly, is enough to shatter bone throughout a person's entire body, even if wearing armor. Requires the user be in the sixth gate minimally to use this technique.

                        Evening Elephant | Rank S
                        The user strikes the target, hurling them into the air while shattering bone at the point of impact and causing internal hemorrhaging. If this attack goes unevaded, the remainder of the strikes will be successful. As the target flies through the air, the user appears several feet from them and proceeds to deliver a single punch. The sheer force of this strike creates a beam of compressed air that measures roughly ten feet in width. The user then vanishes, appearing at various angles a total of five times to deliver a beam of compressed air like the first. After each is executed, they remain in place, seemingly holding the target in position as they are crushed from all angles by the attack. Those impacted by the attack lose all stat increases to endurance while having all their bones crushed under the weight of the attack. It is impossible for those who are hit with its full force to continue combat. This requires the user to be in the seventh gate minimally to execute the technique.

                        Night Guy | Rank S+
                        The pinnacle of the eight gate's techniques and the strongest of it's given move set. Night Guy, when performed causes the user's body to form a hellish red aura as their body is burned away, their hair appearing to ignite as their body is put under immeasurable strain. This transformation may last as long as the gates duration sustains itself. When the user moves while Night Guy is active the space around them distorts, increasing their movements with a 8 point stat increase. Due to the space distortion, the user is able to bypass barriers and defenses below the rank and potency of this technique. Each physical impact while in this transformative state shatters the bones of the user while ensuring the same occurs to each target stricken by their attacks. When the technique ends with the gate transformation, the user's body begins to crumble away as it burns from the inside out. This technique requires the eighth gate be in use.
 
PostPosted: Fri Nov 15, 2019 7:09 pm
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                        ▰ Description:
                        Ancient, rare, esoteric, and powerful are the words that most aptly characterize the Way of the Spirit Sword [ Reiken no Michi ] style of the Land of Iron. The most dedicated and talented of the samurai can manifest swords as extensions of their very souls. The central philosophy of Reiken no Michi is an intense spiritual dedication to the tenents of bushido to achieve virtue states that grant the warrior immense physical power. The spirit swords are not made from chakra and are completely ethereal. The source of these soul swords is mysterious and only explained as being tangible weapons from the spirit of the great warrior who wields it. Any weapon can be created by the warrior's soul essence but since it is bound to the soul it can only be one weapon type such as a katana, longsword, bow and arrow, twin swords, hammer, etc. The weapon will always appear to be made from brightly-glowing otherworldly energy but the color and specific appearance of the spirit weapon is entirely unique to the individual. Katanas are of course the most common spirit weapons among the few masters of this style from the Land of Iron. Similarly to the eight celestial gates, a virtue is a spiritual milestone to complete but also a physical stasis that increases in intensity from first to seventh. The virtue states are less powerful than the gates but they also lack the physical repercussions because they are states of intense focus and enlightenment but they do tax the stamina reserves highly.

                        ▰ Notes:
                        • This style cannot be learned unless the user is a bukijutsu class specialist. (Bukijutsu primary and secondary class)
                        • Training in this style takes five [5] paragraphs for each of the Seven Virtues which consists of intensive and disciplined meditation. This amount cannot be reduced.
                        • For each virtue state active beginning with the fourth, the user receives an increase of 0.5 to their stats cap. At the seventh virtue state, the user gains an additional 2 cap increase. This means that if you have 8 in every stat then on the seventh virtue state you can reach 10 which is a 5 ranks increase in total. Also, you can maximally reach 10 in 1 stat on the fourth virtue, 10 in 2 stats on the fifth virtue, 10 in 3 stats on the sixth virtue, and 10 in 4 stats on the seventh virtue. The stats increases will return to 8 once the virtue states are no longer active.
                        • While the techniques are medium blade-based, the user may exchange the technique that accompanies each virtue stage with a custom technique for no cost to their custom points. These customs must have the same limitation on virtue usage as the technique they are replacing.
                        • Creating the spirit weapon costs no activation and does not consume resources. Once the first virtue is mastered the spirit weapon can be created at the warrior's whim.
                        • Spirit weapons are considered spiritual in collisions and match the body rank of the wielder.
                        • The spirit weapon when disarmed will immediately reappear in the hands of the user if they will it.
                        • One approved custom weapon may be chosen to merge with the spirit weapon. The tangible custom weapon will then disappear as the spirit weapon takes on its properties. The spirit weapon can be used freely with other styles once the first virtue state is mastered.


                        ▰ Restrictions:
                        • The spirit weapon must be of reasonable size compared to weapons of its kind.
                        • Only one spirit weapon may be generated at any time.
                        • Spirit weapon projectiles are spiritual in collisions and equal in body rank of the user but the projectiles require an equal chakra cost to do so. Without chakra use, the projectiles will inflict the same damage as metal.
                        • Each virtue state, upon being awakened, lasts for a total of three of the user's posts. The 1 point increases to strength, speed, and agility from the virtues stack on top of each other.
                        • Once the effects of each virtue state wear off, you have a maximum of one [1] post to open another for virtue four [4] and below.
                        • Users can awaken up to the second virtue state at D-Rank, the third and fourth at C-Rank, the fifth and sixth at B rank, and the seventh at A rank.
                        • Entering a virtue state does not require an activation.


                        ▰ Style Creation Credits:
                        • Ephemeral Ozymandias


First Virtue: Integrity

                        Rank E | Simple
                        The user releases their worldly attachment to life and accepts death as an old friend. This enlightened state is the first of many which allow the user's body to gain a 1 point increase in strength, speed, and agility. During this enlightened state, the user's eyes glow slightly brighter than usual and a faint glow is often annotated around their body that is no wider than a sliver of thread. The first virtue state does not require an activation but does require an initial E-Rank stamina cost plus an E-Rank upkeep per post for two posts. This state has a maximum duration of three posts. Every slash with the spirit sword is followed by an after image but of an ancient samurai energy blade. Up to a B-Rank amount of chakra can be applied to the after image representing the ethereal sword of the warrior spirit for no activation cost once per post.


Second Virtue: Respect

                        Rank D | Simple
                        The warrior suspends their emotional suffering by paying respect not to their ego but to the universe. The second virtue state allows the user's body to gain another 1 point increase in strength, speed, and agility. During this period of enlightenment, the user's eyes glow moderately brighter than usual and a glow is often annotated around their body that is notably luminous. The color of the eyes and the aura is identical to that of the Reiken (spirit sword). This second virtue state does not cost an activation but does require an initial D-Rank stamina cost plus a D-Rank upkeep per post for two posts. This state has a maximum duration of three posts. In this virtue state, the warrior spirit can appear as an after image after every attack. This is purely aesthetic unless up to an A-Rank amount of chakra is applied to give it additional substance.


Third Virtue: Courage

                        Rank C | Simple
                        The Reiken disciple annihilates all fear by fully accessing their internal heroic courage. This grants the warrior access to the third virtue state allowing the user's body to gain another 1 point increase in strength, speed, and agility. The user's eyes glow much brighter than usual and a bright aura surrounds the body. The color of the eyes and the aura is identical to that of the Reiken (spirit sword). This third virtue state does not cost an activation but does require an initial C-Rank stamina cost plus a C-Rank upkeep per post for two posts. This state has a maximum duration of three posts. At this virtue state, the warrior unleashes a mighty battle cry that strengthens nearby allies with fifty chakra and stamina each for no cost but this can only be done once.


Fourth Virtue: Honor

                        Rank B | Simple
                        The follower of the way of the spirit sword faces their dishonorable flaws and defeats them achieving a status of absolute honor. This grants the warrior access to the fourth virtue state allowing the user's body gain another 1 point increase in strength, speed, and agility. The user's eyes glow much brighter than usual and a bright aura surrounds the body. The color of the eyes and the aura is identical to that of the Reiken (spirit sword). This fourth virtue state does not cost an activation but does require an initial B-Rank stamina cost plus a B-Rank upkeep per post for two posts. This state has a maximum duration of three posts. In this state, the Reiken glows so brightly that an A-Rank amount of chakra introduced to the Reiken once and only once to apply third level blindness.


Fifth Virtue: Compassion

                        Rank A | Simple
                        The spirit weapon wielder is able to suspend their ego by perfectly empathizing with those who surround them. This grants them access to the fifth state of virtue. This allows the user's body to gain another 1 point in strength, speed, and agility. The user's eyes glow very brightly, a bright aura surrounds the body, and an ethereal samurai chest piece and helmet appear. The color of the eyes, aura, and armor are identical to that of the Reiken (spirit sword). This fifth virtue state does not cost an activation but does require an initial A-Rank stamina cost plus an A-Rank upkeep per post for two posts. This state has a maximum duration of three posts. An S-Rank amount of chakra can be expended to summon a horde of twenty standard-sized ethereal aspects of their warrior spirit. These usually appear at samurai on horseback with a mixture of Katanas, Yumi, and Yari weapons but all appearing as the same essential spirit. They split up the chakra value and are most effective as a single unsplit force.


Sixth Virtue: Honesty

                        Rank S | Simple
                        At this level of spiritual enlightenment, the great warrior can accept the mantle of complete honesty and sincerity without the need to promise or even be tempted to go back on their word. This allows access to the sixth virtue state. This causes the user's body to increase another 1 point in strength, speed, and agility. The user's eyes glow very brightly, a bright aura surrounds the body, and a samurai chest piece helmet and gauntlets appear. The color of the eyes, aura, and armor are identical to that of the Reiken (spirit sword). This sixth virtue state does not cost an activation but does require an initial S-Rank stamina cost plus an S-Rank upkeep per post for two posts. This state has a maximum duration of three posts. The warrior is at such an enlightened stage of virtue that their peerless power allows them to create up to ten S+ ranked levitating chakra representations of their Reiken to launch at the opponent for no activation usage once during the virtue state.



Seventh Virtue: Loyalty

                        Rank S+ | Simple
                        To obtain this virtue and master the style the warrior suspends their ego completely to eliminate suffering and become singularly focused on their duty and loyalty to their nation, cause, family, etc. Doing so grants access to the seventh and final virtue state. This causes the user's body to increase yet another 1 point in strength, speed, and agility. The user's eyes glow immensely brightly, a blinding aura surrounds the body, a full ethereal samurai armor set covers the body. The color of the eyes, aura, and armor are identical to that of the Reiken (spirit sword). This final virtue state does not cost an activation but does require an initial S+ Rank stamina cost plus an S+ Rank upkeep per post for two posts. This state has a maximum duration of three posts. The warrior is at such an enlightened stage of virtue that their peerless power allows them to create ethereal aspects of their warrior spirit that are the same size as themselves. These appear to be fully armored samurai made of the same energy as the Reiken. The ethereal aspects can be bolstered with an S-Rank amount of chakra each with no activation cost during the duration of the virtue state.


Reiken no Michi Techniques


                        Virtuous Swipe [ Kōketsuna Suwaipu ] | Rank B-S | Complex
                        The user slashes with their Reiken during the first virtue state. Doing so summons the giant blade of the spirit warrior without the appearance of it manifested. This means that the slash can cause enough damage to form a twenty-foot wide crevice that is five feet deep. The warrior spirit's blade can be fully manifested at the higher virtue states but its usage here is invisible to the naked eye.

                        Flying Spirit Sword [ Hikō Reiken ] | Rank B-S | Simple
                        While in the second virtue state the user can advance toward the target in a blink. A B-Rank you can travel thirty feet, sixty feet at A-Rank, and one hundred and twenty feet at S-Rank. This move blurs the warrior's movements to the target if their agility is higher than the opponent's as they attempt to stab through the target's body. 4 points of agility is denied in dodging this attack at B and A rank and 8 points is denied at S rank.

                        God Killing Spear [ Kami-Goroshi no Yari ] | Rank A | Spiritual
                        Once the user reaches the third virtue state they thrust their Reiken toward the target. They can then extend the tip of the Reiken by fifty feet of chakra that matches the color of the spiritual energy of their Reiken. The chakra extension only stops once it stabs through its intended target. This functions as an instant gap closer as it can extend at the last second. This takes up a body flicker usage but occurs just as quickly.

                        Spirit Sword Iaido [ Reiken Iaidō ] | Rank A | Complex
                        While in the fourth virtue state the user manifests or re-manifests the Reiken at their hip, unsheaths it, and slices at the target at blinding speeds before sheathing it again. The slash releases a massive fifty-foot wave of cutting chakra the same color as the spiritual energy composition of the Reiken itself. This slash has a fifty-foot range as a result of the slashing chakra. Barriers and defensive techniques are treated as one rank lower.

                        Warrior Spirit: Ambush [ Senshi no Seishin: Machibuse ] | Rank A | Spiritual
                        The user while in the fifth virtue state releases their warrior spirit through the front of their body as a chakra phantom. This ethereal being represents the spirit of the warrior themselves and looks like an armored samurai made of ethereal spiritual energy. The color of that energy is identical to that of the Reiken. The samurai will mirror the attacks of the Reiken wielder as spiritual attacks for up to three posts. The ethereal warriors mimic the user's attacks and make them tangible, requiring techniques the user utilizes be replicated by paying chakra. These techniques carry the same stats bonuses as the user and are treated as the same complexity as the original use.

                        Warrior Spirit: Enlightened Blade [ Senshi no Seishin: Satotta Ha ] | Rank S | Complex
                        When in the sixth virtue state, the warrior swings their sword and manifests a giant ethereal detached arm holding a sword that mirrors the movements of the warrior from above the body. For a maximum of three posts, each swing of the Reiken is amplified with the arm of the warrior's spirit. The Arm manifested is not an exact copy in appearance but it usually looks like a massive samurai warrior arm with the same ethereal energy as the Reiken. The arm and sword combined are one hundred feet long. The user can also execute bukijutsu techniques through the sword independently to increase the scale of the technique.

                        Warrior Spirit: Titan [ Senshi no Seishin: Kyojin ] | Rank S+ | Complex
                        While in the seventh and final virtue state the user manifests their full and complete warrior spirit. This ethereal warrior is the size of a bijuu and made from chakra and spiritual essence that is the same color as the Reiken and the energy covering the user's body. The spirit stands behind the warrior and mimics their attacks to devastating effects. Bukijutsu and taijutsu can be performed through the titan as a mirroring effect to greatly increase the area of effect and overall potency. The weapon of the spirit is two hundred feet maximally. The warrior spirit heals the damage that is taken by feasting on the user's spirit, repairing damage to itself once every other post (1-2 times).
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Fri Nov 15, 2019 7:11 pm
Taijutsu

Taijutsu – Taijutsu: If this class is taken as the first and second class, then the user takes 2 disciplines from this class and an additional taijutsu style. In addition, they gain one of the following Specialization options. Only 1 can be chosen.

Dedicated Disciple: A disciple who chooses to specialize in a small number of their class's arts. Limiting themselves to three of their class's styles, granting overwhelming in all three styles up to S Rank. Any additional slots that would be awarded for their class's styles are converted into a 2 point increase in any stats of their choosing. In addition, these masters of their arts are able to have a 1 point increase in their stats cap of 8 making it 9. Styles granted from rewards may be learned but do not carry the overwhelming property and the user is capped out at 5 styles.

Master of Many: The user sets out to learn all of their class's style available to them in their studies. The user gains access to an additional style every other rank [ D Rank, B Rank, S Rank ]


Bukijutsu

Bukijutsu – Bukijutsu: If this class is taken as the first and second class, then the user takes 2 disciplines from this class and an additional bukijutsu style. In addition, they gain one of the following Specialization options. Only 1 can be chosen.

Dedicated Disciple: A disciple who chooses to specialize in a small number of their class's arts. Limiting themselves to three of their class's styles, granting overwhelming in all three styles up to S Rank. Any additional slots that would be awarded for their class's styles are converted into a 2 point increase in any stats of their choosing. In addition, these masters of their arts are able to have a 1 point increase to their 8 point stat cap making it 9. Styles granted from rewards may be learned but do not carry the overwhelming property and the user is capped out at 5 styles.

Master of Many: The user sets out to learn all of their class's style available to them in their studies. The user gains access to an additional style every other rank [ D Rank, B Rank, S Rank ]
 
PostPosted: Fri Nov 15, 2019 7:13 pm
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▰ Description:
Medical ninja, or Iryounin, are those who specialize in a sect of abilities known as Iryojutsu ( Medical techniques ). Iryojutsu 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 Iryojutsu. The precision and chakra control developed by practicing these techniques has resulted in the creation of many offensive Iryojutsu as well.
As one would expect, performing Iryojutsu 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:
• Iryojutsu can be learned only by those of the Medical Class unless stated otherwise.
• Iryojutsu receive learning reductions from Ninjutsu reductions and this class’ Iryojutsu specific reductions.
• Iryojutsu receive their own limitation numbers, displayed in each rank.
• When you select this class, you must pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)


Quote:
▰ Disciplines:
Maladies Physician: Shinobi of this discipline are experts in iryojutsu and are especially well-versed in afflictions. Their medical techniques cure all symptoms of status effects applied to the user, rather than where most of the techniques cure them one at a time. In addition, medical techniques which inflict a status may inflict three different applications of the status, rather than just one. The user's crafted poisons also carry this property. The shinobi also obtains 5 custom techniques for medical ninjutsu as well as a Medical Ninjutsu Keystone technique. Refer to the Keystone Guideline for more information.

Combat Medic: Shinobi of this discipline gain the ability to pay for their simple taijutsu as complex. This does not alter its strength in collisions in any way from a standard simple technique. The user's body is more attuned to adrenaline, which allows them to receive a benefit from their techniques which use them every other post versus every three post. In addition, the user gains a 1 point increase in a chosen stat per body rank but must utilize all increases in the same stat. The user's body is treated with the durability of medium armor without any drawbacks. Furthermore the medical learning reductions gained from this class also count towards taijutsu learning reductions. The shinobi gains three tai slots, one at D rank, one at C rank, and then one at A-ranked. Finally, the user is able to augment their Genesis Rebirth Technique. Not only does this discipline allow the user to utilize the technique twice, but each time the user is restored of 250 chakra. The user also deals with trauma they receive at one rank less than other ninja.

Support Specialist: The user is capable of conferring a moderate stat boost to any ally that they desire. This stat boost can be what ever the medic wishes, however it can only go on one ally for as long as the medic wishes. Additionally to this, the medic is able to use healing iryojutsu on an ally from a distance as opposed to having to touch them. The range for this is fifty [50] feet. Furthermore, the user gains an additional 25 chakra per body rank. Tenketsu regeneration is applied at twice the amount, while techniques which cause tenketsu rot or burnout on the user have their effects reduced by half. Tenketsu restored by those with this discipline gain chakra equal to the rank of the tenketsu rot / burn out they suffered. So if the target is healed of tenketsu rot / burnout which prohibited the use of A-ranked techniques, then the target will gain 80 chakra in addition to having their tenketsu points restored. Finally this discipline allows the user to apply twice the tenketsu rot and burnout on techniques which utilize them.

    ▰ D-Rank
Base Resource Pools:
▱▰▱200 chakra.
▱▰▱100 stamina.
Passive Benefits:
▱▰▱ Learn 1 extra Medical technique per paragraph.
Base Jutsu Limits:
▱▰▱10 Iryoutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 2 extra Medical techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 3 extra Medical techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 4 extra Medical techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 5 extra Medical techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 6 extra Medical techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Fri Nov 15, 2019 7:14 pm
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▰ Forbidden Seals System:
Forbidden Seals or Juunin are a deviation of Fuuinjutsu, designed to artificially allow its bearers to access and use Nature Energy. The seals strengthen the body to the point that its wielders are considered on par with shinobi of sage mode capabilities. The seals passively draw in nature energy from the surrounding environment to fuel itself. This artificial style of bringing about these changes are reviled by the various summoning species and considered corrupted and impure.

Any bearer of a Forbidden Seal is considered to be an abomination by the summoning species and the bearer would never be allowed to sign a contract, maintain a contract, be considered as a scroll holder, or be a prospective sage mode trainee. The summoning species consider Forbidden Seals so abominable because the majority of its first generation recipients were power-hungry madmen who quickly abused their new found power. Thus, now the summoning species view all bearers with suspicion and contempt.

Forbidden Seals are now, a practically lost art. Cropping up in old musty nearly forgotten scrolls and hidden away in now dead villages. There is one horrifying aspect to the Forbidden Seals. If forcibly applied to another person, the creator is forcibly inserting their own chakra into the seal as well. This allows the creator to always maintain a degree of knowledge on the bearer's location and strength.

▰ Rules:
• Forbidden Seals have three stages: Dormant, Awakened, & Unleashed.
• Each Forbidden Seal is customized upon creation and its choices decided then. These cannot be changed at a later point in time.
• Forbidden Seals are containers for Nature Energy.
• Forbidden Seals do not absorb Nature Energy while the host is in either the awoken or unleashed states.
• The prospective bearer must have a C-ranked body in order to survive the process of acquiring a Forbidden Seal and later activating its Unleashed Stage.
• The Forbidden Seal is incompatible with Bijuu or the Sage Modes, either Animal or Human.
• If you have a Forbidden Seal then you cannot sign or keep a summoning contract.
• The statistical buffs provided by the Forbidden Seal can temporarily increase stats up to 8 points and will revert back to your class's stat cap once the seal is dormant again. You may choose two stats to reach the 12 cap.
• While Forbidden Seals offer incredible power to any who obtain them they do have significant drawbacks in their use. Any stat that was directly increased by the Forbidden Seal will be lowered by the exact amount the seal increased as well as additional penalties until the user is at negative 4 in all stats for [5] posts after the Forbidden Seal is used and made dormant.
• Each RPC is only capable of possessing 1 Forbidden Seal.
• The rpc can gain a Forbidden Seal in one of two ways: discovering and mastering the Forbidden Seal Technique or being a victim of the Forced Seal Technique.

Kansen-shō [ Forced Seal Technique ]
Technique Rank: A
Technique Type: Spiritual
Description: A powerful technique that allows the user to force a Forbidden Seal onto another person. Once the chakra is placed within them, the seal forms and forces the victim to engage in the process. They are knocked unconscious as their body forcibly adapts to the newfound power. This fails when applied to a Jinchūriki or a Sage. This is due to the presence of an alternative energy source that protects the prospective victim.

Kin Fuuin Jutsu [ Forbidden Seal Technique ]
Technique Rank: A
Technique Type: Spiritual
Description: The Forbidden Seal is a technique that can be acquired through the Scholar or Medical classes. Alternatively, a Sage can also puzzle out this technique. It requires five posts to learn, in which how the rpc discovers the technique and their subsequent attempts to master both it and the newfound power. Anyone who achieves this technique must describe in their profile the type of Seal they have, where it is, and how it alters their appearance.


▰ Stages:
Dormant Stage
The passive stage: All Forbidden Seals provide the host with 400 Natural chakra. This chakra can only be recovered while the host has their seal in its dormant stage. In addition, the host gains a passive chakra and stamina increase of +50 per body rank. Natural chakra when the forbidden seal is not active passively gathers natural chakra. In a non-combat situation the seal regains 50 chakra per post and 25 chakra per post in combat situation.
Training:
• Requires the user to write out five posts on how the seal was gained.

Awoken Stage
This is the first stage usage of the Forbidden Seal.
Basic Effects:
• Increase [2] stats to [10] and [2] stats to [8] automatically.
• Overwhelming to one of the following: Base Nin (Elements & Maruton), Esoteric Nin (Eisen, Kugutsu, Fuuin, Sensory), Tai, or Buki.
• Cost 25 Natural Chakra per post used to maintain.

Unleashed Stage
This is the second stage usage of the Forbidden Seal.
Basic Effects:
• Increase [2] stats to [12] and [2] stats to [8] automatically.
• Maintains previous Overwhelming choice.
• At this stage, you choose between the following: a second overwhelming or a keystone PA. A keystone PA is stronger than a regular PA and must be approved by the balance team.
• Cost 50 Natural Chakra per post used to maintain.
 
PostPosted: Fri Nov 15, 2019 7:16 pm
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▰ Sage Mode and Sage Arts System:
Sage Mode is the ability to first discern nature energy, absorb it into one's body, and then integrate it with the spiritual and physical energy residing within. It is for this reason that those wishing to utilize Sage mode must possess both high levels of chakra and a body strong enough to withstand the additional power. Those who are lacking have been known to turn to stone. However, those capable few will find that tempering their own energy with that of nature's own will dramatically empower their abilities. This ability is what defines a sage and allows one to enter into a Sage Mode. Those who have not been trained to use senjutsu, the augmentation of jutsu with nature energy, are not capable of seeing the nature energy in techniques augmented by it. Due to the difficulty in complete mastery over nature energy, most if not all who learn to utilize sage mode from animals with take on characteristics of their teachers while they utilize it. This typically includes a change in the eyes to match their teacher's species, and sometimes additional features such as fur, scales, feathers, slime, or warts. Always included is boost to one's physical capabilities.

A person who is able to use senjutsu is called a sage or Sennin. The most common method by which one learns to be a sage is through the tutelage of animal which has learned to harness nature energy. These creatures and rare and often very old. The only known way in which shinobi have learned to find such beings is through summoning pacts made with the beasts that reside within what is known as the sage lands. The other method by which individuals learn to harness the power of sage mode is under the training and guidance of a human who has learned to utilize nature energy without the assistance of animal kind. Those taught in this second manner become known as Human Path Sages. Those of the human path who enter Sage Mode take on a change in eye color and a more toned body.


▰ Rules:
• An RPC does not need to have their summoned creature active in order to access their sage mode.

• Sage Mode Requires a C Rank Body minimum.

• Each RPC with Sage Mode gains 1,500 Nature Chakra while in Awoken Sage Mode. RPC may not have PAs that add nature chakra reserves.

• Animal Sage Mode lasts 8 posts then must be fully replenished in order to re-activate.

• Human Sage Mode lasts 10 posts then must be fully replenished in order to re-activate.

• Nature Chakra is gained in increments of 225 per action spent gathering nature chakra while the user is in combat, however, outside of combat the user may gain 375 nature chakra per post. To be considered not in combat the sage must be in a separate topic from any previous combatants, and not using any attacking nor defending combative actions.

• Only 3 of each animal summon user may have access to sage mode at one time and only 7 human sages may exist at once.

• Only 1 RPC per user may have Human Sage Mode. Multiple RPCs per user may have Animal Sage Mode.

• Natural chakra gathering may not be combined with the multi-shadow clone augment but may still be gathered with the normal shadow technique.

▰ Abilities:

Non-Awoken Sage Abilities

Having learned to harness the power of nature energy, the training undertook to achieve such ability has permanently altered the new sage.

• Passive Resource Increase: +50 Chakra & Stamina per body rank.

• The ability to sense intent to do harm within the topic and its source.

• Able to regenerate 375 nature chakra per post.

• You can naturally sense chakra around yourself. You can sense chakra up to 5 meters away without the use of a sensory technique. This radius is increased by 5 meters every time you rank up. This natural talent is also able to sense the presence of demonic chakra within its range.

• Animal Sage gains access to mythical summons.

• Human Sage gains access to sage technique list.

Awoken Sage Mode Abilities

• Entering the Awoken Sage Mode requires no cost but consumes a single action.

• Morphed physical characteristics based on their animal's image.

• All stats of the user are increased by [2] points.

• Sage mode increases your class's maximum stat cap up to [8] while active.

• Able to meditate, consuming an action to regenerate 225 nature chakra in one post.

• Sensory abilities granted by the non-awoken stage are now doubled in range.

• Upon learning Awoken Sage Mode, the user gains 5 custom techniques that may be used only when in Awoken Mode. For human sages, their customs must revolve around their class or maruton techniques.

• Both Sages can enhance their ninjutsu with Overwhelming. This overwhelming is capable of affecting jutsu up to S+ as opposed to normal disciplines limitation of only being able to apply it to S and below. This overwhelming can be applied to any two of the user’s elements by paying a cost of half nature chakra and half regular chakra. Human sages may do this with any two elemental natures (including Maruton) of their choice, while animal may only apply feat this to elemental natures that they share with their animal. Once chosen these elements cannot be changed.

▰ Path of the Human:
Willpower, tenacity, and Introspection. These are the traits that are exemplified in the Human sages as it is believed that each body must follow the path of it's soul in order to find that individuals one unique truth. While human do not and can never form a pact with an animal summon (bloodline packs included), they do receive all the other benefits of a normal sage, a Keystone technique for their class or specialization that may only be used during their sage mode (this keystone is obtainable even if the user has a keystone from another system), as well as having complete access to the jutsu list below without having to spend a slot to learn them. These sage jutsu carry the same reductions and learning requirements as ninjutsu.

▰ Enlightened Fist [ Satori no Ken ] | Rank: S
While gathering nature chakra has a tendency to leave the target unguarded, it is the human sage who has dedicated themselves their their whole being, body and soul, to the art. It is the first steps towards obtaining enlightenment but has the tendency to leave oneself unguarded. It is this ability that rectifies that. While gathering nature chakra this ability may be used in conjunction with the gathering activation, costing the sage only chakra and no activation. All without disturbing the natural chakra flow. Numerous buddha hands, in the shape of closed fist, will fly to intercept any attack headed their way and each hand are fully capable of performing the same actions as a normal hand (hand signs included though this does not add or speed up any activations) such as the grapple status effect. The power of this jutsu is equivalent to the amount of regular chakra put into the technique divided among the amount of hands the user creates.

Reflections of Self [ Jiko no hansha ]
Category: Enchantment
Rank: S
Primary Sense: Chakra
Additional Senses: -
Base Duration: -
Upkeep: -
Trigger: Hearing the user's words
Source: Emotive Manipulation
Status Effect: -
Description: A frightening genjutsu if only for it's permanence. As the user speaks the target will slowly begin to see things from their point of view. How this affects a target depends largely on the personality of the individual. It could convince the target to join a former enemies side, to let one escape, or to perhaps carry out an individuals request or ideal. As preciously stated this ability's strength lies largely in the fact that it has no duration or upkeep. If the target cannot realize on their own they will carry out their lives with full belief in whatever ideal the user wishes. Those who can see or otherwise sense chakra will see the target 'coated' in the user's chakra.

▰ Truth-Seeking Body [ Shinjitsu o Motomeru Karada ] | Rank: S
Following the belief of purifying the physical body into it's truest form that is obtainable on this earth, the user coats themselves in pure nature chakra taking on the golden coloring. While in this state their physical body will pass through ninjutsu, allowing them to 'bypass collisions' by not interacting with them. Said jutsu will pass through their form and onwards in the opposite direction as if it had encountered nothing at all. The only drawback of such a jutsu is the inability to remove oneself completely, as such any secondary effects associated with said jutsu will still affect the user. Meaning something like moving through a fireball will still inflict a target with the burning status where applicable. The duration of this jutsu lasts for only a single activation's worth of time meaning you may pass through only a single jutsu per use.

▰ Truth-Seeking Orbs [ Shinjitsu o Motomeru Obu ] | Rank: S
By hyper densing their chakra into small orbs the user is able to create up to seven orbs of that resemble that of a bijuudama. These orbs are created up to seven at once but may only be launched two at once for a single activation. While size can be adjusted from the size of a golf ball to the size of an elephant, each orb will explode on impact with an object, rapidly expend to consume said object, and then shrink itself until said object crushed into a tiny ball. Each orb itself has the strength of an S ranked attack by itself.

Heavenly Rewriting [ Tengoku no Kakikae ]
Category: Enchantment
Rank: S
Primary Sense: Chakra
Additional Senses: -
Base Duration: 7 posts
Upkeep: 80 Chakra
Trigger: Hearing the user's words
Source: Emotive Manipulation
Status Effect: -
Description: A genjutsu that is triggered by the user speaking or performing some other noise. Once performed the target will suddenly believe in one truth, set by the user, as an absolute. The power of this genjutsu is such that it can even create false memories in support of this. For example one may insert the notion that lava does not burn by creating a memory of the target swimming through previously created lava on the battlefield and not getting harmed. This can lead to particularly dangerous results when used correctly but it is important to remember that this just has two limitations: It cannot create an impulse or desire to perform a certain action, that must be left up to free will. Secondly, this idea must be done in the form of a memory. Meaning that the user must come up with a false scenario to place in an opponents mind that proves the truth behind their statement. Those who can see or otherwise sense chakra will see the target 'coated' in the user's chakra.

▰ Heaven's Final Dictation [ Tengoku no Saishū Dikutēshon ] | Rank: Null
Hailed as the most dangerous jutsu to exist, this ability consumes all of the users sage chakra and launches it into forward directional blast. What makes this jutsu terrifying is it's lack of a rank, instead the amount of sage chakra used is what determines it's power in collisions. Requires a post of charging time and locks the user out of sage mode for the rest of the battle.


▰ Path of the Animal:
Diversity, Primeval, and Bonds. These are the traits that are adopted by those who follow the path of the animal. As opposed to their human brethren, animal sages seek their clarity from the animals who came before them, born of nature herself. Those who become animal sages gain [2] extra customs to be used for jutsu that are specifically related to their animal, access to the Mythical Summons system, a a unique trait (specific to each type of animal) listed below. These traits will also be listed in each animals sub-forum for ease of access as well. Also the trait is a list of that animals elemental natures, either of these natures may be granted S+ overwhelming by the sage.



Way of the Cat:


Reflexive ferocity is the way of the big cats and none more than their sages exemplify this fact more. While in sage mode (If they wish) the user claws grow out long enough to use them to much greater effect in battle, along with being able to switch between bipedal and quadrupedal combat style. The greatest benefit to this however, is taijutsu preformed while in this state and that is paid for with nature chakra not only gain the overwhelming trait but counterbalancing as well. Meaning that whenever their attacks come into contact with another and is stronger, it will absorb the strength of the defeated technique and preserve it's own strength.

Cat’s Elements: Fire, Earth




Way of the Rat:


While all animal sages are meant to work tandem with their animal, it is the rats that take this trait one step further. While in sage mode and while any rat is summoned, if either the summon hits one of their techniques successfully then the sage may immediately follow up with one of their own attacks. This follow up is considered unblockable if the first lands.

Rat’s Elements: Earth, Wind




Way of the Bear:


Those who study the path of the bear understand that the key to victory in battle is to crush foes under an unwavering spirit. While entering their sage mode all stats can no longer be reduced below their values at the time of this ability’s activation. This effect is passively activated once sage mode is.

Bear’s Elements: Earth, Maruton




Way of the Bat:


Despite their insistence to the contrary, the way of the bats is much the same to the tales of the vampires of old. Withering away their enemies until naught but bones remain. Upon entering sage mode and anytime thereafter the user may pay a ranked amount of half nature half normal chakra to create a field around themselves. This cost is only for determining the strength of said field while it's range is always set at a fixed range (20 by 20 feet in a bubble shape) around that moves with the user. Enemies within this field have either chakra or stamina (chosen at the activation and unchangeable) sapped from their bodies and given to the user. This amount is always equal to two ranks below what this is cast at but may, if the user desires, affect only a single individual and drain one rank below this jutsu instead.


Bat’s Elements: Wind, Earth




Way of the Crow:


Unlike other summons whose effects is often palpable or easily witnessed, the crow’s is the way of subtle twisting of the opponent’s mind against them. Genjutsu that is cast and empowered with sage chakra does not only grant overwhelming, but allows the user to make use of crows as a medium that is present in all of their gen. This adds a sense of melancholy about their genjutsu that causes either mental stress or insanity (chosen upon entering sage mode) equivalent to the jutsu's rank. If already having a status effect then it's stage is increased by one, and if already stage four it instead lingers for a single post after kai stacking with the genjutsu discipline.

Crow’s Elements: Fire, Maruton




Way of the Snake:


A sinister aura born of pure corrupted chakra emanates from the user as they enter sage mode. Any attacks that the sage then uses that are infused with nature chakra will cause a sudden shifting in the air around them. Any who are capable of sensing the presence of the user during this time, whether through sight, sound, doujutsu, chakra, etc, will feel a subtle sense of fear that loosens the nerve of friend and foe alike. Even those not having ophiophobia will find themselves developing it here and be unable to make offensive activation against the snake sage directly. This effect may be relieved through the use of kai at one rank below the sages body rank, but will be reapplied at the start of the next post if the opponent is still within it's blanket aura of effect. The range of this effect is a blanket aura twenty feet in every direction. (Applies once per post, multiple attacks do not stack this effect).

Snakes Elements: Earth, Maruton




Way of the Turtle:


Above all the turtles value a slow approach to life. Those sages who seek the path of the turtle are often the very same who seek to slowly wear away at their opponents and use their overwhelming defense as a means to accomplish this task. While in their sage mode, at any time, they may summon a translucent turtle shell (or if the user’s wishes, a turtle shell may rapidly grow around their body that they can retract into) around their bodies for a D ranked amount of chakra. Despite it’s activation costs this ability can be treated as something similar to a ‘defensive shushin’ in that it is a free block against any attack regardless of it’s recourse cost. This ability is paid for fully in nature chakra and only useable three times in a single battle.


Turtles’s Elements: Water, Earth




Way of the Toad:


To those who follow the way of the toad, it is often and well believed that true strength lies in striking at one precise moment in order to end a dangerous situation before to ever starts being a problem. Is because of this ideology that the mystic croak was created and adapted into a unique weapon that is available to every toad sage. By using a single activation and paying a ranked amount of chakra in sage mode, the user may release a croak that disorients a single target. While under these effects the enemy feels a heavy weight drop on them and vision immediately blurs. During this time the target is considered to be [Grappled] as if two hands were restraining them, along with following the rules for said status. Instead of [simple] this ability is considered [spiritual] but may otherwise be broken with equal amounts of stamina.


Toad’s Elements: Earth, Water.




Way of the Fish:


Followers of the way of the fish find that an unrelenting ferociousness is the only true path to victory. Snapping at their enemies with razor sharp teeth and then leaving them dead in the water as the fight to slowly drain out of them. Their sage mode reflecting this trait, followers of the way of the fish will find (If they wish) scales growing along their body, each as razor sharp as any blade and allowing them to utilize bukijutsu techniques while technically not wielding a weapon. If a weapon is wielded these scales may instead grow along the tool. Regardless of how it is done, the main benefit of this ability is that it allows for all bukiutsu based techniques that are paid with half nature chakra to gain counterbalancing effects. Meaning that as long as they strike an attack weaker than the one used the chakra used to make it up gets absorbed into the user’s attack and thus preserve it’s strength.

Fish’s Elements: Water, Maruton





Way of the Dog:


A simple yet effective strategy to battle, those of the dog are among the best trackers in the world and they use this fact to their advantage. When sage mode is active and half nature chakra is paid in a technique, then for as long as the user remains aware of the targets location (whether by sight, smell, chakra, heat, etc) Projectiles both chakra and not will curve their trajectory until they either strike their intended target or collided with an opposing jutsu. If desired the user may also take direct control over the trajectory of their jutsu by spending an activation to do so.

Dog’s Elements: Earth, Lightning.





Way of the Bug:


Above all the way of bugs is in essence, the same as all of nature, to change. Adapt to your surroundings and to your predators and soon they will find that their methods of attack becomes useless. While in sage mode mode the user may pay a ranked amount of chakra in order to create a clear coating over their body that slowly takes the color of the user's chakra. What this coating actually does is act as a form of dermal armor. Completely surviving damage up to it's max possible rank (overwhelming not applicable to this technique) and then break away from the user, leaving them with an advanced physiology. Meaning that whatever attack struck the armor will now be treated as one rank weaker for either the rest of the battle or until sage mode ends. This ability may be recast but does not stack up, only change the affected damage resistance. (Damage types that can be chosen are as follows, ninjutsu, bloodline, taijutsu, bukijutsu, and Iryojutsu where applicable).

Bug’s Elements: Earth, Maruton




Way of the Squid:


For the squid there is but one fact that is understood, Ink is life. It's is the source of their power and their greatest defense mechanism. As such the Sage can become empowered the longer they spend in the inky blackness. For as long as the sage is in water and in sage mode, they may now expel a special blend of Ink similar to a Hojo. While surrounded in this Ink they gain an extra 20 nature chakra while gathering and do not need to spend an activation to do so. For collision purposes a ranked amount of chakra is paid along with an initial one time activation to determine general strength of the cloud, whether another water ninjutsu can move it, and how big it is.

Squid’s Elements: Water, Maruton




Way of the Monkey:


Raw and untamed fury is what is valued in the monkey kingdom and it has seeped it’s way into it’s teachings as well. During sage mode strength and speed is increased by 1 stat point for each tai or buki technique used in a post, whether they hit or not. Bonuses gained from this ability can take you beyond your class's stat cap that reset once out of sage mode.

Monkey’s Elements: Fire, Maruton




Way of the Salamander:


Specializing in the more subtle tools of combat, those of the Salamander leverage their poison as their path to victory. While entering sage mode the user’s body will naturally secrete a custom special tier poison with an added custom effect on it that is separate to a poison’s natural limitations (similar to a custom jutsu’s effects). This poison must be approved in the custom poison and medicine forum but once created can be transferred through physical contact for free (following direct application rules) or may be expelled through a gas effect for activation (following airborne rules). Gas clouds created by the user are considered to be equivalent to the user’s body rank for collision purposes and max out at A rank, while the range is fixated at twenty-five by twenty-five-foot area.

Salamander Elements: Water, Wind.




Way of the Rabbits:


Quite literally always quick on their feet, the rabbit sages boast an artful speed that affords them the ability to escape from almost any prey, and even turn the tables in some cases! When entering sage mode and without paying an activation the user may pay a ranked amount in half nature and half regular chakra. At whatever rank this is done the user is considered to be moving at that rank at all times for as long as they are in sage mode. Jutsu effects that would slow, halt, or otherwise impede their movement instead are unable able to do so.

Rabbit’s Elements: Wind, Maruton




▰ Nature Petrification:
Using nature chakra is dangerous and as such requires the special training that sages undergo in order to utilize it. Untrained individuals who tamper with this nature chakra by either absorbing or through the use of certain abilities will have their bodies petrified from the inside out. Without the use of the beating rod item this petrification will slowly consume the targets body in the following manner:

Nature Petrifaction Rate
• First post – Stone starts forming on the targeted area Left Arm, Right Arm, Left Leg, Right Leg, Torso, or Abdomen.
• Second post – Stone locks all movement in the targeted area
• Third post – Stone moves on to next closest limb
• Fourth post – Stone locks all movement of the targeted area
• Fifth post – Stone moves on to next closest limb
• Sixth post – Stone locks all movement of the targeted area
• Seventh post - Stone moves on to next closest limb
• Eighth post – Stone locks all movement in the targeted area
• Ninth post - Stone moves on to next closest limb
• Tenth post - Stone locks all movement in the targeted area
• Eleventh post - Stone moves on to next closest limb
• Twelfth post – Stone locks all movement in the targeted area
• Thirtieth post – Stone Reaches Head, Completely Immobile
• Fourteenth post – Permanently immobile until nature chakra has been removed from the body.

Connections:
Arms: Connected to Torso
Legs: Connected to Abdomen
Torso: Connected to Either Left Arm, Right Arm, or Abdomen
Abdomen: Connected to Either Left Leg, Right Leg, or Torso

Unless otherwise stated by a sage jutsu’s effects, petrifaction follows this rate and cannot be applied against an individual unless they use an ability that would otherwise absorb chakra from a sage or a technique that has been empowered by the sage with nature overwhelming. This Natural Petrifaction can be distinguished from doton’s Petrifaction, in that it can only be stopped/slowed/fought against via the removal of nature chakra from the body by one well versed in nature chakra or by only the most talented medics. For other sages this petrification is as simple as expelling the foreign chakra for use their own jutsu as, unless otherwise stated, a sage will only turn to stone when they hold more nature chakra then their bodies initially allow. (750 base unless modified by a PA or other source). Medics treating will have more information in their own subforum under the technique name: Body and Soul Redistribution [ Karada to Tamashī no Sai Bunpai ].


▰ The Mythical Summons:
Upon achieving animal sagedom the user is granted access to this system which allows the sage a S+ summon from the specific animal that you signed a contract with. This animal is fully customizable and offers the sage a way to add their own personal touch to their summon list. After achieving sagehood the user may undergo an S+ ranked mission detailing their arduous task of hunting down this summon and signing a personal contract with it. Once achieved the sage should quote use the following skeleton below and quote the mod team in the custom techniques forum to be approved. For those who wish and have asked permission, each person is of course allowed to use a Mythical Summon that someone else has created. Finally, while it is possible and greatly encouraged to write a detailed and grand backstory worthy of their name, large amendments to the story/lore must be given the go ahead by the story-team mods.



[size=15]▰[color=specialsummoncolor]▰[/color]▰ Summon Name[/size][size=10]
[b]Rank | Chakra: ? | Stamina: ?[/b]

[b]Ability:[/b] [i]Ability name here[/i]
-Ability description, this is a passive benefit your summon gains-.

▰ [b]English name [ Japanese name ] | Rank: ? | Cost: (chakra, stamina, complex) [/b]

▰ [b]English name [ Japanese name ] | Rank: ? | Cost: (chakra, stamina, complex) [/b]


• One custom trait
• 2200 chakra/stamina to distribute as seen fit between either.
•Two custom created abilities (One S and one S+)
•Your summon gains full access to the techniques of the boss animal summon and all below it.
   

▰ Awoken Sage Species Affinity:
Awoken Animal Sages that are officially trained to a summoning contract are sometimes associated with a specific species of their contract. For the sake of player freedom, this is entirely voluntary. This association influences the aesthetic flair that the user takes on when using Senjutsu with the common traits of their animal. In some rarer cases, these aesthetic changes can often be a permanent alteration to the Sage's physiology. This choice is purely for both aesthetic and vanity, the personal summon of these sages are typically of the same species they adopt. For example, a fully awoken sage of Fish can choose to associate themself to Clown Fish, they adopt similar aesthetic flairs and possible quirks but the sage themself is still considered a Fish Sage.

Sage Mode Training

• Must be trained by Boss Summon, Sage, or Monk NPC.

• Requires 5 training paragraphs to obtain the Awoken Sage Mode.

• Human Sages must perform 5 paragraphs of meditation.

• Training paragraph must take place in the Sage Lands or in a Temple of some Religion's topic.

• Paragraph Reductions do not count towards Sage Mode


Human Sage Listing

• Mattysandwich | Selina Rosewater

• Ephemeral Ozymandias | Kenshin Kosei

• Kondo Kaicho | Kojiro Kanzaki

• Rosa Havoc | Hajime Asuhara

• Wolfe Whitehorn | Masahiro



 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Fri Nov 15, 2019 7:17 pm
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▰ Demon System:
  • Decisions on who gets a Bijuu are determined by the moderator team based on the positive guild impact and activity of the member.
  • A single guild member cannot have more than one jinchuuriki rpc.
  • When a demon host dies, the demon will die as well and form again later. This process also occurs if the demon is slain.
  • Demons can communicate telepathically with each other, though this can be interrupted by seals. They can grant access to this ability to their Jinchuuriki if they have been tamed and bonded with fully.
  • Demons marked as "in the wild" can theoretically be encountered by anyone, though the determination of this is left primarily to the relevant Kage.
  • Having a demon will override the host's elements if they do not have corresponding elements to the demon. In the case of a ninja only having a single element, they will be granted the second as well. Note that disciplines stack with demon boosts as well.
___
▰ Demon Rules:
  • Bijuu cannot be traded or given away without appropriate backlash for the character's involved, including resealing and the likely death of the original host.
  • Kekkei Genkai cannot be activated without stage mastery, and cannot be used within full emergence state.
  • Jinchuuriki must train with their Bijuu in order for it to give its main benefits. Benefits are only granted when the stages are activated: basic effects take effect regardless of mastery (IE if you use the demons power without mastery,) where as advanced effects are given when you master said level. Any DR and technique augmentations (such as overwhelming traits or power increases) stack with each other when further stages are activated. Other effects do not unless explicitly stated.
  • If you create a new RPC to host a Bijuu, the RPC does not know it is a host. This can only be done with the approval of the Demon Head (Ephemeral Ozymandias) and the relevant Kage.
  • If a sealing technique or host is not strong enough to contain the demon, the demon breaks free and the host is killed,
  • If a sealing technique is too strong, it will cut off all access to the demon's Chakra and prevent training in, and activation of, stages above the dormant stage.
  • The Demon Mods are able to roleplay as any demon, including things such as dialogue with the demon, if the host desires it.
  • Official judgments on the relationship between the host and beast come down to a judgment of their shared past and the demon's personal experiences. It's helpful to keep a log of interactions, but not necessary.
  • After mastering a stage as denoted below, Demon Jutsu of the appropriate level become available for learning, and take one paragraph each to learn. Though ninjutsu, they get no bonuses to learning. These techniques do not take up any slots but require the user be in an active demonic state to use untill Jinchuuriki level is mastered. If the Bijuu is in control, the techniques can be used forcibly.
  • Demons have training in any natural weapons they have, such as claws or tails. They can use these weapons as an X-Rank Simple or Complex technique. Hosts gain access to this during active usage of the demon's abilities should they have the appropriate physiology, capped at their Body Rank Restrictions.
  • You always have the initial basic effects active regardless of training.
  • Whenever the demon gives, uses, or is somehow otherwise drained of chakra, the chakra regeneration passive stops for five posts.
  • All Demon Techniques overwhelm same rank attacks.

▰ Stage Limits:
  • Dormant Stage: Maximum usage - None.
  • Chakra Cloak: Maximum usage – 10 posts. Anything after this will result in exhaustion, reducing all DR by a moderate amount.
  • Partial Stage: Maximum usage – 8 posts. Anything after this will result in a blackout.
  • Chakra Cloak Version Two: Maximum usage – 6 posts. Anything after this will result in death.
  • Miniature Demon Stage: Maximum usage – 4 posts. Anything after this will result in death.
  • Demon Form Stage: Maximum usage – 2 posts. Anything after this will result in death.
  • Stage Retraining: Once the final stage of training has been mastered, each stage may be retrained to increase its maximum duration by two posts. Stage retraining can only happen once.


▰ Demon Stats:
  • Active demon transformations can increase your class's maximum stat cap up to [8].
  • While demon stats can be lowered they are immune to outright stat negations.
  • All stats are increased by [1] during an active demon transformation and the stat increases do stack with progressive transformations. However, each demon has a stat specialty and will increase that specific stat by [2] for each transformation instead of [1] which also stacks. The demon's specialty stat can also be increased up to [12] rather than [8] during a demon transformation. They are as follows:
    Shukaku: Endurance
    Matatabi: Agility
    Isobu: Endurance
    Son Goku: Strength
    Kokuo: Speed
    Saiken: Endurance
    Chomei: Agility
    Gyuki: Strength
    Kurama: Speed


▰ Demon Training:
    There are two forms of training which a Jinchuuriki must undergo in order to master their Bijuu. By the end, they will become true Jinchuuriki with an unshakable amount of control and ability over their Bijuu. These two forms are both required, and listed below:

      Step One: Chakra and Stamina Training:
      Chakra/Stamina training revolves around the usage of the tailed beast's chakra cloak. Mastering the utilization of the demon's chakra will make it that much easier for the host to turn virtually any battle scenario in their favor. However, doing so is but a single step in fully mastering a tailed beast.

      The ability to increase the power of one's chakra comes with immense training. Slowly mixing the Demons chakra with your own until you have mastered them fully. Granting you immense power in the face of opposition. After learning the Cloak of the Demon - Version One, you may begin demonic chakra training. To Master demonic chakra it takes three paragraphs of training total with the bijuu's chakra manifested, doing anything that leans on the usage of it's chakra including but not limited to chakra/stamina meditation, performing techniques, or anything else that requires exertion. This session is not consistent of flashbacks or confrontation with the demon. It is performing the mastery of chakra.
      There are two types of Chakra increases. Passive boosts that are obtained upon mastering one's demonic chakra that is immediately added onto your Base Chakra Reserves upon body rank increase, and Active boosts that are only applied while within that specific chakra cloak stage (or during certain other demon transformations). These boosts are given in lieu of the demon itself's base chakra and stamina amounts. All active boosts from bijuu chakra mastery are totaled up and added to a Demon Transformation while it is in use. Passive Chakra boosts are overridden while active chakra boosts are in effect, and when the demon transformation goes away any extra boosts are assumed to go away.

      ___Passive Chakra Boosts
    • +25 base chakra and stamina per body rank. Each increase stacks with additional body rank for a total of 150 passive chakra and stamina at S+ rank.
    • D: 25
    • C: 50
    • B: 75
    • A: 100
    • S: 125
    • S+: 150

      Active Chakra Boosts
    • "? chakra/stamina" refers to the amount of active boost for each body rank as listed below. These boosts do not stack and instead override their previous totals. For example, when in a demon transformation at B-Rank, 400 chakra is gained but when in a transformation at S-Rank, 1,000 chakra is gained.
    • D: 100
    • C: 200
    • B: 400
    • A: 800
    • S: 1,000
    • S+: 1,200


      Step Two: Demon Stage Training:
      Demon Stage Training refers to the mastery of your demon techniques and actual stages. This requires intense focus of oneself along with their demon to learn to utilize the demon's abilities. Not only does this grant the ability to learn powerful demon techniques, but it generally grants passive abilities depending on the level of mastery acquired. Note that every demon stage (Cloak of the demon V1, Partial transformation etc.) require their own 5 paragraphs of training to master, where the demon continuously tries to wrestle control of the form from you. Also note that the Basic Effects of Cloak of the Demon version one are always on.

        Initial Training:
        This stage is based upon the realization that a demon exists.
        •Requires that Tailed Beast Telepathy and Cloak of the Demon - Version One be learned mastered.
        • Allows learning & use of B-rank and lower Demon Techniques and Jinchuuriki Techniques.
        • Unlocks Advanced Effects of Cloak of the Demon Version One

        Partial Mastery:
        This level of training is accessed after one has fully grasped the abilities of Initial Training stage of mastery. When learning all techniques of the given rank, the demon host is then able to further push the limits of their abilities.
        • Requires all Jinchuuriki Techniques of B-rank and lower and Cloak of the Demon Version one be mastered.
        • Allows learning & use of A-rank and lower Demon Techniques and Jinchuuriki Techniques
        • Allows the jinchuuriki to learn the Partial Transformation demon transformation. This stage can is used at the same time as Cloak of the Demon Version One.
        • Unlocks Advanced Effects of Partial Transformation when mastered.


        Half Mastery:
        This level of training is accessed when one has fully grasped the abilities of Partial Mastery. When learning all techniques of the necessary rank the demon host is able to access any aspect of a demon's arsenal of skills.
        • Requires all Jinchuuriki Techniques of A-rank and Cloak of the Partial Transformation be learned.
        • Allows learning & use of S-rank and lower Demon Techniques and Jinchuuriki Techniques
        • Allows the jinchuuriki to learn the Cloak of the Demon - Version Two demon transformation, which overrides both of the previous transformations asthetically while maintaining boosts from before.
        • Unlocks Advanced Effects of Cloak of the Demon Version Two


        Full:
        The level of Mastery granted when one has completed learning all techniques within 'Partial Mastery'. A stage granted to a demon host that nearly mastered every aspect of their demon.
        • Requires all Jinchuuriki Techniques to have been learned
        • Requires all demon chakra training to have been completed
        • Allows learning & use of all Demon Techniques and Jinchuuriki Techniques
        • Allows the jinchuuriki to learn to become the demon for brief periods of time.
        • Unlocks Advanced Effects Miniature Demon Stage


        Jinchuuriki:
        The final level of training necessary for a demon and host to truly become unified in mind and body, effectively becoming certain friends, allies and mutual protectors.
        • Requires the demon to be on a friendly level with the demon, following at least a five paragraphs worth in bonding period of understanding being officially reached.
        • Unlocks safe demon transformation, and Advanced Effects of Demon Power Stage



▰ Jinchuuriki Jutsu:
    Tailed Beast Telepathy | Rank D
    An innate skill possessed by all the tailed beasts, which allows them to communicate with one another mentally. Using this telepathy, the tailed beast can create a dimension within the subconscious of their jinchuriki referred to as the Mental World where they can communicate without outside influences. There are two levels of this subconscious, and only once a jinchuuriki is perfectly linked with their tailed beast will they be able to enter the deeper level of their subconscious. This secondary level is not penetrable by others that might attempt to invade the jinchuuriki's mind by any means whatsoever. All communications between the jinchuuriki and the tailed beast in either level of subconsciousness occurs in the same instant it takes to have a simple thought, and does not interfere with the jinchuuriki's conscious functions in any way at all.
    • This technique becomes passive once the jinchuuriki learns how to communicate with their tailed beast.
    • Must have a Jinchuuriki level of master over the Tailed Beast to gain access to the second level of subconsciousness.

    Chakra Transfer Technique | Rank C
    This technique allows the demon to transfer chakra and stamina to the host. Can not give more than 100 chakra per post. Requires at least a chakra cloak and one tail from the initial stage be active. This is separate from the Kyuubi's chakra sharing ability.

    Tailed Beast Chakra Arms | Rank C
    Creates arms out of demonic Chakra that can extend up to twenty meters. These arms can interact with objects as the Bijuu's normal appendages can and have all of the Jinchuuriki's normal strength. These arms can be controlled by the demon or the Jinchuuriki, depending on who paid the cost to create them, and if the two are on good terms. If used by a host, the arms become those of the host. Last for two posts, with an upkeep cost of 20 Chakra for every post thereafter. Can only be used with Cloak of Demon - Version One or Cloak of the Demon - Version Two active.

    Tailed Beast Shockwave | Rank B-A
    A jinchuuriki uses their massive chakra reserve to turn anything from a roar or a waving gesture into a powerful force of pressure and destruction. These powerful shockwaves can also be cast through simply roaring or a violent movement of one's appendages. At the most basic level of use (B-rank), the attack can only fly in a straight direction as a 40 foot diameter wave with a 50 foot range; although, at the advanced level of use (A-rank) the attack can be generated in all directions around the jinchuuriki at the cost of distance, leaving it with a maximum range of 20 feet. The power of the shockwave is entirely dependent on the form that the jinchuuriki is in while using this attack.

    Can only be used with Cloak of the Demon - Version One or Cloak of the Demon - Version Two active.
    Cloak of the Demon - Version One: Shockwaves will destroy/reflect all techniques of one rank lower or weaker. Techniques of equal power will be negated with the shockwave (other parts of area shockwave will still go outward normally unless hit by a counter area attack).
    Cloak of the Demon - Version Two: Shockwaves will destroy/reflect all techniques of equal rank lower or weaker. Techniques of one rank higher will be negated with the shockwave (other parts of area shockwave will still go outward normally unless hit by a counter area attack).

    Tailed Beast Genjutsu Release | Rank B
    The jinchuuriki and the tailed beast sealed within them have, by this point, developed such a relationship that the demon can utilize its telepathic link with the host to be able to detect with the host is under the spell of genjutsu or any form of hypnosis. The demon can then exert chakra equal to the amount used in a technique to put the jinchuuriki under such a spell to break them free of it. If no technique has been used, then only the cost of this technique needs to be paid to free the host. All currently active mind-affecting effects will be negated at the same time; the cost for each must be paid for simultaneously. Useable only once per battle until complete mastery is achieved where it has a four post cooldown.

    Tailed Beast Ball [ Bijuudama ] | Rank S
    The Tailed Beast Ball is the ultimate attack of a jinchuuriki. To form the attack they gather both positive chakra and negative chakra, shape it into a sphere, and then compress it inside their mouth. The ball can be fired as a concentrated beam of energy which gives it unrivaled penetrative power. The compressed energy sphere has a 5 foot diameter when and can hit anything in the same area or another relatively near location entirely. The Tailed Beast Ball will explode upon contact, decimating everything within the first 10 feet beyond its original diameter, but the concussive force of the released energy will reach another 35 feet and will violently throw anyone caught in that area outside of its range. The aftermath of the Tailed Beast Ball's detonation will leave everything that has been struck in a crater that is 50 feet at its deepest.
    Can only be used with Cloak of the Demon - Version Two active.

    Continuous Tailed Beast Balls [ Renzoku Bijuu Dama ] | Rank S
    The tailed beast or transformed jinchūriki fires multiple uncompressed Tailed Beast Balls in rapid succession at the opponent. Each one fired is about 1 foot in diameter, and up to fifteen can be rapidly fired in a matter of seconds. Each uncompressed tailed beast ball can leave an impacting crater that is about five times its diameter upon anything they hit as they explode like popping bubbles, but on a far more violent scale. Should they directly impact a living thing... the damage would easily result in disintegrated bones, torn muscles, and internal organ damage if the hit were landed on the body. In most cases death would be inevitable for a direct hit to the enemy's head or in the upper torso region of the body. If the cost of this technique is repaid, the user can continue to fire another volley of the incomplete tailed beast balls.
    Can only be used with Cloak of the Demon - Version Two active.

    Tailed Beast Cloak | Null Rank
    The Jinchuuriki draws Chakra from the Bijuu to form a cloak around themselves, gaining access to the demonic Chakra of a stage of activation for a short time without undergoing the physical changes that are normally associated. Must have Jinchuuriki level mastered to perform this.

    Tailed Beast Switch | Null Rank
    If a seal has been loosened or is otherwise too weak to contain a demon, or if the host's willpower wanes, the Bijuu can forcibly assume control of the body if it does not want to escape. Similarly, the host can voluntarily allow the Bijuu control over the body, though living through this is a problem if the two are not on good terms. Does not have to be learned and does not consume Chakra or Stamina.


▰ Bijuu Jutsu:
    Continuous Tailed Beast Balls [ Renzoku Bijuu Dama ] | Rank S
    The tailed beast fires multiple uncompressed Tailed Beast Balls in rapid succession at the opponent. Each one fired is about 10 feet in diameter, and up to fifteen can be rapidly fired in a matter of seconds. Each uncompressed tailed beast ball can leave an impacting crater that is about five times its diameter upon anything they hit as they explode like popping bubbles, but on a far more violent scale. Should they directly impact a living thing... the damage would easily result in disintegrated bones, torn muscles, and internal organ damage if the hit were landed on the body. In most cases death would be inevitable for a direct hit to the enemy's head or in the upper torso region of the body.

    Tailed Beast Shockwave | Rank S-S+
    A tailed beast uses its massive chakra reserve to turn anything from a roar or a waving gesture into a powerful force of pressure and destruction. These powerful shockwaves can also be cast through simply roaring or a movement of one's arms/tails. At the most basic level of use (S-rank), the attack can only fly in a straight direction as a 70 foot diameter wave with a 200 foot range; although, at the advanced level of use (S+ rank) the attack can be generated in all directions around the tailed beast at the cost of distance, leaving it with a maximum range of 100 feet. The power of a shockwave is capable of leveling and greatly altering landscapes that are caught in its wake. Shockwaves will also destroy/reflect all techniques of one rank lower or weaker. Techniques of equal power will be negated with the shockwave (other parts of area shockwave will still go outward normally unless hit by a counter area attack).

    Tailed Beast Ball [ Bijuu Dama ] | Rank S-S+
    The Tailed Beast Ball is the ultimate attack of a tailed beast. To form the attack they gather both positive chakra and negative chakra, shape it into a sphere, and then compress it near but outside of their mouth. The compressed energy sphere can be grown to as small as a 20 foot diameter and can hit anything in the same area or another relatively near location entirely. The sphere's concentrated form grinds and demolishes virtually anything it comes into contact with. The Tailed Beast Ball will explode upon contact, decimating almost everything within the first 30 feet beyond its original diameter, but the concussive force of the released energy will reach another 50 feet and will violently throw anyone caught in that area outside of its range. The aftermath of the Tailed Beast Ball's detonation will leave everything that has been struck in a crater that is 100 feet at its deepest. For every 10 chakra spent created the Tailed Beast Ball can proportionately increase its dimensions: +10ft sphere diameter, +5ft decimation damage range, +10ft concussive force range, +10ft crater size. (This does not effect technique damage beyond S+) Utilizing some kind of sensory technique is most beneficial if targeting enemies beyond the user's immediate area.
    • Can target any topic in the same sub-forum
    • Cannot apply more than 100 (1000 for the Kyuubi) Chakra. This is on top of the base S+ cost.
    • Must charge for 1 post before firing if applying more than A rank chakra.

    Tailed Beast Wave [ Bijuu Sumi ] | Rank S+
    The Tailed Beast Ball is the ultimate attack of a tailed beast. To form the attack they gather both positive chakra and negative chakra, shape it into a sphere, and then compress it inside their mouth. The ball is then fired as a concentrated beam of energy from its mouth which gives it nearly unrivaled penetrative power. The energy wave is 65 feet wide and can hit anything in the same area or another relatively near location entirely. The beam won't explode or do anything more than steadily barrage the target that it is shot at for a few seconds after it is fired; however, the resulting damage guarantees that virtually any obstacle in the Tailed Beast Ball Wave's path will be obliterated. Utilizing some kind of sensory technique is most beneficial if targeting enemies beyond the user's immediate area. Useable once per transformation.
    • Can target any topic in the same sub-forum
 
PostPosted: Fri Nov 15, 2019 8:54 pm
User Image


▰ 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:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• Kugutsu can be learned only by those of the Puppeteer Class.
• As they are a special type of Ninjutsu, Kugutsu receive learning reductions as though they were Ninjutsu, in addition to this class's Kugutsu-specific reductions.
• Kugutsu receives their own limitation numbers, displayed in each rank.
• You start with one wooden training puppet without devices. Specializing does not grant two wooden training puppets. You do not start with complex puppets with devices.

Quote:
▰ Disciplines:
Arcane Puppetmaster: You are most skilled with combining your puppets with chakra skills. Any spiritual kugutsu techniques gain overwhelming up to S-Rank. You can also cast any Ninjutsu and Genjutsu techniques that you know through your puppet without hand signs and instead with somatic hand movements. This takes the same amount of time to mold chakra as hand signs. Every other rank you gain [10] Ninjutsu or Genjutsu or mixed slots for a total of [30] slots (D, B, and S).

Melee Marionette: You are the puppeteer who takes the head-on approach with your creations fighting alongside you. Your puppet strings can manifest from your shoulders, knees, hips, arms, and legs so that your hands are free for physical or weapon attacks. Your puppet looks and moves like a "real boy" so you are able to use any Taijutsu and Bukijutsu through them. Any techniques used by the puppet carry the DR of the user. In addition, you gain [1] additional Taijutsu or Bukijutsu style every other rank for a total of [3], (D, B, and S). Your stats cap also increases to [6] rather than [4].

Master Mechanist: You have a fantastically creative mind, focusing your puppetry to make creations with highly unique characteristics. Your chakra-based mechanisms (for example, a puppet with a chakra shield) gain the overwhelming quality up to S-Rank. Each puppet has [3] unique mechanisms that do not count against the puppet’s mechanism limit. The mechanisms can be approved and used for other puppets but would otherwise not count toward the Puppeteer’s mechanism limit. The Puppeteer’s mechanisms push the limits of innovation, able to scale an additional rank. In addition, the user gets [2] more puppet points per rank, helping the user to better display his designs.

    ▰ D-Rank
Base Resource Pools:
▱▰▱200 chakra.
▱▰▱100 stamina.
Passive Benefits:
▱▰▱ Learn 1 extra Kugutsu technique per paragraph.
▱▰▱ Learn 1 extra of any jutsu type per paragraph.
▱▰▱+8 Mechanisms
▱▰▱+3 Puppet Points
Base Jutsu Limits:
▱▰▱10 Kugutsu slots.
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 2 extra Kugutsu techniques per paragraph.
▱▰▱ Learn 2 extra of any jutsu type per paragraph.
▱▰▱+8 Mechanisms
▱▰▱+2 Puppet Points
Jutsu Limit Increases:
▱▰▱+5 Kugutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 3 extra Kugutsu techniques per paragraph.
▱▰▱ Learn 3 extra of any jutsu type per paragraph.
▱▰▱+6 Mechanisms
▱▰▱+2 Puppet Points
▱▰▱+1 Puppetry or Poison PA
Jutsu Limit Increases:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 4 extra Kugutsu techniques per paragraph.
▱▰▱ Learn 4 extra of any jutsu type per paragraph.
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Point
▱▰▱+1 Puppetry or Poison PA
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 5 extra Kugutsu techniques per paragraph.
▱▰▱ Learn 5 extra of any jutsu type per paragraph.
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Points
Jutsu Limit Increases:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
Passive Benefits:
▱▰▱ Learn 6 extra Kugutsu techniques per paragraph.
▱▰▱ Learn 6 extra of any jutsu type per paragraph.
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Points
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Ephemeral Ozymandias
Captain

Obsessive Prophet


Ephemeral Ozymandias
Captain

Obsessive Prophet

PostPosted: Mon Nov 18, 2019 6:29 pm
User Image


▰ 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 broken bones and exhausted opponents.
Although they have durable and swift bodies, the average taijutsu user has a rather low chakra pool.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• When you select this class you may choose [1] and only [1] Signature Style of taijutsu to be listed beneath your chosen discipline. The Signature Style is the martial art that the warrior relies on the most and thus [1] custom technique slot that is representative of the Signature Style is added per stage of the style mastered. Up to [6] Signature Style-based custom technique slots are added once all six stages have been mastered. The Signature Style can be changed at any time without a respec. Specialists can only choose [1] Signature Style. Place this code beneath the chosen Taijutsu discipline's description:

Signature Style: [ Insert the taijutsu style you use the most here ]


Quote:
▰ Disciplines:
Berserker: Your external training and devotion to taijutsu has allowed you to have a [+1] stat increases to Strength and Endurance. Your hardened body naturally is as protective as Heavy Tier armor without its drawbacks. Degradation of the user's natural defenses applies in the same manner as armor. Once depleted, any damage the user takes, no matter the rank of damage applied increases the user's strength and speed by 1 stat point each for two posts up to 9 points. Should the user take additional damage before the end of the second post, the increase stacks, refreshing it's active time.

Battlefield Presence: The user's powerful presence on the battlefield strikes terror into their foes. Opponents are able to sense the user's terrifying fighting spirit five feet from the user per body rank of the user through chakra sense. Those within range can have this radiating fearful aura become the trigger for genjutsu, allowing genjutsu to be cast by acknowledging the user. In addition, should an opponent be targeted by a melee technique that is greater in rank than the target's body rank that target has tier two paralysis applied to their legs, requiring it to be broken by Kai equal to the user's body rank, costing the target no activation for that specific instance of kai.

Brawler: Your taijutsu is just one side of your skill, as you are also versed in utilizing ninjutsu as well. Your Speed and Agility are enhanced by [+1] and you gain an additional [4] ninjutsu slots per rank. Once every other post all three of your activations in a post can be used for offensive taijutsu. Additionally, the user gains a keystone technique and two additional custom slots for taijutsu. Refer to the Keystone Guideline for more information.

    ▰ D-Rank
Base Resource Pools:
▱▰▱100 chakra.
▱▰▱200 stamina.
Passive Benefits:
▱▰▱Learn 1 extra Taijutsu technique per paragraph.
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
Passive Benefits:
▱▰▱Learn 2 extra Taijutsu techniques per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱ +25 chakra.
▱▰▱ +30 stamina.
Passive Benefits:
▱▰▱Learn 3 extra Taijutsu technique per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+40 stamina.
Passive Benefits:
▱▰▱Learn 4 extra Taijutsu technique per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
Passive Benefits:
▱▰▱Learn 5 extra Taijutsu technique per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
Passive Benefits:
▱▰▱Learn 6 extra Taijutsu technique per paragraph.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
 
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