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Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:02 am
Table of Contents


  1. [ Jutsu ]
  2. [ Ninjutsu ]
  3. [ Genjutsu ]
  4. [ Taijutsu & Bukijutsu ]
  5. [ Puppetry ]
  6. [ Formless Taijutsu & Bukijutsu ]
  7. [ Augments ]
  8. [ Korabo Ninjutsu ]
  9. [ Armor ]
  10. [ Traps ]
  11. [ Hazards ]
  12. [ Sage Mode ]
  13. [ Curse Marks ]
  14. [ Special Regulations ]
 
PostPosted: Sat Apr 20, 2019 11:04 am
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            Jutsu
            The basics!

    Description:
    -_-_-The basic building blocks of shinobi life: Jutsu, or techniques. This could mean throwing a fireball or throwing a punch, weaving an illusion or healing wounds. Jutsu, more generally, are almost all actions that consume Stamina and/or Chakra to produce some defined effect.

    Ranks:
    -_-_-The potency of a jutsu is denoted by is its rank. Just like with shinobi, technique ranks run from E- to S+Rank, each more powerful than the last. Higher ranking techniques cost more, require more effort to master, and--barring creative applications and special circumstances--will usually win out in an interaction with lower ranking techniques. Higher ranked jutsu are typically restricted to those with a higher Title Rank, meaning their organizations trust them more with the knowledge.

    Cost Types:
    -_-_-Each jutsu carries with it an appropriate cost based on its rank. The costs can be one of three types: Simple, Complex, and Spiritual. Simple techniques drain Stamina and tend to be exclusively related to physical exertion, such as martial arts. Complex techniques drain a combination of Stamina and Chakra and tend to be physical techniques that have been boosted for an additional effect, such as a sword swing granted extra cutting power. Spiritual techniques drain only Chakra, and while there are some physical techniques that fall into this category, the best examples are Ninjutsu and Genjutsu, which produce magical effects and illusions from thin air. The three cost types carry the following properties:
    • Simple: Cost only Stamina. Lose to complex and spiritual techniques of the same rank. Gain full benefits from Descriptive Ranks.
    • Complex: Cost Chakra and Stamina, typically in equal measure. Gain half benefits from Descriptive Ranks. Beat simple techniques and lose to spiritual techniques of the same rank.
    • Spiritual: Cost only Chakra. Beat simple and complex techniques of the same rank. Do not gain any benefits from Descriptive Ranks.

    -_-_-Occasionally a character will have an ability that causes jutsu of a certain type to overwhelm techniques of the same rank. For simple techniques, this causes them to match complex techniques; for complex, spiritual.
    -_-_-Certain techniques may also be treated as though they are a different type, such as simple techniques being treated as complex. Unless otherwise stated, this does not change the cost of that technique, but rather how it interacts with others. In the example of simple techniques being treated as complex, that means that they will overwhelm other simple techniques and match complex techniques while retaining full benefits from Descriptive Ranks.

    Slot Types:
    -_-_-Learning a technique takes up what is colloquially called a "slot". There are different types of slots for each kind of technique (Ninjutsu, Genjutsu, Taijutsu, etc.) that can only be filled by techniques of that type. Slots are primarily gained from one's choice of classes. There are two primary types of slots:
    • Technique Slots, which hold only a single technique each. Ninjutsu (including sub-types), Genjutsu, and Formless Slots fall under this category.
    • Style Slots, which contain an entire Style's worth of techniques, up to the max rank a character can learn. See Taijutsu, Bukijutsu, and Alteration Styles for more on what this looks like. Styles will usually have a note for "Relevant Training", which lets you know at a glance what it focuses on. Having relevant training will prove a 1 post reduction when learning techniques up to the max rank of that training, for each such training.

    -_-_-There are also special slot types that have their own regulations, such as Augment Slots and Custom Slots. Regulations for those are located in their own sections.

    Activations:
    -_-_-In Shinobi Nations, we limit characters to 3 activations per combat post except in certain circumstances. Of those, only 2 may be what we call "offensive activations", which are things that harm or hinder enemies.


              Chakra & Stamina System

      -_-_-Chakra (チャクラ, chakura) is essential to even the most basic technique; it is the molding of the physical energy (身体エネルギー, shintai enerugī) present in every cell of the body and the spiritual energy (精神エネルギー, seishin enerugī) gained from exercise and experience. Once molded, it can be channeled through the chakra circulatory system, which is to chakra as the regular circulatory system is to blood, to any of the 361 chakra points (called tenketsu) in the body. Through various methods, the most common of which is hand seals, the chakra can then be manipulated to create an effect that would not be possible otherwise, such as walking on water, exhaling fire or creating illusions. Chakra is not normally visible to the human eye, though it can be seen in situations where a person releases as much of their chakra as possible, or when doing specific techniques which take a high degree of chakra control to perform.
      -_-_-Of the many different types of techniques, almost all require the use of chakra. However, the physical arts instead drain primarily stamina. While the ninja still needs a set amount of chakra to live (i.e. life force energy), regular taijutsu and bukijutsu don't require any active molding or manipulation of chakra.
      -_-_-Based on which ninjutsu the ninja uses, the amount of chakra will be different, as would the element the ninja employs. The five main elemental types are also the names for the Five Great Shinobi Nations: Fire, Wind, Lightning, Earth and Water. Each ninja has the potential to better utilize one of these styles and potentially more.
      ( Source: Narutopedia )

      -_-_-In short:
      • Chakra is a form of spiritual energy which allows for the usage of Ninjutsu and Genjutsu and other supernatural feats.
      • Stamina is a form of physical energy which allows for the usage of Taijutsu and Bukijutsu and other physical feats.

          _Energy Pools______
      • The combined D-Rank values of your classes tell you what your base chakra and stamina pool numbers are.
      • When you rank up, immediately add both chakra pool and stamina pool increases to their respective pools for your character.
      • Should either your stamina or your chakra pool fall below 5 at any time, your character falls unconscious. If either pool should drop to 0, your character dies.

          _Chakra And Stamina Regeneration:_____
      -_-_-Just as the body rejuvenates from wounds with time, so too does it rebuild its available chakra and stamina. The charts below detail how much chakra and stamina you regain for every post you submit that you are not fighting or performing a strenuous action. All recovery amounts stack if multiple conditions are met (i.e. out of battle & relaxing, etc.).
        During Combat:
          {5} chakra and stamina is regained for every post submitted in a battle scenario while not directly engaged with your target. Moderate movement is fine, but performing or preparing techniques or attacks of any kind is not.
        Out of Combat:
          {15} chakra and stamina is regained for every post submitted while in a non-battle scenario. Movement is fine, but performing or preparing techniques or attacks of any kind is not.
        Resting:
          One-twentieth (1/20) of your maximum chakra and stamina pools is regained for every post submitted while relaxing; something along the lines of enjoying a refreshing activity.
        Sleeping:
          One-fourth (1/4) of your maximum chakra and stamina pools is regained for every submitted post of peaceful slumber.

    © Shinobi Nations.
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:05 am
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            Ninjutsu
            Kinda like magic!

    Description:
    -_-_-Ninjutsu [忍術; Literally meaning "Ninja Techniques"] refers to any technique that utilizes chakra and allows the user to perform actions that a normal person otherwise would be incapable of doing. Unlike genjutsu, the effects of ninjutsu are real and physical in most cases. Ninjutsu relies on chakra and, most of the time, hand seals to be effective. There are many different subcategories of ninjutsu, such as:
    • Maruton [ Non-elemental ]: General-use techniques.
    • Elemental: Techniques bearing a specific elemental nature, only able to be learned by people with Chakra of that nature. The five basic elements are earth (Doton), water (Suiton), fire (Katon), wind (Fuuton), and lightning (Raiton). Each element overwhelms another in a cycle: earth beats water, water beats fire, fire beats wind, wind beats lightning, and lightning beats earth. Advanced elements exist that combine two or more of these basic ones, but these are typically limited to those with a specific bloodline or clan ability.
    • Fuuinjutsu [ Sealing Techniques ]: Technically a subcategory of Maruton, Fuuinjutsu are techniques invoked through some sort of ritual, typically involving the creation of a written formula on paper. Fuuin are typically placed on scrolls and can often be combined with each other (see the Fuuin system for more information). Scrolls can typically only hold one seal each, though ranked scrolls exist that can hold one seal at their rank, or two at the rank below, four at the rank below that, etc.
    • Iryou [ Medical ]: A subcategory of Maruton learned only by those of the Medic class. This involves manipulating the body with Chakra to heal or harm it.
    • Kugutsu [ Puppetry ]: A subcategory of Maruton learned only by those of the Puppeteer class. This involves manipulating mechanical puppets to do battle and perform actions that would otherwise be too dangerous for a human.
    • Kanchi [ Sensory ]: A subcategory of Maruton learned primarily by those of the Sensor class. Sensory techniques reveal information about a situation that may not be uncovered in other ways, and often does so faster than even a trained non-Sensor shinobi could uncover the same details.
    • Kuchiyose [ Summoning ]: A subcategory of Fuuin that focuses on calling forth items and creatures from a great distance through the use of sacrifice and special formulas. Summoning pacts with living creatures can be obtained through the summoning islands or through signing a mutual blood oath with it. Objects can be summoned after being marked. Custom summons can be formed by dedicating an augment slot to Kuchiyose no Jutsu [ Summoning Technique ] for each summon creature type desired, so long as at least one of those creatures has undergone shinobi training and agreed to form a pact with you.


    Mirroring:
    -_-_-One of the major boons granted by some classes is the ability to mirror slots, typically for ninjutsu only. A "mirrored slot" is a slot for Maruton and each element a character has. Though technically counting as Maruton, Fuuin and Kuchiyose are different enough from standard Maruton techniques that they collectively function as a separate element when mirroring. Kugutsu, Iryou, and Kanchi do not unless otherwise specified, since their classes give dedicated slots for those types of techniques.


    © Shinobi Nations.
 
PostPosted: Sat Apr 20, 2019 11:07 am
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___G e n j u t s u

___ ___{Wiki Description} → Genjutsu is one of the main jutsu categories. Like ninjutsu, genjutsu requires chakra and hand seals to be performed. Unlike ninjutsu, the effects of genjutsu are not real, being only illusions experienced by those who fall victim to it. According to the Second Mizukage, genjutsu falls under the broad category of Yin Release and thus can technically be considered an arm of ninjutsu, though it isn't counted as such here.
A genjutsu is created when a ninja controls the chakra flow of a target's cerebral nervous system, thereby affecting their five senses. This is frequently used to create false images and/or trick the body into believing its has experienced physical pain. Genjutsu can also be used to manipulate others - similar to brainwashing - by feeding the victim illusive suggestions. Most genjutsu is performed visually, requiring the target make eye contact with the caster. Other methods include integration with nature transformation, and, in the anime, ingesting special pills that activate when the target sleeps. Audible genjutsu is deemed the most dangerous because the user can trap victims from long distances.
There are three options to combat the effects of Genjutsu. The first option is for the ninja to stop the flow of chakra in their body, and then apply an even stronger power to disrupt the flow of the casters chakra. This technique is called Kai [ Release ]. The second option is to have a ninja unaffected by the Genjutsu make body contact and use their chakra to disrupt the caster's flow. The third, and normally final option, is for the nin caught in the Genjutsu to inflict some sort of real life bodily harm to themselves, such as stabbing their leg with a kunai. Jinchūriki (fully mastered), Uchiha, & Aburame have an easier time dealing with Genjutsu, due to their unique circumstances. Chili Pepper Bombs, though expensive, are unique in that they are the only item in which inhalation can immediately cease an active Genjutsu.
______{Guild Description} → Most Genjutsu relies on six senses instead of the normal five. These basic senses are: Sight, Sound, Scent, Taste, Touch, and Chakra, but can take into account many more.


___D e f i n i t i o n s___
___Triggers: The senses, or actions, required for a Genjutsu to be initialized or function.
___Senses: The basic six senses all living creatures have access to, and the myriad of other species-specific senses. The basic six are Sight, Sound, Scent, Taste, Touch, and Chakra, while the extended list may include such senses as equilibrioception, thermoception, etc.


___R u l e s // R e g u l a t i o n s ___
___♠ Foundation of Senses
______→ At no time may more than six [6] senses be under the effect of a Genjutsu.
______→ The foundation allows up to three [3] senses to be targeted at any one time, with Discipline and/or Personal Attribute choices allowing up to the maximum.
______→ If multiple illusions are cast on a target, the highest-ranking one is what affects them. Individual senses can be overwritten this way without ending the overall effect of a Genjutsu.
___♠ Sensory Primaries and Secondaries
______→ A Primary Sense for a technique is the Sense the technique most focuses on affecting. This Primary sense sets the Strength and Kai requirement.
______→ A Secondary Sense for a technique flavors how the target experiences the illusion but does not affect the Strength and Kai requirement.
___♠ Source
______→ What the illusion exploits to manifest its effects. See the definition for each type for more explanation.
___♠ Base Duration // Upkeep
______→ Every technique lasts at least one post, with the Base being how long the effect lasts until its effect fades. If there isn't a listed duration and the illusion isn't of the Instance type, it can be maintained normally.
______→ If an Upkeep cost is listed, the technique can be extended past its original Base by paying the cost per post of continued usage.
______→ Paying upkeep before a technique's base duration has passed will extend its duration past its normal ending time.
______→ Upkeep takes up a Defensive Activation every post it is maintained.
___♠ Reality
______→ An illusion is considered 'real' until one Kai's out of it, or somehow frees themselves from its influence. Besides Kai, other methods of breaking exist, and will frequently be referenced within the description of the technique itself.
___♠ Auto-knowing
______→ It is exceedingly unlikely for someone to immediately know they're in a genjutsu without the caster deliberately making it obvious. Doing so without being able to point to some specific mechanic that would allow it counts as meta-gaming.
______→ Generally speaking, there is a minimum of 1 post that a genjutsu will be active before a character can notice that it is one. Nobody walks around constantly on the lookout for illusions unless they're an absolute nutcase.
______→ Previous knowledge of the technique being utilized does not mean automatic recognition, though it can help speed the process.
______→ While subtlety and a realistic description may help make a genjutsu remain undetected, in general, the onus is on the target to believe in an illusion as is appropriate for them.
___♠ Increasing Strength
______→ Buffs to one or more Senses signifies that a shinobi's strength lie within those Senses. This translates to a sense of realness beyond the level of the genjutsu for the affected Senses.
___♠ Retraining
______→ Genjutsu effects normally need to have a suitable image to go with them. If you would like to have a different image to go with a certain genjutsu, you may re-learn it with that image, for the same training costs.
___♠ Trust Clause
______→ As with other parts of the guild, it is difficult to fully balance the Genjutsu System and its effects with respect to how it will actually be used. We kindly ask that you refrain from acting in a way detrimental to the overall experiences of your fellow guild members. Using genjutsu to troll or make someone's life difficult unnecessarily is highly frowned upon.


___C a t e g o r i e s // T y p e s O f G e n j u t s u
___Enchantment
___ ___→ Used to alter the consciousness or emotions of another. In a sense, these techniques could be seen as manipulative, or "buffing" and "debuffing", forcing the mind and body to react in specific ways. An example of such is a genjutsu that turns the target into a berserker, someone that ignores all pain and damage and keeps coming past the point where most would die, let alone give up.
___Illusory
___ ___→ Hologram-like effects tied to a location rather than a person. Unlike Fixed Genjutsu, these illusions are not real, meaning that any harm obtained in the duration of the technique would fade once the illusion itself is Kai'd.
___Instance
___ ___→ Quick illusions, lasting one post for low cost. Often they are employed to lead up to bigger illusions, helping them seem more real, thus making it more difficult for people to have a reason to view them as false. An example of this is generating the scent of rotten flesh serve as a prelude for an illusion that shows corpses. These illusions have a low cost, you can cast two per one activation, and they last scant seconds.
___Chain
___ ___→ Chain type Genjutsu are, oddly, not the type a shinobi uses by themselves but rather combine with other Genjutsu for various effects. Chain techniques are Genjutsu that augment, in some way, techniques that are being utilized by a shinobi, such as the Double Layering technique that allows two Genjutsu to be stacked on top of one another.


___H e l p f u l H i n t s
  • Sensory techniques don't always have to look around you to see what chakra is doing.
  • What limb can be easily overcome if injured to escape?
  • Can you deal with having an annoying Genjutsu active, to save yourself the chakra cost, pain, or having another take its place?
  • Pay attention to the descriptions of the illusions. See if there is a glaringly obvious mistake, something missing or misused that might give a hint that not all is right.



For the new subsections of Rules, Regulations, and Categories, along with formatting of techniques, Lanfaer, Copyright 2017. Number of senses updated by AandOE, 9/17/17. Developed from existing Shinobi Nations copyright material, specifically the techniques, descriptions, ranks, hints, training, durations, effects, pictures, remaining formatting, and initial creation, Copyright 2010.
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:08 am
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            Taijutsu & Bukijutsu
            Smacking people for fun and profit!

    Description:
    -_-_-The physical arts were part of shinobi life and traditions long before Chakra-based abilities were refined enough to be useful. Chiefest among these physical arts are the two divisions of martial arts: Taijutsu and Bukijutsu, dealing with the body and weaponry, respectively. While the foci of their schools of thought and training are different, the two share a great deal of overlap with how they function:
    • By default, all Taijutsu and Bukijutsu are simple.
    • Most Taijutsu and Bukijutsu training comes from the schools of formalized training that have emerged over the years, known as "Styles". As such, while shinobi who focus on these aspects of combat gain fewer slots for Ninjutsu and Genjutsu, they get many style slots for Taijutsu and Bukijutsu.
    • Stances are common to both. Entering a stance takes an action, but leaving one doesn't.
    • Using a movement technique or being hit by a technique above a stance's rank, unless otherwise stated in the stance, will break it and end the stance's effects.
    • If a stance grants a boost to strength and/or fortitude (see below), it ignores the strength DR of an incoming attack when determining if it will be broken.
    • If a stance grants a boost to speed and/or reflex (see below), it ignores the speed DR of movement techniques when determining if it will be broken.
    • A stance is broken if there isn't solid enough footing for the user to assume it, unless otherwise stated. (i.e. Quicksand, shaky footholds, and so on will break a stance.)
    • Unless otherwise stated, you can only be in one stance at a time.
    • Stances will generally raise the limit by more than a technique of a comparable rank would grant DR (see below), but will have mandatory upkeep costs to compensate. Upkeep must be paid even if the stance is ended on the first action of a post, but not if it's broken by external factors.


      Descriptive Ranks:
    -_-_-Physical training reaps rewards beyond just the ability to perform a jutsu, it carries implications for the overall health of the person undergoing it. Different schools of training will focus on different aspects of fitness, emphasizing them over all others. Practitioners of those schools will notice that they hit harder, or run faster, or can weather a hit better than their peers. "Descriptive Rank" (D.R.) is the name given to such a boost. As the name implies, Descriptive Ranks are mainly to texture the flavor of combat, though they do have mechanical benefits. The four areas that one can have Descriptive Ranks are as follows:
    • Strength: How hard your hits land.
    • Speed: How fast you can move and strike.
    • Fortitude: How well you can take a hit.
    • Reflex: How quickly you react to a situation.


    -_-_-Rules
    • There are six descriptive modifiers that can apply to a technique. In order from least to greatest, they are: slightly (1 D.R.), mildly (2), moderately (3), heavily (4), greatly (5), supremely (6). Descriptive Ranks stack with each other additively.
    • D.R. have no gameplay effect until 6 of them are accrued. For every 6 D.R. on a stat, that stat increases by one rank for as long as the D.R. persist. This means that someone with 6 D.R. in Strength will hit one rank harder than someone who doesn't, but not any faster.
    • A character can only have a passive total of 12 D.R. boosts spread amongst the four categories described above. D.R. granted through Personal Attributes and Class Disciplines don't count against this limit. Any D.R. gained beyond this limit goes unused, but can be accessed via stances or retraining (see below).
    • D.R. granted during the usage of a technique do not count toward the passive total and only last for the duration of that technique, unless specified otherwise.
    • Complex techniques see the benefits of only half of the D.R. allocated to them. Spiritual techniques do not see any increase from them.
    • Stances can temporarily increase the passive D.R. limit, allowing any unused passive D.R. a character has to be allocated to them. Unless specified otherwise, these D.R. can be for any stat.
    • Outside of battle, a character's passive D.R. allocation can be changed. This process takes 1 post for every 2 D.R. being swapped out. (i.e. Swapping 2 Strength D.R. for 2 Speed would take 1 post.)
 
PostPosted: Sat Apr 20, 2019 11:09 am
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___K u g u t s u
Puppetry is a very complex and different art than most ninjutsu within the world, because of this, a sect of rules has been created to help everyone understand how puppets will operate in Shinobi Nations.

___U s a g e
In addition to a puppeteer, a puppet also needs chakra threads, weapons, and adjustments before it can be properly used in battle. Once a puppet is active, chakra is required to perform actions.
___○ Puppet formless correlates to puppet's dodging ability.
___○ Actively attacking, defending, or using mechanisms within a puppet are considered actions. ( Projectile launchers, Hidden parts, etc. )
___○ Attacking or defending with unmodified motion require usage of the Puppet Formless style.
___○ Puppets are sometimes classified by rank. A puppet's rank is equal to the highest-ranking effect any of their mechanisms can create, either alone or in tandem with others.


___S t r i n g s
Chakra threads, or simply "strings", are needed to control puppets. After learning the appropriate technique, the puppeteer is able to conjure these strings from their fingertips. Two handfuls of strings costs [5] chakra to manifest. These strings can stretch to most any distance, are durable, and unless masked by some technique, are always visible, though only barely. They are the most important thing to a puppeteer... right after their puppets, of course. Strings do not require an upkeep cost and last until canceled, changed, or destroyed.
  • A string's rank not only defines its durability, but its collective speed, spread among however many puppets are being controlled by its singular cast.
  • The rank's speed's spread is only able to be assigned at the initial cast, unless otherwise noted.


___L i m i t s
The number of puppets a single ninja can use at any given Body Rank. Rather than being listed as a single number, this area shows how many hands / fingers are needed to operate a single puppet. As the shinobi levels up, they become able to use fewer fingers to manipulate their puppet, and are thusly able to control more puppets.
___○ D-Rank: 1 hand for movement ▬ 1 hand for action.
___○ C-Rank: 2 fingers for movement ▬ 3 fingers for action.
___○ B-Rank: 1 finger for movement ▬ 1 finger for action.
___○ A-Rank: 1 finger for movement and action.
______Casting the basic E-rank Kugutsu no Jutsu does not take an activation.
___○ S-Rank: 1 finger for movement and action.
______Casting the basic E-rank Kugutsu no Jutsu does not take an activation.
______Casting the basic D-rank Kuchiyose Kugutsu: Ichi does not take an activation. (one per post)
___○ S+Rank: 1 finger for movement and action.
______Casting the basic E-rank Kugutsu no Jutsu does not take an activation.
______Casting the basic D-rank Kuchiyose Kugutsu: Ichi does not take an activation. (one per post)
______Casting the basic D-rank Shiirete Siru (Replenishing) does not take an activation. (one per post)


___R e b u i l d s
If a puppet is altered, then it must be set back up to make sure it’s still in working order. The process of setting up a puppet applies to a user’s custom puppets. Pre-constructed puppets (or puppets purchased directly from a shop) are not required to undergo an additional setup but typically cost a big chunk of Ryou.
___○ D-Rank: 4 posts to setup.
___○ C-Rank: 3 posts to setup.
___○ B-Rank: 2 posts to setup.
___○ A-Rank and higher: 1 post to setup.


___A m m u n i t i o n
The weaponry held by a puppet is the main source of its lethality. Without weapons, a combat puppet becomes a simple theater puppet. The ammunition used by a puppet, such as kunai, senbon, or shuriken, are easily replaced or exchanged, as the standard launchers on sale are capable of holding any such basic projectiles. The obvious problem with using launchers is that one must actually have such projectiles to refill a puppet. The simplest way to obtain a huge amount of such weaponry is from Takumi, the Village of Artisans.

___I n n a t e - F o r m l e s s
The Puppeteer class grants an additional Locked Formless Style dedicated to the puppet known as "Innate Puppet Formless Style" which must be trained in order to increase puppet formless attacks.
___○ Refer to Formless Style (below) for more details.
___○ It is not necessary to use this Formless to move or attack.
___○ This training is necessary for Paired Training's ranks. Paired Training cannot exceed the rank of this training.


___P a i r e d - T r a i n i n g
For extra benefit, Puppeteers are able to study Takumi's Mechanic Manuals volumes 1, 2, and 3, which serve a function to the puppeteer as a means to understand the extent of manipulation of one's tools. The "Mech" manuals are typically purchased at Takumi or other select shops. Aspiring puppeteers, if they're lucky, are also able to borrow books from other willing players as long as the information is recorded beside Innate Puppet Formless information within a profile.
___○ Mechanic Manual Vol 1: E, D, & C formless -- All C-ranked and lower puppets on one hand are able to be affected simultaneously. The action must be of the same type. (moving forward, backward, all doing a right hand swing, etc)
___○ Mechanic Manual Vol 2: A & B formless -- All A-ranked and lower puppets on one hand are able to be affected simultaneously. The action must be of the same type. (moving forward, backward, all doing a right hand swing, etc)
___○ Mechanic Manual Vol 3: S & S+ formless. -- All S+ranked and lower puppets on one hand are able to be affected simultaneously. The action must be of the same type. (moving forward, backward, all doing a right hand swing, etc)
___○ This extra 'paired' training follows Formless' training structure for each affected puppet, and each puppet can only perform 'paired' actions up to its rank.
___○ Affecting the entirety of one hand for 'paired' actions only counts as one [1] activation.


___P u p p e t - A r m o r
Frequently, Kugutsu artists preferring to have a passive armor on their puppets turn to sacrificing their mechanism counts for longer lasting puppets. In doing so, their fragile nature requires completely covering them from tip to tip for said protection--and if wanting to be able to move it quickly--a high-ranked strings technique. Such construction interferes with the puppet's non-armor mechanisms, preventing some of them from being used, starting at the lowest-ranking one. The following is a small guide when using them:

___○ Very Light: 1 mechanism unavailable (no change if there are only 3).
___○ Light: 2 mechanisms unavailable (no change if there are only 2), -1 rank chakra strings speed.
___○ Medium: 3 mechanisms unavailable (no change if there is only 1), -2 ranks chakra strings speed.
___○ Heavy: 4 mechanisms unavailable, -3 ranks chakra strings speed.
___○ Layers: Mechanism unavailability stacks, and speed debuffs (with additional -1) stack.


___P u p p e t - C r e a t i o n
One of the major draws of being a puppet user is building your own custom creations. Sure, the shops sell basic models, but why stop there? A skilled craftsman can make all sorts of wild things that only they know how to fully utilize, from hidden weaponry to strange mechanical abominations not dreamt of by ordinary mortals. Below is a handy guide to crafting puppets:

  • Smithing titles:
    • Gearsmithing: At least Apprentice.
    • Apprentice in the major materials the puppet's made out of (typically wood and blacksmithing).

  • Typical weight ratio: 2 parts wood to 1 part metal. A person-sized puppet will usually weigh a third as much as that person (i.e. a 20kg puppet is about the size of a 60kg person). Different materials will alter this.
  • Anchor Points: Spots that are easy to attach Chakra Threads to, typically marked by a lump of Chakra Steel at least the size of a nail.
    • If a piece containing an anchor point is removed from a controlled puppet, a puppeteer may automatically apply a Chakra Thread to that piece without expending additional Chakra to do so, up to their normal maximum. This extra thread mimics whatever type of thread was affecting the main body and doesn't take up another finger.
    • Anchor Points can be hidden inside puppets.

  • Mechanisms: Built-in objects that perform a specific function. Most of a puppet's actions will involve mechanisms.
    • A typical puppet will have up to 4 mechanisms, but there isn't a hard limit.
    • Going beyond 4 mechanisms tends to make a puppet unwieldy to use, giving Chakra Threads a sustained cost of 5 Chakra per additional mechanism.
    • If an object performs multiple functions, each function counts as its own mechanism even if it can't be feasibly removed or disabled without affecting the other functions.
    • Mechanisms that produce a ranked effect consume an appropriate amount of Chakra to use.
    • Due to its weight and effects on mobility, armor is treated as a mechanism.
      Examples of mechanisms: A rotating arm that switches between a sword and shield, a pump that extracts poison from a vial and sprays it out.

  • Attachments: Things that don't serve a direct mechanical purpose that are part of a puppet. This could be something like a weapon or other item used by a puppet or something worn by it, such as armor or clothing. If it doesn't do something ranked, chances are it's an attachment.
    • Attachments that contain mechanisms count as mechanisms when used by a puppet, stacking with any mechanisms needed to use that attachment.
    • Limbs count as attachments, while any additional mechanisms they contain (such as a hidden blade launcher) do not.
      Examples of attachments: A shield strapped onto one arm, a vial of poison hidden in the chest cavity.

  • Installation of mechanisms and attachments occurs during their crafting process, if applicable.
  • Swapping out an attachment by hand takes 1 action in battle; switching out a mechanism takes 3 actions, not necessarily consecutively.
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:10 am
Formless Taijutsu/Bukijutsu

General, All Encompassing, Inclusive
User Image


Description:
-_-_-Ninjutsu and Genjutsu are considered staples of shinobi warfare, but what happens when those aren't feasible? Few have the ability to seriously dedicate themselves to a school of martial arts, but everyone can at least learn how to fight with the weapons at their disposal. These basic techniques, which lay the groundwork for almost every advanced Taijutsu or Bukijutsu Style, are unrelated to any particular school, and so are called Formless.
-_-_-Formless Styles are generalized training with a weapon or mode of attack, and take up a Formless Slot. Once a Shinobi has trained to a certain rank in a Formless Style, they can attack, defend, parry, etc., with the Formless Style acting like a simple X-Rank physical technique. Each rank of training fills one Formless Slot. Alternatively, the Formless Techniques listed below can be used to fill a slot.


Formless Styles Regulations:
  • Everybody has access to this. It cannot be traded away via Personal Attributes.
  • Everybody is considered to have a baseline of E-Rank, academy level training, in all types of weapon styles. We all went to our classes, didn't we?
  • Everybody gets 2 Formless slots per rank, starting at Genin. These slots can be filled with either the Formless techniques listed below, or can be used for a rank of training in a Formless Style.
  • Formless styles are considered to be 'simple' Taijutsu and Bukijutsu.
  • To complete a rank of Formless training, the next lowest rank must be learned. Post requirements are the same as any other simple Taijutsu or Bukijutsu. Post reductions apply as normal. Gen and Nin post reductions apply to the special Mental styles outlined below.
  • Extra Formless Style Slots are available as a Personal Attribute (P.A.) to new, incoming profiles for 2 Slots per P.A. They are also handed out during special events, mini-arcs, or rewards for certain guild story missions.
  • There is a handy dandy code to insert directly into your profile, listed down below for your convenience.
  • Descriptive ranks (slightly, mildly, moderately, heavily, greatly, supremely) gained from learned Buki and Tai styles apply.
  • Formless styles are exempt from disciplines and abilities that would cause increases or decreases to their usage, such as the prohibition of Taijutsu or Bukijutsu.


Locked Formless Style
  • 1 locked style of combat is given to everyone. Essentially, this is your RPC's favorite attack/weapon type. A more comprehensive list is presented down below, but don't feel that you have to be limited to only that.
  • Additional Locked Formless Styles are occasionally granted through guild events. The maximum number of Locked Styles a character may have (including those gained this way) is [2].
  • The locked style of combat will rank up automatically at each body rank without consuming any Formless slots, or can be pre-leveled up through using Formless slots, 1 level per slot, up to the normal rank maximums allowed. Pre-leveling the locked style will cause all excess ranks gained later on to be turned into Formless slots (ex.: A Chuunin levels up their locked Style to B-Rank, using a Formless slot to do so. Upon becoming Jounin, they get that slot back because the locked style has now progressed naturally to that level).


Types of Formless Styles:
  • Soft physical = Mobility, Parrying, and Throwing. This encompasses all aspects of close-range unarmed combat that don't directly damage the opponent and aren't based on physical strength.

  • Hard physical = Stability, Blocking, and Striking. This encompasses all aspects of close-range unarmed combat that either directly damage the opponent or are based on physical strength.

  • Soft Mental: Observing a target's movements and actions for any number of activations (in combat) or posts (outside combat) allows the user to find their weak points and ignore up to two [2] of the target's descriptive increases per this technique's rank for one [1] post per activation or post spent observing the target. Observation must be uninterrupted and cannot be performed while actively fighting back, though evasion does not break it. Cost is only paid at the start.

  • Hard Mental: By analyzing the target's fighting style, the user gains temporary insight on how they operate. The user gains access to one Formless Style the target has or one Formless Style that's related training to a Taijutsu or Bukijutsu Style they have. This lasts for one [1] post per activation spent observing the target, which need not be consecutive but must be in combat and cannot be more than 1 post apart. The gained Formless Style is capped at this technique's rank.

  • Projectile weapons: Bow (choose one: Compound, Recurve, etc), Crossbow, Slingshot, Back Crossbow, Step Crossbow, Flying Darts, Throwing Arrows, Sleeve Rings, Dart Knifes, Throwing Coins, Sleeve Arrows, Stones, Brass Chopsticks, Iron Mandarin Duck, Plum Flower Needles, Red Sand Hand (Tainted Soil/Sand), Kunai, Needles (Senbon & otherwise), & Shuriken.

  • Small weapons: Chain Staff, 2-3 Sectional Staff, Ball and Chain, Whips (any soft), 4 Sectional Tang Sickle, Nunchaku, Sectional Steel Whip, Rope Dart, Comet Star Hammer (Maul), Dragon Head Whip Club, Dragon Claw (ex. Grappling Hook), Bolo, Flying Claw, Flying Hook, Chain Sword, Chain Brush, Whip Spear, Chain Spear, Small Shield, Wakizashi, Wire, Knuckles, Tonfa, & the Iron Lotus Flower.

  • Medium weapons: Short Sword, Short Saber, Iron Ruler, Scrape Saber, Sleeve Sword, Short Trident, Sickle, Brush Rake Trident, Flute, Cymbals (2), Fan, Dagger, Zi Wu Mandarin Duck Axe, Deer Hook Sword, Deer Antler Saber, Emei Sting, Ring, Wheel (Bladed or not), Moon Tooth Sting (2), Small Brushes, Scissors and Ruler, Money Rings and Double Sabers (2), Sword, Saber, Wide Blade Sword, Katana, Sakabato (Reverse-Blade Sword), Willow Leaf Saber, Goose Feather Saber, 6 Ring Saber, 9 Ring Saber, Cave Saber, Miao's Saber, Butterfly Saber Whip Rod (Hard), Whip (Hard), Iron Rod, Pestle, Staff, Short Axe, Crutches, Giant Shuriken, Hammer, Sword Spear, Iron Claw, Blocking Face Pipe, Double Hook Arrow, Brass Man, Fierce Pincers, Sai (2), Hairpins (4 Max), Combs (2 Max), Chain Scythe (ex. Kusari Gama), Medium Shield, Palace Heaven Comb, & the Sun-Moon Tooth Sabers (2).

  • Large weapons: Lance, Long Spear, Long Tapered Rod, Rod, Long Stave, Heavy Spear, Long-Handled Saber (Bladed Long Staff, ex. Pu Dao), Shovel, Spade, Fork, Trident, Rake, Lance, Halberd, Long-Handled Battle Axe Brush (A hand at the end of a Long Staff), Long-Handled Sickle, Long-Handled Claw, Hoe, Buddha Hand (similar to the Brush), Fire Hook (Coal stirrer), Stirring Heaven Killer (Similar to the Halberd), Tree Knot (Similar to the Long Staff), Heaven Lotus Wind Tail Tan (Shovel/Staff/Halberd), Wolf Brush (think 'metal tree branch'), Lamp Staff, Long-Handled Pincers, Inviting-to-Pull Staff, Large Fan (or Gunbai), Puppet (requires Mech. Manual #1 for D/C, #2 for B/A, and #3 for S/S+ learning), Large Shield, & the Heaven-Earth Sun-Moon Saber.

  • Strange weapons: Improvised (such as chairs, tables, doors, trees, etc all exist in this), Hand-powered guns (one canon type only, a sniper rifle), & Siege. For Bombs, choose one: smoke, incendiary, paper, etc. Det. Tech Manual #1 will suffice for D- and C-ranked bomb learning. B- and A-ranked bomb learning require #2, while S- and S+ranked bomb learning require #3. (rank defined explosives, such as Fubuki, do not fall under this category) Improved trap making also requires the same learning progression as bombs, but with the addition of the Mech. Manuals. (same volume numbers as well) Anything with Gelel will also need the Book of Gelel, and any other requirements.

  • Traps: See the traps system.

    [size=10][color=dimgray]
    ▬▬┤|F o r m l e s s S t y l e[/color][/size][size=9][color=dimgray]
    [i]{Locked Style name here}[/i]
    • {D-rank} + {Training Link}
    • {C-rank} + {Training Link}
    • {B-rank} + {Training Link}
    • {A-rank} + {Training Link}
    • {S-rank} + {Training Link}
    • {S+rank} + {Training Link}
    [i]{D-rank Slots}[/i]
    • {Stage progression / technique learned} + {Training Link}
    • {Stage progression / technique learned} + {Training Link}
    [i]{C-rank Slots}[/i]
    • {Stage progression / technique learned} + {Training Link}
    • {Stage progression / technique learned} + {Training Link}
    [i]{B-rank Slots}[/i]
    • {Stage progression / technique learned} + {Training Link}
    • {Stage progression / technique learned} + {Training Link}
    [i]{A-rank Slots}[/i]
    • {Stage progression / technique learned} + {Training Link}
    • {Stage progression / technique learned} + {Training Link}
    [i]{S-rank Slots}[/i]
    • {Stage progression / technique learned} + {Training Link}
    • {Stage progression / technique learned} + {Training Link} [/color][/size]
 
PostPosted: Sat Apr 20, 2019 11:11 am
User Image
            Augments
            Mess with your Jutsu!

    Description:
    -_-_-While almost everyone learns at least some Ninjutsu or Genjutsu during their shinobi career, some will dedicate themselves further to one particular technique. Techniques that are based on another technique are called augments and take up augment slots instead of normal Ninjutsu or Genjutsu slots.

      General Rules:
    • Everyone has access to this by default, but it can be traded away or lost via Personal Attribute, class discipline, etc.
    • Everybody gets 1 Augment slot per rank, starting at Genin.
    • Techniques that consume an Augment slot are trained like normal Ninjutsu or Genjutsu of their rank.
    • Unless stated otherwise, all augments for a single technique collectively take up one [1] Augment slot. (For example: Jutsu A has 3 possible augments. Learning any number of them takes up only one Augment slot. Learning an augment for Jutsu B afterward will take up a second one.)
    • Custom augments can be applied for as is normal for custom Jutsu and take up Augment slots like any normal augment would. Only one custom augment is allowed per Jutsu.


      X-ton no Jutsu!:
    -_-_-AKA Formless Ninjutsu and Genjutsu. Unrefined manipulation of an element, similar to a Formless Style. This could be something like using Fuuton to extinguish all candles in an area or Doton to create a pit trap. In some circumstances, these effects can even be added to other techniques!

    • Anyone who has learned all E-Rank techniques (or five [5], whichever is lower) for an element has access to X-ton no Jutsu at E-Rank.
    • Can be learned using either Augment or Formless slots. In the former case, X-ton no Jutsu acts like an X-Rank technique trained at and limited to your body rank; in the latter, it is learned one rank at a time like other Formless Styles, using Ninjutsu or Genjutsu post reductions instead and consuming Chakra rather than Stamina.
    • Adding an effect to another technique consumes the requisite Chakra but no extra activations. The effect occurs, by default, at the end of the technique it's paired with.
    • Effects can only be added onto techniques up to the max rank you can use X-ton no Jutsu at.
    • Knowing X-ton no Jutsu allows the user to make minor aesthetic changes to techniques of the appropriate element up to their body rank for free. These changes don't typically impact combat.
    • For purposes of interacting with other techniques, X-ton no Jutsu is treated as simple, though it still consumes Chakra. This means it ties in interactions with things like Formless techniques.
    • X-ton no Jutsu must be learned separately for any elements the user has access to and takes on an appropriate name (e.g. Doton no Jutsu, Raiton no Jutsu, etc.). This includes bloodline and clan elements.
    • "Inton no Jutsu [ Dark Release Technique ]" is the name that serves Genjutsu. It is further divided into senses, allowing the user to create generic illusions of that sense. These Genjutsu don't inflict damage or hamper people in any way, and can be broken out of as though they were two ranks lower. If paired with a Genjutsu, they can create affect an additional sense or add onto the rest of the illusion, though they look out of place if their rank doesn't match the Genjutsu's rank.
    • "Maruton no Jutsu [ Null Release Technique ]" allows the details of a Maruton technique to be altered slightly without changing the overall effect. (i.e. Changing required ammo type from senbon to kunai, making Rasengan cube-shaped, etc.)


      Intensification:
    -_-_-The act of specializing extensively in one particular Jutsu. If a technique already has at least one augment for it learned, it can undergo Intensification to act as a rank stronger against one particular type of non-person creature (i.e. terrestrial, spiritual, Bijuu, etc.), jutsu (i.e. Fuuin, Katon, Maruton, etc.), or item (i.e. buildings, artwork, swords, etc.).

    • Consumes an additional Augment slot.
    • Intensifying a technique takes the same number of posts as learning the base technique, ignoring any post reductions.
    • The target that the Jutsu is strengthened against is chosen on learning.
    • In addition to any cooldowns the base jutsu has, its intensified version has a cooldown of 1 post per two ranks (1 post at E- and D-Rank, 2 at C- and B-Rank, etc.).
    • The same technique can have multiple intensified forms corresponding to different targets. All intensifications of the same technique share the same cooldown.
    • Intensification of a technique also applies to any augments it has. The intensification cooldown is shared between all augments as well.
    • Intensification does not negate, overwhelm, or stack with anything that makes jutsu overwhelm others of the same rank. It also does not stack with itself if multiple instances of the same intensification are Korabo'd.
    • Techniques from alteration styles can be intensified and will confer that property to anything they're paired with. In this case, the cooldown is based on the alteration style's technique, not the one it's paired with.
    • Keep in mind that even if a technique is intensified against a target, it isn't necessarily intensified against any defenses that target might have. (i.e. It may hit lizards hard, but it won't do the same to stone walls those lizards raise.)

    © Shinobi Nations.
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:12 am
K o r a b o N i n j u t s u [ C o l l a b o r a t i v e N i n j u t s u ]

-_-_-Description:
-_-_-Korabo Ninjutsu is the act of combining two separate Ninjutsu attacks into one powerful attack, a feat only possible if two Shinobi are perfectly in sync. This can take the form of two separate Ninjutsu attacks being unleashed simultaneously which then combine to form one stronger Jutsu, or when one Shinobi places their hands on the body of another and transfers their Chakra. If done with perfect timing, the power of the Jutsu increases and its effect may even take on hints of both of its constituent Jutsu.
-_-_-Training is possible for unskilled Korabo Ninjutsu users. The trainees will need to perfect their synchronization by undergoing special rhythm training with each other, starting small and working their way up. By carrying out the same movements, the trainees can learn to use their bodies at the same time, the objective being that both Shinobi will connect their hearts and souls so that both Jutsu are activated at the same time.
-_-_-Training Korabo Ninjutsu is very arduous, but well worth the trouble. It must be trained for each rank individually, with the post count split evenly between each trainee. Only techniques up to the maximum trained rank for Korabo for a pair can be combined. Korabo training does not take up any slots. Must provide links & partnership names to training.
-_-_-Alterations and Self-Korabo: Several alteration styles require one to undergo Korabo training with themselves. This occurs as above, but with both halves of the equation being the same person. The easiest method for doing so is through cloning techniques, if the clones have the ability to cast a technique. Other methods include owning extra arms and hands (chakra or otherwise), through usage of single handed signs, or even timely fuuin. Other less common methods exist, but it's up to you to be crafty! Once you have figured out your method, have all techniques that will be combined ready, and cast them simultaneously. When the technique is finally complete, you will notice that each of the separate techniques expresses itself in the final technique. This is a taxing procedure, so we recommend resting often.

    General Rules:
• Korabo requires at least two Ninjutsu being used simultaneously to be performed.
• Each rank of Korabo training takes the same amount of posts as a Ninjutsu of its rank, split amongst the participants. Ninjutsu post reductions apply.
• Some abilities may allow someone to Korabo Ninjutsu and Genjutsu, such as the Performer class. In this case, either Ninjutsu or Genjutsu post reductions may apply.
• The combined technique resulting from a successful Korabo is one rank higher than the highest-ranked of its constituent techniques. If the highest-ranked base technique is more than one rank higher than the next highest, the resulting technique is instead the highest rank. (i.e. Two A-Rank techniques would yield an S-Rank, but an A-Rank and a C-Rank would just yield an A-Rank.)
• The combined technique will have qualities of one or both of its constituents. Given the high number of possible Jutsu combinations and the differing personalities of characters, it's left to you to figure out what the result looks like.
 
PostPosted: Sat Apr 20, 2019 11:13 am
User Image
            Armor
            How best to protect yourself!

      General Rules:
    • No hitting through or around unfamiliar armor unless a technique does so automatically. Hitting through openings in armor is only possible after studying it.
    Cannot escape from armor while it is being broken unless the technique specifically mentions that application. (i.e. You can't use Substitution to avoid being hit if the technique's already broken your armor.)
    • Heavier armors are typically very noisy and aren't great for stealth as a result.
    • Armor doesn't affect attacks that don't hit directly. (i.e. It won't stop you from falling in a pit, but it will protect against a knife.)
    • Armor functions as passive physical defense at its rank and is treated as simple when interacting with other techniques. This can only be changed via a Style or through Personal Attribute; in the latter case, it may be adjusted up to complex by forfeiting something else as though the adjustment were additional technique slots.
    • Armor applies penalties as outlined below. Personal Attributes may move one of the penalties up one tier lighter for a type of armor, eliminating the penalty should the tier above not have it.
    • If the wearer's Stamina pool is reduced to less than 5 through exertion or from the maximum Stamina pool reduction, the wearer is rendered immobile.
    Being struck by a technique of a higher rank significantly damages a piece of armor, limiting its utility to one rank lower without adjusting any associated costs. It must then be repaired, taking a post per rank lost this way. Should the armor's rank drop below E, it's considered broken and must be remade.

      Armor Formless Style:
    Negates descriptive increases to incoming techniques when used at their base rank, ignoring descriptive increases.
    • Affects all Simple attacks up to its rank for that post. Techniques at or lower than the rank of the Formless Style when it's used in this fashion strike the armor instead of the user.
    • Does not work against attacks that bypass or aren't affected by armor.
    • If armor is treated as complex, this defense also applies to incoming complex attacks. If it's treated as spiritual, it also applies to complex and spiritual.

      Shield Formless Style:
    • Used for offense (shield bashes, etc.) and defense.
    • If an incoming attack has Strength at or lower than a shield's rank, the wielder only needs to match the incoming technique's Speed to effectively defend. (i.e. If an attack has C-Rank Strength and D-Rank Speed and its target has a C-Rank shield, they only need to pay D-Rank to defend.)

      Smithing Armor:
    Tailoring armor to a specific person moves one of the detriments for that armor piece up one tier lighter, eliminating that penalty if there is no equivalent. This requires the presence of an armorsmith and a tailor for all but Light Armor, for which either alone suffices.
    • Defenses against environmental effects (such as breath masks) can be built into armor by a Master armorsmith or higher, to a limit of one per piece. This limit is raised to two for Legendary Armorsmiths.
    • For each title in Armorsmithing one has, the Stamina pool reduction for a created set is lessened by 5. When mixing armor types to form a set, this reduction only applies to the set, not the individual pieces.

      Specialized Clothing:
    • Tailors may make specialized clothing, which functions as armor against certain kinds of weather, a hazard type, or another phenomenon with a similarly narrow focus. For example, a certain style of cloak may protect against harsh sunlight while another is better suited to rain, or a facial mask may protect against inhaled poisons.
    • Any incoming attack that falls under the clothing's protective category is treated as though it hit armor. The rank of the clothing's protective ability is based on the skill of the tailor who made it, starting at E-Rank for Apprentice and increasing by one rank per title thereafter. Clothing that protects against an element of Ninjutsu reduces the wearer's Chakra pool by an amount equivalent to the listed Stamina pool reductions for armor of the same rank, but be warned that clothing is no more durable than its components and will lose its effects if torn or damaged beyond usefulness.
    • For every two titles acquired above apprentice in tailoring, another type of protection may be added to crafted clothing, excluding cases wherein physical protection is prioritized.
    • No more than two layers of specialized clothing may be worn at a time.

      Armor Types:
    Tier: Very Light
    Rank: E
    Penalty:
    • -20 Max Stamina.
    Description: Very light armor is typically clothing designed for protective purposes, and as such is made by tailors. Generally too ineffective for use in combat against well-trained opponents.

    Tier: Light
    Rank: D
    Penalty:
    • -40 Max Stamina.
    Description: Light armor typically only covers the important places and provides good freedom of movement.

    Tier: Medium
    Rank: C
    Penalty:
    • -80 Max Stamina.
    • -6 Descriptive Ranks to Speed.
    • The maximum range of movement techniques (such as Body Flicker) is decreased by 25%.
    Description: Medium armor offers moderate coverage for large areas of the body, trying to strike a balance between protection and mobility.

    Tier: Heavy
    Rank: B
    Penalty:
    • -160 Max Stamina.
    • -12 Descriptive Ranks to the wearer's Speed.
    • The maximum range of movement techniques (such as Body Flicker) is decreased by 50%.
    Description: Heavy armor prioritizes protection over all else, has few openings, and is generally very hard to bypass. Unfortunately it's also hard to move in.

      Other Types:
    Mixed Armor
    Description: Mixing armor of different types results in their defensive properties only affecting the area they're worn on. Overall maximum movement range penalties are treated as the highest armor type present, and a quarter of the Max Stamina drain is applied for each armor piece of a given tier. Helmets, gloves, and shoes do not contribute to penalties unless otherwise specified.

    Layered Armor
    Description: Layering armor requires attacks go through each layer, but doubles the drain of all pieces in each layer. Movement penalties stack for layered armor, meaning it's very possible that the range of movement techniques is reduced to zero. In such a case, the wearer is treated as having no speed, be it innate or from techniques, and may only change positions through use of Space-Time Ninjutsu. Layering medium or heavy armor that covers the hands prevents the usage of any Jutsu that requires hand signs.

    Shields
    Description: Shields suffer penalties as though they were armor of one tier lighter, stacking with any worn armor. They are not affected by the Armor Formless Style, as they require being actively moved into position.

    © Ergo War, 2017-19, permission of use to: Shinobi Nations.
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:14 am
Trap System

Clever, Intuitive, Powerful

User Image

Description:
-_-_-Traps and similar mechanisms have long been a staple in the terms of warfare and intrigue. This is no different in the world of the shinobi, where such tools are used to defend against incoming threats, or to ensnare creatures.
-_-_-Literally, a trap is a mechanical contrivance for catching or harming animals and people. Figuratively, trap suggests the scheme of one person to take another by surprise and thereby gain an advantage. In Shinobi Nations, these devices break down into three categories:
  • Simple: Made from materials found in the environment, typically naturally occurring. Simple traps are easier to disguise and take less thought to prepare, but typically aren't as damaging. If the Simple Traps Formless Style is known, these traps start with E-Rank concealment.
    Examples: Snare, Pitfall, Punji-pit, Deadfalls, 'Cup' Traps, and Toggle Traps.
  • Complex: Made from heavily worked or mechanical materials. Complex Traps require more time and effort to create than simple traps, and more often than not, require the assistance of a gearsmith or a puppeteer to place or create. These traps tend to be more complex and are based off of the collaboration of multiple mechanisms and a trigger. They are more difficult to hide without taking extra time, but pack more of a punch. If the Complex Traps Formless Style is known, these traps start with E-Rank strength.
    Examples" Landmines, Trapdoors, Scything Traps, Chemical Traps, improvised explosives.
  • Spiritual: The most complex and varied of the available traps, centered around the activation of Fuuinjutsu traps or carefully harnessed delayed-activation Ninjutsu. Spiritual traps consist of an activation trigger, normally a Fuuin or Kuchiyose, but can also be triggered by other items, like a spark to ignite a gas technique. Spiritual Traps generally require the least amount of physical work and alteration, but are easily spotted by sensors. The strength of spiritual traps is determined by the techniques tied to them. If the Spiritual Traps Formless Style is known, these traps' concealment ratings also obscure them from sensory techniques up to their rank.
    Examples: Kuchiyose, Ninjutsu based traps, traps with Fuuin or Kuchiyose triggers.

-_-_-By default, a trap takes one activation to set up and has no ranks in either strength or concealment, meaning it's obvious and relatively harmless. For each additional activation spent setting it up, either its strength or its concealment can be increased by one rank. See below for more information.

Mechanism and Creation:
-_-_-Traps work by a selection of four key elements:
  • Location: Where a trap is placed.
  • Trigger: Things such as pressure plates, vibration triggers, balance triggers and the like. These pieces are the when and why of how a trap is set off.
  • Mechanisms: How the trap causes its effect. In Simple traps these are often a gravity or spring tension method, such as a precariously balanced stone, pushed by the lever trigger, or the bent branch that provides spring tension for a snare or basic scything trap.
  • Effect: What the trap does. This could be the rope binding in a snare trap, the spikes beneath a punji pit, the explosion of a mine, or the activation of a technique.

-_-_-Having a title in a job type relevant to the type of trap being made (i.e. wood smithing for wood-based traps, gearsmithing for mechanical traps, etc.) grants 1 rank to be applied to a trap's strength or concealment on creation. This bonus does not stack for multiple titles.

Concealment:
-_-_-As trained Shinobi or experienced wanderers, encountering traps at some point or other is practically a guarantee. Experience is perhaps the biggest factor in one's ability to spot a well-concealed trap. If your Body Rank is higher than a trap's concealment rank, you can easily tell where it is without having to look too hard; otherwise, you can spend one activation per difference between your body rank and the trap's concealment rank to discover it. If a trap doesn't have a concealment rank, it's plainly obvious even to casual onlookers. Descriptive increases to reflexes are negated if a trap hasn't been detected before its activation.

Strength:
-_-_-The scale of a trap's effect is dictated by what we call its "strength". Traps with higher strength are generally more effective at what they do once activated. Traps without a strength rating are considered mere nuisances, unlikely to hamper even regular civilians for long. Disarming a trap safely takes one activation per rank in strength.

Equipment:
-_-_-The Trapper's Toolkits can be found at Herbal Furs in Takumi.
  • Trapper's Toolkit: A trapper's kit, contained in a burlap satchel. Includes a folding shovel, a trowel, a survival knife, a book containing basic instructions on how to make snares, pitfalls, and swing-arm traps. And it even contains a trusty canteen! Used to make Simple Traps.
  • Advanced Trappers Toolkit: Requiring a Mechanic's Handbook, Volume I & II to be presented upon purchase, the Advanced Trappers Toolkit provides tools for building mechanical traps that take a little more of the guesswork out of trap-making, but such preparation takes a longer frame of time and often a workbench. The Toolkit contains a spreader, several varying types of clamps, a spring-loader, and a set of screwdrivers to construct your wonderful traps. Happy Hunting! Used to make Complex Traps.


Formless Styles:
-_-_-Trap creation Formless Styles can be used to drastically accelerate the setup of their respective trap types. Each rank of the appropriate Formless Style used gives an extra rank that can be applied to either a trap's strength or concealment, as though the user had spent an extra activation setting it up. In addition, use of the four trapping Formless Styles add extra effects as follows:
  • Traps, General: You can place any type of trap, but not as well as specialists. This can be used in the same activation as one of the other traps Formless Styles to provide additional ranks to distribute between strength and concealment, as usual.
  • Traps, Simple: Your simple traps start with E-Rank concealment. Spending an extra activation setting a simple trap up automatically increases its concealment by one rank per rank of the Formless Style used.
  • Traps, Complex: Your complex traps start with E-Rank strength. Spending an extra activation setting a simple trap up automatically increases its strength by one rank per rank of the Formless Style used.
  • Traps, Chakra: Your spiritual traps are concealed from active sensory techniques below their concealment rating and passive sensory abilities up to their concealment rating.


Creation by AandOE, updated by Wolfe Whitehorn & Ergo War. Copyright 2010 to present. Permissions for use within the SN.  
PostPosted: Sat Apr 20, 2019 11:15 am
Hazards System

Damaging, Subtle, Slow


-_-_-Description:
-_-_-A wide range of phenomena that afflict the body and/or mind with various effects, both bad and good. Generally speaking, hazards can be described by three pieces of information:
  • Vector: How the hazard gets to its target. For poisons, this could be "airborne", "food-borne", "injected", etc. For something like intense heat or cold, this could be "radiant". A hazard's vector is determined on its creation. Some hazards can have primary and secondary vectors, with the secondary vectors typically requiring some extra effort (i.e. airborne vs. food-borne).
  • Dosage: How much of the hazard is needed to affect the target. For medicines, this could be a measurement in milligrams, milliliters, etc. A hazard's dosage is determined on its creation. Generally speaking, in combat, it's assumed that a successful application of a hazard via its vector counts as 1 dose.
  • Symptoms: The effects that manifest after reaching a successful dosage level. "Numbness" might be a symptom that arises from prolonged cold exposure, for example. A list of symptoms is determined on the hazard's creation, with at least two items per dosage level and no limit to the number of dosage levels. A dose of a hazard yields a symptom one post after application. The player controlling an RPC afflicted by a hazard chooses which symptom(s) manifest at each level. Whenever a new dosage level is reached, one symptom each from that level and the level below are chosen.

-_-_-In addition to the above, a hazard can also be classified by its severity, which refers to how strong a reaction it elicits in its intended target(s). The severity levels are divided into light, medium, and heavy. Light hazards are the easiest to handle and create, and typically don't cause permanent damage. On the other end of the scale, heavy hazards are often very difficult to create, often requiring extremely specialized knowledge and/or equipment, and easily cause lasting damage that requires medical attention.

-_-_-Acquisition:
-_-_-Many hazards that can be found in the wild are created by plants, making them prime test subjects for experimental botanists. Some animals, and in particular monsters, will have something toxic somewhere in their bodies; harvesting these hazards may be a bit more difficult, but is often worth it for the effects as animals tend to be more specialized in killing prey and would-be predators. Other hazards may be extracting from the land itself in the form of minerals discovered while mining. Chemistry and medicine are also known to have created particularly nasty hazards. Pick your favorite!

-_-_-Curing & Treatment:
-_-_-Antitoxins, antidotes, and general medical treatment are the go-to methods of dealing with hazards. Ninjutsu exist for dealing with hazards, but mundane solutions are also available and may be noted next to a hazard's entry. Antidotes, antitoxins, and treatments for a specific hazard work in the same way as hazard acquisition, but instead will remove or block dosages. The different severity levels can usually be cured using Ninjutsu by med-nin of the following body ranks:
  • Light: D- to C-Rank.
  • Medium: B- to A-Rank.
  • Heavy: S- to S+Rank.

-_-_-Medical professionals can also treat hazard exposure. Their abilities are much more limited when operating on the same time scale as a med-nin, but are nonetheless effective. Regardless of discipline, medical professionals need to undergo 2 posts of study to learn how to treat a specific hazard, or 1 post if operating with an appropriate reference source nearby. The abilities granted to each medical field are detailed below:
  • Nursing: Every post of treatment outside of battle, can remove 1 dosage from 1 patient per title in the Medic Job. Access to proper equipment and facilities doubles the number of patients able to be helped.
  • Emergency: Able to remove 1 dosage per title in the Medic Job from 1 patient in 1 post. Subsequent posts of treatment will prevent the progression of symptoms, but will not remove any more dosages. Can only help a patient once, after which they must be handed to another medical professional.
  • Internal: Able to prevent 1 dosage per title in the Medic Job through 1 post of preventative treatment, typically in the form of drug concoctions that block absorption of toxins. These concoctions don't discriminate between harmful and beneficial hazards. When working with a nurse, able to increase the number of doses removed per patient to 2.
  • Psychiatry: When dealing with hazards that cause mental effects (such as hallucinations), able to remove 1 symptom per title in the Medic Job per post of treatment. The symptoms thus alleviated must be mental in nature and need not all be on the same person.
  • Surgery: If the proper equipment is present, able to remove all doses of a hazard through 3 posts of treatment per severity level of the hazard. Afterward, the patient must heal for 1 day per severity level of the hazard.

-_-_-One can also build up resistance to a particular hazard, raising the number of successful dosages that must occur before they begin suffering from any symptoms. Resistances are built up by surviving exposure to a particular hazard at a level that causes symptoms to start showing. This increases the minimum dosage needed to suffer symptoms by one. A character can only have resistances to 4 hazards at a time, which must be listed on the profile along with links to each exposure. It's up to the player to determine which hazards a character gains resistances to, and they may choose to lose resistance to one at any time.

-_-_-Creation

-_-_-Creation of hazards is typically performed by medical- or puppeteer-class shinobi, who tend to specialize in their treatment and application, and by pharmaceutical chemists. Access to the appropriate materials and knowledge for hazard creation above "light" severity is typically restricted to those with certain titles, as Villages and criminal organizations alike get jumpy at the thought of inexperienced people running around with potent toxins. The following requirements must be fulfilled in order to gain access to the materials and knowledge necessary for hazard creation:
  • Light: Gained by most shinobi as part of their basic field survival training at the Academy. Apprentice Pharmaceutical Chemist, for those who lack shinobi training.
  • Medium: Chuunin (Medic & Puppeteer) // Journeyman Pharmaceutical Chemist & Jounin (or organizational equivalent).
  • Heavy: Konin (Medic & Puppeteer) // Grandmaster Pharmaceutical Chemist & Konin (or organizational equivalent).

-_-_-Crafting times match the special-rank crafting missions available to smiths. Generally speaking, light, medium, and heavy severity hazards are crafted as D-, B-, and S-Rank missions. Titles above Apprentice in Pharmaceutical Chemistry, the Medic job, Botany, ANBU, and Oinin confer quality points to this crafting process. 1 quality point may be spent to reduce the crafting post requirement by half, and two may be spent to increase a hazard's potency by one, causing it to ignore one dosage's worth of resistance in any targets, which must be noted on the inventory entry for the hazard.

-_-_-Equipment:
-_-_-Aside from the raw materials necessary to create a hazard (which will differ for each one), specific equipment is needed. The three main pieces of equipment are the alembic, the crucible, and the mortar and pestle; while all three may be used during the creation or refinement of a hazard, one of them will be used more than the other two and will thus determine the primary attack vector for the result.
  • Alembic: Creates liquid hazards
    An alembic is a chemical still consisting of two vessels connected by a tube, used for distilling chemicals. If the lid and flask are in one piece, it may be called a retort. The liquid in the flask is heated or boiled with the appropriate ingredient(s); the vapour rises into the alembic hood, where it cools by contact with the walls and condenses, running down the spout into a receiving flask. This is mainly used for the Internal Attack type.
  • Crucible : Creates airborne hazards
    Renowned for their ability to withstand very high temperatures, rapid changes in temperature, and strong reagents. These crucibles are widely used for chemistry and early metallurgy. The processing of ingredients through a crucible requires them to be infused with a liquid medium and a high pressure casing to be placed atop their fixture. The high heat will force the gas to pass through a one way valve when opened at a critical pressure. Sealing the valve after it reaches the same pressure creates either aerosols or high pressure explosives which release the poisons in gaseous form over a fixed area. (i.e. Aerial delivery)
  • Mortar & Pestle : Creates powdered hazards
    The mortar is a bowl, typically made of hard wood, ceramic or stone. The pestle is a heavy club-shaped object, the end of which is used for crushing and grinding. The substance to be ground is placed in the mortar and ground, crushed or mixed with the pestle. Sometimes referred to as an "Apothecary Grinder" by individuals unfamiliar with its use, the proper historical name is "mortar and pestle". The mortar and pestle is usually utilized when cooking and when crushing ingredients for a certain drug in pharmacies. It can also be used in masonry and in other types of construction. In this use it is utilized for grinding down reagents, either to apply in salves by mixing with tallow or to use as a dry dust poison.


-_-_-Effective Hazard Creation Requires:
  • The primary ingredient (your wanted poison, virus, disease, etc)
  • A vessel (how it will be delivered, via water, sand, food, etc)
  • Processing tools
  • Skill!


-_-_-Botany's S-Rank Mission
-_-_-Botanists are able to specially breed plants to yield a desired outcome. While this could be used for something like changing the flavor profiles of foods, it is also possible to influence the symptoms caused by plant-based hazards this way. Complete success of the mission allows the addition or removal of a symptom, to a minimum of two symptoms on the first two dosage levels. Partial success yields a very weak strain of the plant (either with or without the desired changes); this weakened strain's symptoms show themselves slowly, requiring a number of doses that doubles for each consecutive dosage level. This makes a weakened strain extremely useful for developing resistances and for limiting the damage that can be inflicted on targets.


Detrimental
Light Poisons

Any not yet discovered are labeled with NYD.

Alcohol
  • 5 Doses until effect
  • Primary: Internal attacks
  • Secondary: Aerial attacks
  • Confusion
  • Mood swings
  • Disorientation
  • Vomiting: 10 doses
  • Is highly flammable


Antimony
  • 2 Doses until effect
  • Primary: Internal attacks
  • Headaches
  • Dizziness
  • Depression
  • Vomiting: 3 doses


Arsenic
  • 2 Doses until effect
  • Primary: Internal attacks
  • Blisters
  • Coughing
  • Cancer
  • Severe haemorrhaging: 10 doses


Capsaicin
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Slight Nerve Burning
  • Irritation
  • Inflammation reduction


Carbon Mono/dioxide
  • NYD
  • 2 Doses until effect
  • Primary: Aerial attacks
  • Headaches
  • Nausea
  • Vomiting
  • Dizziness
  • Fatigue
  • Confusion: 3 doses
  • Disorientation: 3 doses
  • Visual irregularities: 4 doses
  • Syncope: 4 doses
  • Seizures: 5 doses


Food Poisoning
  • 1 Dose until effect
  • Primary: Internal Attacks
  • Cold and Flu mimic


Kiraluna
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • All positive and negative descriptives are negated
  • Severe crippling, debilitating pain


Medicinal Overdose/Eiseijutsu
As with all medical items & jutsus, overdosing produces heavier effects, including coma, & eventual death.

Mercury
  • 2 Doses until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Tremors
  • Impaired cognitive skills
  • Insomnia: 4 doses. Prevents chakra recovery through sleep.
  • Delirium: 5 doses.
  • Hallucinations: 5 doses.
  • Suicidal: 6 doses.


Mirnroot
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • Physical aspects of jutsu are shrunk to teenie tiny sizes
  • Partial paralysis


Moonseeds
  • 20 Doses until effect
  • Primary: Internal attacks
  • Death


Morphine
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Sensory impairment
  • Motor impairment
  • Attention impairment
  • Jutsu Amnesia: 5 doses/jutsu
  • Pain reduction: 1/2 dose


Narcissus
  • 5 Doses until effect
  • Primary: Internal attacks
  • Vomiting
  • Diarrhea
  • Convulsions


Opium
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal Attacks
  • Lung collapse
  • Long-term intoxication: Internal only, 2 doses.


Radon
  • 10 Doses until effect
  • Primary: Aerial attacks
  • Cancer, many years in the future.


Shertato
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • Mental aspects of jutsu backfire, producing inverted results
  • Aural Migraine


Snakeroot
  • 2 Doses until effect
  • Primary: Internal attacks
  • Trembling
  • Vomiting
  • Severe internal pain


Sneezing Powder
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Sneezing
  • Indigestion: 2 doses
  • Fainting: 3 doses
  • Low heart rate: 4 doses
  • Low blood pressure: 4 doses


Steroids
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • First Gate unlock
  • Gradual gender change: 2 doses, reoccuring.


Tear Gas
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Crying
  • Irritation
  • Sneezing
  • Coughing
  • Temporary blindness: 2 doses


Thallium
  • 10 Doses until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Cancer


Medium Poisons

Limitation: Medium poisons decay within 1 in-rp week of creation.
Any not yet discovered are labeled with NYD.

Angel's Trumpet (Brugmansia)
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Confusion
  • Migraines
  • Partial paralysis
  • Tachycardia (increased heart rate)
  • Sedative: 2 doses internally
  • Decongestant: 2 doses internally
  • Visual and auditory hallucinations: 2 doses
  • Diarrhea: 3 doses
  • Mydriasis and cycloplegia: 3 doses
  • Temporary insanity: 4 doses
  • Death: 5 doses


Angel's Trumpet (Datura)
  • 1 Dose until effect
  • Primary: Internal attacks
  • Delirium
  • Hyperthermia
  • Tachycardia (increased heart rate)
  • Mydriasis and cycloplegia: 3 doses
  • Temporary insanity: 3 doses
  • Amnesia: 4 doses
  • Death: 5 doses


Bushman's Poison
  • 1 Doses until effect
  • Primary: Internal
  • Snakebite anti-poison: Light
  • Death: 3 doses (at day's end)


Chokecherry
  • 1 Dose until effect
  • Primary: Internal attacks
  • Effective only against animals
  • Rapid breathing
  • Dilated pupils
  • Muscle convulsions: 2 doses
  • Shock: 3 doses
  • Death: 4 doses


English Yew
  • 1 Dose until effect
  • Primary: Internal attacks
  • Accelerated heart rate
  • Muscle tremors
  • Muscle convulsions: 2 doses
  • Muscle collapse: 3 doses
  • Lung collapse: 3 doses
  • Circulation impairment: 4 doses
  • Death: 10 doses


Fear
  • 1 Dose until effect
  • Primary: Genjutsu
  • Secondary: Any
  • Fight or flight response
  • Rapid heart rate
  • Increased blood pressure
  • Supremely dulled senses (includes traits, bonuses, through jutsu usage, etc)
  • Light sensitivity
  • Heavy sweating


Ghost Pepper (Naga Jolokia)
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Moderate nerve burning
  • Moderate irritation
  • Inflammation reduction
  • Coughing: 2 doses
  • Runny nose: 2 doses
  • Temporary blindness: 2 doses
  • Suffocation: 2 doses


Illegal Drugs
This & Recreational Drugs cover the entire rest of the spectrum of drugs not mentioned in this guide. Illegal Drugs usually cover the unusual manipulations of normally Light Poisons, putting them into a higher concentration.
  • Primary: Aerial attacks
  • Secondary: Internal attacks


Mace
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moderate nerve burning
  • Moderate irritation
  • Inflammation reduction
  • Temporary blindness: 2 doses
  • Suffocation: 2 doses


Maelboro
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • -20 chakra and stamina per post
  • Temporary insanity


Medicinal Overdose/Eiseijutsu
As with all medical items & jutsus, overdosing produces heavier effects, including coma, & eventual death.

Moulding Shroom
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Hallucinations
  • Increased hunger for more shrooms
  • Desire to force others to eat them
  • Discoloration of skin to purple
  • Affected skin grows more mushrooms
  • Senju are drained of chakra to incapacitation


Nikolatree
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • Strengths become weaknesses, and vice-versa
  • Amnesia


Orqwart
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • -1 activations per post
  • Temporary blindness


Pepper Spray
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moderate nerve burning
  • Moderate irritation
  • Inflammation reduction
  • Coughing
  • Runny nose
  • Temporary blindness: 2 doses


Potassium Chloride
  • 2 Doses until effect
  • Primary: Internal attacks
  • Muscle Seizure
  • Cardiac Arrest: 5 doses


Radiation
  • 2 Doses until effect
  • Primary: Internal attacks
  • Secondary: Aerial attacks
  • Burning
  • Vomiting
  • Diarrhea: 4 doses
  • Cancer, many years in the future.


Recreational Drugs
This & Illegal Drugs cover the entire rest of the spectrum of drugs not mentioned in this guide. Recreational Drugs refer to drugs such as alcohol, tobacco, caffiene, marijuana, depressants, hallucinogens, stimulants, & inhalants taken in larger doses than recommended.
  • Primary: Aerial attacks
  • Secondary: Internal attacks


Spurge Laurel
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Caustic
  • Skin rashes


Strychnine
  • 2 Doses until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Convulsions
  • Muscle Spasms
  • Asphyxiation: 4 doses
  • Death: 5 doses (at day's end)


Suzubean
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moves 40 stamina to chakra per post. Excess is vented painfully.
  • Unconsciousness


Taiyobean
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moves 40 chakra to stamina per post. Excess is vented painfully
  • Unconsciousness


Toxic Shock Syndrome
  • 2 Doses until effect
  • Primary: Internal attacks
  • High Fever
  • Confusion
  • Stupor
  • Organ Failure: 4 doses


Toxicodendron
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Allergic reactions:
  • Red eyes
  • Itchiness
  • Runny nose
  • Eczema
  • Hives
  • Asthma attack: 3 doses
  • Anaphylaxis: 5 doses


Heavy Poisons

Limitation: Heavy poisons decay within 1 in-rp day of creation, and are thusly not suitable for creating ahead of time.
Any not yet discovered are labeled with NYD.

> 100% Oxygen (at sea level air pressure)
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attack
  • Disorientation
  • Breathing problems
  • Myopia
  • Seizures: 2 doses
  • Neuron destruction: 3 doses
  • Death: 4 doses


Abrin (Rosary Pea)
  • 1 Dose until effect
  • Primary: Aerial attack
  • Secondary: Internal attack
  • Counter: None.
  • Respiratory distress
  • Fever
  • Coughing
  • Nausea
  • Tightness in the chest
  • Heavy sweating
  • Pulmonary edema
  • Low blood pressure: 2 doses
  • Expelling of internal fluids: 2 doses
  • Dehydration: 2 doses
  • Hallucinations
  • Seizures: 3 doses
  • Internal organ failure: 3 doses
  • Death: 4 doses


Agent Orange
  • NYD
  • 2 Doses until effect
  • Primary: Aerial attack
  • Diabetes
  • Cancer
  • Tingling nerves
  • Numbness
  • Headaches
  • Large mood swings
  • Intestinal distress
  • Death: 4 doses


Atropine (Mandrake)
  • 1 Dose until effect
  • Primary: Internal
  • Dizziness
  • Hallucinations
  • Nausea
  • Pain reliever
  • Amnesia: 2 doses
  • Convulsions: 2 doses
  • Dilated pupils: 2 doses
  • Tachycardia: 2 doses
  • Loss of balance: 2 doses
  • Rash: 2 doses
  • Slurred Speech: 2 doses
  • Death: 3 doses


Black Widow Poison
  • 1 Dose until effect
  • Primary: Internal attack
  • Severe muscle pain
  • Muscle spasms
  • Abdominal cramps
  • Abnormally increased sweating
  • Tachycardia
  • Effects last for 1 month


Chamahlla
  • 1 Dose until effect
  • Primary: Internal attacks
  • All elemental wheel bonuses and weaknesses are negated
  • Supremely dulled senses (includes traits, bonuses, through jutsu usage, etc)


Cyanide
  • NYD
  • 2 Doses until effect
  • Primary: Aerial attack
  • Secondary: Internal attack
  • Death


Ecstasy
  • 1 Dose until effect
  • Primary: Internal attack
  • Euphoria
  • Increased socialness
  • Increased empathy
  • Unnatural calmness
  • Mild hallucinations
  • Enhanced senses
  • Brain lesions
  • Hyperthermia
  • Dehydration
  • Expelling of internal fluids: 2 doses
  • Insomnia: no chakra recovery: 2 doses
  • Sweating: 2 doses
  • Tachycardia: 2 doses
  • Convulsions: 3 doses
  • Confusion: 3 doses
  • Hallucinations: 3 doses
  • Amnesia: 4 doses
  • Death: 5 doses


GHB
  • 1 Dose until effect
  • Primary: Internal attack
  • Euphoria
  • Disinhibition
  • Increased empathy
  • Nausea: 2 doses
  • Dizziness: 2 doses
  • Drowsiness: 2 doses
  • Agitation: 2 doses
  • Hallucinations: 2 doses
  • Difficulty breathing: 3 doses
  • Amnesia: 3 doses
  • Unconsciousness: 4 doses
  • Death: 5 doses


Hemlock
  • 1 Dose until effect
  • Primary: Internal attack
  • Respiratory collapse
  • Paralysis: 2 doses
  • Death: 3 doses


Medicinal Overdose/Eiseijutsu
As with all medical items & jutsus, overdosing produces heavier effects, including coma, & eventual death.

Monkshood (Wolfsbane)
  • 1 Dose until effect
  • Primary: Internal attack
  • Sweating
  • Dizziness
  • Difficulty in breathing
  • Headaches
  • Confusion
  • Tingling
  • Numbness: 2 doses
  • Paralysis: 2 doses
  • Death: 6 doses


Naga Viper Pepper
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Coughing
  • Runny nose
  • Temporary blindness
  • Suffocation
  • Supreme irritation
  • Supreme nerve burning
  • Supreme inflammation reduction


Nerve Toxins (Sarin)
  • NYD
  • 1 Dose until effect
  • Primary: Internal attack
  • Secondary: Aerial attack
  • Counter: Atropine
  • Respiratory collapse
  • Runny nose
  • Pupil constriction
  • Nausea
  • Drooling
  • Expelling of internal fluids
  • Convulsions
  • Comatose: 2 doses
  • Death: 3 doses


Nightshade (Atropa Belladonna)
  • 1 Dose until effect
  • Primary: Internal
  • Confusion
  • Hallucinations
  • Delirium
  • Pain reliever
  • Amnesia: 2 doses
  • Convulsions: 2 doses
  • Dilated pupils: 2 doses
  • Tachycardia: 2 doses
  • Loss of balance: 2 doses
  • Rash: 2 doses
  • Slurred Speech: 2 doses
  • Death: 3 doses


Oleander
  • 1 Dose until effect
  • Primary: Internal attack
  • Expelling of internal fluids
  • Abdominal pain
  • Allergic reactions
  • Wildly swinging heartbeat
  • Drowsiness: 2 doses
  • Seizures: 2 doses
  • Coma: 3 doses
  • Death: 4 doses


Rhododendron
  • 1 Dose until effect
  • Primary: Internal attack
  • Effective only against animals
  • Depression
  • Projectile vomiting
  • Hypersalivation
  • Partial paralysis: 2 doses
  • Stupor: 2 doses
  • Coma: 3 doses
  • Death: 4 doses


Ricin (Castor Bean)
  • 1 Dose until effect
  • Primary: Internal attack
  • Nausea
  • Diarrhea
  • Tachycardia
  • Seizures: 2 doses
  • Hypotension: 2 doses
  • Death: 4 doses


Snake Venom
  • 1 Dose until effect
  • Primary: Internal attack
  • Respiratory paralysis
  • Affected limb, swelling
  • Affected limb, discoloration
  • Expelling of internal fluids: 2 doses
  • Low blood pressure: 2 doses
  • Death: 3 doses


Temperature

___Frostbite Guide:
Frostbitten
  • Applies 1 Dose/Rank
  • Remember, lower doses compound with each higher dose added on!
  • If there are multiple effects in a dose level when it is applied, pick one [1].
  • Primary: Chakra attacks: Attacks like Hyouton Manipulation and the Shinsetsu Clan.
  • Secondary: External attacks: 1/2 dose rate: Attacks which target the outward body. Usually physical and ambient.
  • Frostnip Stage
  • Numbness: 1st dose
  • Shivering: 1st dose
  • Cold skin: 2 doses
  • Prickling feeling: 2 doses
  • Superficial Frostbite Stage
  • Off-tint skin: 3 doses
  • Skin hardening: 3 doses
  • Joint stiffness: 4 doses
  • Muscle stiffness: 4 doses
  • Superficial ice crystals: 5 doses
  • Skin feels warm: 5 doses
  • Severe Frostbite Stage
  • Subcutaneous ice crystals: 6 doses
  • Loss of cold, pain and discomfort: 6 doses
  • Intense shivering: 7 doses
  • Slurred speech: 7 doses
  • Drowsiness: 8 doses
  • Loss of coordination: 8 doses
  • Non-functional joints and muscles: 9 doses
  • Unconsciousness: 9 doses
  • Frozen Death: 10 doses

Warming Up
  • Primary: External warmth, -1 dose.
  • Secondary: Katon ambience (1/2 dose rate, i.e. B-ranked amount of Katon is -2 Doses)
  • Frostnip
  • Pain and tingling
  • No permanent damage
  • Superficial
  • Mottled skin colors
  • Stinging, burning, swelling
  • Blistering and discharge
  • Severe
  • Large blisters
  • Blackened tissue
  • Hardened tissue


___Hydration Guide:
Dehydration
  • Applies 1 Dose/Rank
  • Remember, lower doses compound with each higher dose added on!
  • If there are multiple effects in a dose level when it is applied, pick one [1].
  • Primary: Chakra attacks: Attacks like Scorch Manipulation and Taiyo no Senkou.
  • Secondary: External attacks: 1/2 dose rate: Attacks which target the outward body. Usually physical.
  • Stamina costs increased by 5. (includes chakra expenditures): 1st dose
  • Tiredness: 2 doses
  • Headache: 2 doses
  • Dry mouth and skin: 3 doses
  • Dizziness: 3 doses
  • Muscle cramps: 4 doses
  • Sleepiness: 4 doses
  • Irritability: 5 doses
  • Confusion: 5 doses
  • Rapid heartbeat: 6 doses
  • Rapid breathing: 6 doses
  • Extreme thirst: 7 doses
  • Extreme fever: 7 doses
  • Sunken eyes: 8 doses
  • Shriveled skin: 8 doses
  • Delirium: 9 doses
  • Unconsciousness: 9 doses
  • Death: 10 doses

Rehydration
  • Primary: Drinking a [natural] liquid, or injection, -3 doses.
  • Secondary: Ambient and Suiton contact (1/2 dose rate, i.e B-ranked amount of Suiton is -2 Doses)


Beneficial

Unlike Takumi's antidote reagent kit, the majority of these are not easily found, or recognized for what they are. Beneficial hazards have double the resistance gain rate, with 10 encounters between each resistance gain. All of these are considered 'Internal' for their potential attacks, '1 Dose until effect', and are 'Medium'. Any not yet discovered are labeled with NYD.

Anti-venom
  • Combats all effects of a specific venom


Antidote Reagents, Various
  • Sold through pharmacies, like in Takumi


Antifreeze proteins (AFPs) or ice structuring proteins (ISPs)
  • NYD
  • Allows one to survive temperatures low enough that unaffected folks would freeze to death.
  • When fully frozen, these will allow one to come back if sufficiently warmed up enough.


Aspirin
  • NYD
  • Also useful for animals
  • Treats aches/pains
  • Treats fevers
  • Treats inflammation
  • Treats headaches
  • Prevents cancer (requires long-term use)
  • Causes death: 30 doses


Chromatophores
  • NYD
  • Allows one to color their outside appearance at will.
  • Complex patterns: 2 doses


Cyanokit
  • NYD
  • Treats cyanide poisoning


Elysia chlorotica's Vaucheria litorea
  • NYD
  • Causes the skin to grow leaves.
  • Adds chloroplasts (i.e. phototrophes) to the body.
  • Causes one to be immensely weak to fire sources, high temperatures, and katon.
  • Is considered an implant. (follow implantation rules during the effective time length)
  • Allows one to recover, by being in contact with sunlight, at one-half the Resting rate.


Fresh Frozen Plasma (FFP)
  • NYD
  • Allows for a massive blood transfusion.


Leukocytes
  • NYD
  • Reduces the effective hazards time by 1/2.
  • Time until a resistance is gained is 1/2.


Luciferase & Luciferin
  • NYD
  • Causes a firefly like internal glow, upon command.
  • Sustained glow beyond a post shortens the effective time by each additional post.


Mitochondria's Essence
  • NYD
  • Restores descriptives to normal.
  • Permanently adds +5 chakra and stamina.
  • Causes greatly increased hunger: 2 doses
  • Causes greatly increased body temperature: 3 doses
  • Causes unconsciousness: 4 doses


Penicillin
  • NYD
  • Is useful against most bacterial infections.


Stem Cells
  • NYD
  • Reduces the implantation's negatives by half.
  • Boosts healing eiseijutsu effects by 1 rank, within the target.


Telomerase
  • NYD
  • Treats cancer
  • Treats 2 years of body/mind degradation caused by Juin usage
  • Causes increased aging of 1 year: 2 doses (does not matter when the second dose happens)


Troph Essence (NYD)
  • Is permanent.
  • Negates all positive descriptives, traits, and PAs.
  • Causes immunity to shinobi food adjustments and other chakra/stamina changing items.
  • All chakra/stamina recovery amounts, and conditions, are replaced by the specific -troph type.
  • Heterotrophes: Returns the user, bacteria, and fungi back to normal.
  • Autotrophes: Returns plants back to normal.
  • Lithotrophes: Allows one to recover, by eating non-organics, at one-half the Resting rate.
  • Organotrophes: Allows one to recover, by eating any organics, at one-half the Resting rate.
  • Chemotrophes: Allows one to recover, by being in contact with condensed chemical reactions, at one-half the Resting rate.
  • Phototrophes: Allows one to recover, by being in contact with sunlight, at one-half the Resting rate.
  • Methylotrophes: Allows one to recover, by being in contact with methanol, methane, or carbon dioxide, at one-half the Resting rate.
  • Syntrophes: Allows multiple -troph types to exist in the body, but also causes lethargy and aural migraines to occur at all times.


Turritopsis nutricula
  • NYD
  • Reverses the course of aging, and extends life by doing so.
  • Effects wear off when one reaches the infant stage.
  • Can be used for local, highly specific healing, due to this.


Valium
  • NYD
  • Treats anxiety
  • Treats panic attacks
  • Treats insomnia
  • Treats alcohol withdrawl
  • Treats oxygen toxicity
  • Treats seizures: 2 doses
  • Treats hallucinations: 2 doses
  • Causes hypnosis: 2 doses
  • Causes sedation: 3 doses
  • Causes amnesia: 4 doses
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:16 am
Sennin [ Sage ] System
Becoming one with the World


㊝ Basic Guidelines ㊝

㊝ Number of Owners : Four


D e s c r i p t i o n:
tab Sennin Mode is derived from the ability of the user to discern, and therefore, interact with the natural chakra that exists in the world around them. This process results in the potential ability of the user to temper this chakra with their own and drastically empower all of their own abilities. The 'Senjutsu' chakra created in this method cannot be seen by another who has not been trained in Senjutsu disciplines, and allows the user to enter the stage known as Sennin Mode (or active Juin stage), this stage develops many traits in it's user.
tab A person who is able to use senjutsu directly is called a sage (仙人, sennin), with it being further divided into two subclasses, that of the human path variant and the summoning pact variant. There are currently two known ways to learn senjutsu, with the first through the direct intervention of a Summoning Pact's Master choosing to impart their own sagely knowledge on to their Summoner. This method normally takes place upon the secluded island the Summoning calls home, and frequently in the location most dear to their kind, which is oft adorned with similar looking statues. The second method is through the training of one who has already learned the Sage Arts, quite often from the Summoned. This method is rarely taken lightly, as it implies one of a few factors. Be it the trust of Master to Student or the trust of the Summoned to the one to be taught, as few Sennin would dare to undertake a student that would upset their compact with their companions, thus risking their own sage-hood.
tab A person who is unable to use senjutsu without assistance is called a 'cursed one'. These folks employ a more physical means towards utilizing sage chakra, through a fuuinjutsu mark known as 'Juin'. Juin are usually placed in such a way as to allow its target to extend themselves beyond their natural means. However, such extensions are not without a drawback, as many marks attack their host in various ways, all of which end in one normally unfavorable situation: death.


-_-㊝ ㊝ Sennin Mode ㊝

D e s c r i p t i o n:
tab Sennin [Sage] Mode, when referred to simply as 'Sage Mode', is addressed, it speaks directly to the more spiritual applications of the system, whereas Juin speaks to the physical. Sage Mode is a conscious decision, a delicate balance between self and surroundings, and a way to connect to the primeval powers that be. Practitioners will frequently find themselves being transformed by the influences around them, and while the boons are great, balance must be preserved.

  • Limitations
    • No normal, passive, natural chakra regen outside of use. (unlike Juin)
    • 1/3 of the user's total active chakra + stamina is safe for accumulating natural chakra while in use.
    • Sage Mode itself is unable to begin without natural chakra being accumulated first.
    • Non-assisted accumulation only occurs during a full post, non-moving meditation.
    • Irreversible petrification activation upon exceeding the 1/3 limit.
    • Natural chakra absorption is capped at one [1] A-rank per post, regardless of source or technique. (e.g. be it from donation, items, ryousei no jutsu, etc)
    • Sage Arts are able to be used only with natural chakra.

  • Boons
    • Can accumulate natural chakra while in battle, per meditation, specific techniques, and so on. (unlike Juin)
    • Assisted accumulation allows for a wider range of constant, non-threatening use.
    • Technique ability, Overwhelm, is added when chakra/stamina is substituted for natural chakra. (e.g. any technique is capable of substitution, with benefits!)
    • Natural chakra substitution also applies to the S+ rank!
    • Can be successfully used in either path, Summoning or Human.
    • Instant availability to Senjutsu Beating Sticks and Oil purchases.
    • Chakra absorption defense: chakra forcefully absorbed from the user will draw from the natural chakra pool first. Those without Sage Mode or a Juin will begin an immediate petrification, and solidify at the end of their next post.
    • Sage Mode is compatible to use alongside stances, chakra cloaks, and even Juin.
    • After the initial activation post, it does not take up a jutsu slot.
    • The addition of the Sensor Class' Oracle discipline, while in use. Sensor Class shinobi with the Oracle discipline have their discipline double to 10m per rank.


Summoning Pact versus Human Path Variance:
___
    Summoning Pact
    • Requires a Summoning Pact
    • Ease of finding a Master
    • Ease of Master to Student training
    • Ease of accumulating nature chakra (in battle)
    • Reliance on others to assist one's self
    • Development of body characteristics to that of the summoning's (examples below)
      • Differing sized appendages
      • Differing senses
      • Differing coloration
      • Differing thought patterns
      • Differing body structure: Ocular changes, fur, scales, feathers, etc

    • Ties to nature
      • Trees and forests
      • Grasses and plains
      • Seas and oceans
      • Skies and caves
      • Earth and ground
      • Animals, to land, sea, and sky
      • Insects, both tall and small


    Human Path
    • Requires no Summoning Pact
    • Difficulty of finding a Master
    • Difficulty of Master to Student training
    • Difficulty of accumulating nature chakra (in battle)
    • No reliance on others to assist one's self
    • Development of body characteristics better than one's normal (examples below)
      • Heightened musculature
      • Heightened senses
      • Heightened physical charisma
      • Clarity of thought
      • Heterochromia of ringed irises

    • Ties with spirituality
      • Monks of the Fire Temple's Kannon (e.g. aspect of the Amida Bhudda)
      • Jashin cultists' Lord Jashin, The Immortal
      • Ninshuu's way of being together peacefully
      • Evergreen's way of interconnectedness with nature
      • Shinto's way of rituals and mythology
      • Personal devotion and beliefs, such as to one's self, to one's master, and so on


tab Outside of these basic mechanics of Sennin Mode, a few variances in Senjutsu itself have also been born. As stated prior, the ease of access to the Human Path and the Spectral Amida Buddha [ Kannon ] variances have also arisen in the fighting kata that Human Path Sennin have developed. While some may adopt the path of the Sennin who trained them, others focus on a Kata that is more stylized to their own physical change while in Sennin Mode. I.e. A Canine Sage may take a Kata based around fighting on all fours or utilizing claws that he developed in Sennin Mode, the Frog Sage may utilize his transformation to increase the strength of his legs, enabling him to jump far distances and kick with increased force, while a Human Sage is more likely to boost their current physical attributes in an all around manner or may focus their particular kata on their aptitude for Bukijutsu instead.



___㊝ Stages of Sage Mode ㊝


S a g e A r t S t a g e s:
___Dormant Stage [0]
The passive stage: Access to natural chakra & Sage Arts are restricted, as no flow of natural chakra is being interacted with. Consequently, all leftover natural chakra is released & is unusable. This also applies to all other secondary chakra/stamina pools, if said pools harbor natural chakra.
___Basic Effects:
    • Minor Aesthetic Differences Relating to Summon
    • Passive Chakra or Stamina increase: +100 ( Per ninja rank. )
    • Each rank increase must be entirely either chakra or stamina, not a mix, but allows for separate ranks to increase separate pools.
      ( e.g. Chakra at Genin, then Stamina at Chuunin, etc, but not 1/2 Chakra, 1/2 Stamina at Xx rank )


___Awoken Stage [1]
This is an activated/sustained stage, and requires accruing natural chakra to utilize. Ending this stage may entail a penalty, as detailed below.
___Awoken Stage Effects:
    • Increased Aesthetic Changes
    • Strength, Fortitude, Agility, & Reflex, +1 DR to the cap (i.e. not filled unless the user has such ability)
    • Jutsu Strength Increase (Overwhelm: jutsu cast while in sage mode will overwhelm jutsu of the same rank up to and including S+)
    • Can Gain Senjutsu Chakra
    • Gains Sensor Class' Oracle Discipline
    • Ending Sage Mode at or after 5 of the user's posts expels all but 100 Chakra and Stamina



___㊝ Training of a Sage ㊝

D e s c r i p t i o n:
___Sage Mode training is a delicate balance between life and death. While many attempt to gain the favor of nature, there are many more still that fail spectacularly. The various statues that dot the Summoning Lands and religious temples are not hand-crafted works of art, but the results of said failures. Such is the price of trying to learn the one-third ratio.


T r a i n i n g:
___In terms of training, Sennin Mode training lasts for 10 posts, minimum 5 sentences each for those without a summoning. Those without a Summoning must learn their method from a current Animal or Human Path Sage. Those with a Summoning must again travel to the island of their Summon and learn it from the Master Summon, or the current Sage of the summoning. (if said Sage knows it) Those with summonings can choose to undergo the Senjutsu Oil training in their Summoning Island's thread, which cuts the training in half at the expense of a die roll: A 10-sided die is needed, to which a 1-3 halves the training time, & a roll of 8-10 causes the beginning of the petrifaction process. (see 'Senjutsu Oil') Post reductions given by one's abilities or location are null & void when training for this.

Standard Training:
    • Must be trained by Master Summon or a relevant Sage
    • Trainees and Trainers must contact the Summon Head for transparency and training location
    • Takes ten [10] separate posts, five [5] sentences each
    • Posts must take place in a 'Natural' or 'Spiritual' Location
    • Post Reductions do not count in this training


Senjutsu Oil Training:
    • Senjutsu Oil Training typically begins in the respective Summoning Island, with expert eyewitnesses present
    • Upon coating the Trainee, the Trainer (not trainee!) must roll a D10
    • Die roll of 1-3 successfully halves the time of training to 5 separate posts
    • Die roll of 8-10 causes a fail, and begins the petrification process (if you survive, further oil training is barred)
    • Die roll of 4-7 means the oil had no effect and you must train normally
    • Die roll posts are not considered training posts
    • Failure entails transfer to a creature-stone: petrifaction must be halted by the fourth post, for safety, via Senjutsu Beating Stick
    • After the trainee's fourth post of petrifaction, a Senjutsu Beating Stick can no longer save them
    • The sixth post of petrifaction is usually considered death


Reward:
Sennin Moodo [ Sage Mode ]:
Description: Sennin Mode is a power-up used by the Summoners with previous training assistance from their Sage Summons. The Summoner's meditation will first add additional cosmetic markings to their bodies, with the most dominant physical traits of their summoned creatures being added on after. Their body can also alter even more to include such things as toad legs and arms to increase his or her mobility. [ Or any other matching part of their Summon ] Use of this technique in a post does not expend normal chakra or stamina per se, but is simply the recognition of Sage Mode beginning in the Sennin, takes up an activation, is transfers the user to the 'Awoken' stage.


S p e c i a l I t e m s:
___
Senjutsu Beating Stick
Description:
Usable for beating the Natural Chakra out of someone, whether it's for training or another Sennin. If hit by the Senjutsu Beating Stick, an affected Sennin will not be able to use Senjutsu for 3 total posts, and is considered to have reached the five [5] post limit. This object is only available by traveling to a Summoning Island, & paying the head Summoning 1000 Ryo, or through a religious institution with said connections.

Senjutsu Oil
Description:
Usable for beating the Natural Chakra into someone, whether it's for training or an offensive tactic. If hit by the Senjutsu Oil or the 1/3 chakra limit is passed, an affected shinobi will turn in to a stone entity at the end of their sixth post, 'dying'. The Senjutsu Beating Stick can halt this process before their fourth post. If used in conjunction with Sennin Moodo training, each post of usage will effectively count as double. (please see said training, above) This object is only available by traveling to a Summoning Island, & paying the head Summoning 1000 Ryo, or through a religious institution with said connections.



S a g e A r t s:
Chou Oodama Rasengan [ Hermit Art • Ultra-Big Ball Spiral Sphere ]
Rank: A
Description: After entering Sennin Mode, the user will use the extra Chakra to form a gigantic Rasengan. Requires: Senpou • Oodama Rasengan learned.

Chou Oodama Rasen Tarengan [ Hermit Art • Ultra-Big Ball Spiral Multi-Spheres ]
Rank: S
Description: First the user will create numerous Kage Bunshin to begin the Rasen Chou Tarengan attack. After each clone has a Rasengan, the user will enter Sennin Mode. Each clone will then increase the size of their Rasengan and begin a barrage of strikes against their target. Requires: Senpou • Chou Oodama Rasengan & Rasen Chou Tarengan learned.

Dōbutsu Naki [ Hermit Art • Animal Roar ]
Rank: B
Description: A technique used by the Toad Sages Fukasaku and Shima. After focusing Senjutsu Chakra to their throats, the toad sages will emit a paralyzing sound to momentarily stun their foes. Lasts until the end of the target’s next post, but can be ended prematurely if they exert an A-Rank amount of Chakra or Stamina to break free. If the target is two ranks or more lower than the user in body rank, breaking free takes them an action; otherwise, it does not.

Senpou • Goemon [ Hermit Art • Boiling Oil ]
Rank: A
Description: After entering Sennin mode, the Sage, Shima, and Fukasaku will each form a hand seal and then expel their own unique substance. The Sage will emit oil, Shima will emit fire to ignite it and Fukasaku will emit wind to fan the flames. Requires Ryousei no Jutsu to be active, with the user using one of the three listed elements.

Kebari Senbon [ Hermit Art • Thousand Hair Needles ]
Rank: B
Description: Senpou • Kebari Senbon is an combo attack used by the Toad Sage, Fukasaku and Shima in their combined "Sennin" mode. After entering Sennin mode, the Sage will harden their hair and launch it towards an opponent as a torrent of needles. Requires Ryousei no Jutsu to be active.

Oodama Rasengan [ Hermit Art • Big Ball Spiral Sphere ]
Rank: A
Description: After entering Sennin Mode, the user is able to assist two Kage Bunshin in the creation of two giant spiral spheres. Unlike normal Oodama Rasengan, the user is able to wield the Jutsu without the aid of a clone, allowing the Kage Bunshin to move freely. Requries: Rasen Rengan & Oodama Rasengan learned, & a cloning technique to use.

Raigou Senjusatsu [ Amida Buddha's Welcoming One Thousand Arms of Death ]
Rank: B
Description: Raigou Senjusatsu is a technique developed by the Fire Temple's head monk. By remaining still and forming their meditative positions, they can cause the Buddha to grow numerous arms which can strike out against their target. By focusing power, the user could cause the Amida to change form and strike with greater impact. Grants enlightenment. Have fun! A specialty of non-Summoning users, this jutsu is usable during a chakra gathering post, for free. Summoning users must pay the cost to use this technique.

Rasen Rengan [ Dual Spiral Spheres ]
Rank: A
Description: Based upon the normal Rasengan, this version allows the user to create and wield a Rasengan in the palm of each hand after entering Sennin Mode. The dual nature of the attack thus allows double the damage to be inflicted on a target. Requires: Rasengan learned.

Ryousei no Jutsu [ Hermit Art • Animal Technique ]
Rank: A
Description: A combination Jutsu used to maximize usage of natural energy. Because a ninja can only gather natural energy while not moving, it makes it almost impossible to use in battle. To avoid this drawback, Senjutsu practitioners learn to combine with their Sage summons. After forming the needed hand seals, the summon is able to join their body to that of the host ninja. This allows one of the Sennin to remain at rest and gather natural energy while the other combined users are in battle. Requires a partner to sit on the shoulders, or for shadow clones to gather natural energy. This skill only gathers natural energy, and the being gathering the natural energy cannot move. Other methods of gathering natural energy require the use of Ryousei as well, such as having a non contract, non clone partner stay in contact with you while channeling the energy. This does not take up a ninjutsu slot, and takes up one activation the post it is used. Gathers up to 80 natural Chakra per post. The A-rank attached is for learning only; this skill does not require chakra to perform.

Zessenbaku [ War of Words Binding ]
Rank: A
Description: Zessenbaku is a Ninjutsu technique used by the Toad Sage Shima. After focusing Senjutsu Chakra to her snaking tongue, Shima will extend it to seek out hidden foes. This tongue can then emit a chemical to mark and subdue the hidden attacker. Requires Ryousei no Jutsu to be active.

Zessenzan [ War of Words Decapitation ]
Rank: A
Description: Zessenzan is a Ninjutsu technique used by the Toad Sage Fukasaku. After focusing Senjutsu Chakra to his snaking tongue, Fukasaku will extend it towards his opponent. Because of the natural Chakra built up in his tongue, it will become superfast and sharp. The tongue can then easily cut through most foes. Requires Ryousei no Jutsu to be active.


Fuuton

Senpou • Fuuton Sunabokori [ Hermit Art • Wind Element Dust Cloud ]
Rank: S
Description: Senpou • Fuuton Sunabokori is a Ninjutsu technique utilizing the Wind Element. After generating Wind within her lungs, Shima will use the additional power of natural energy to emit a large cloud of blinding dust. Requires Ryousei no Jutsu active.

Rasen Shuriken [ Spiral Shuriken, v.2 ]
Rank: S
Description: As a result of Senjutsu training, the user becomes able to create a Rasen Shuriken which could maintain its form upon leaving their hand. This new variation also increases the destructive nature of the attack, completely tearing anyone caught up in the attack to shreds. This new variation can also increase in size upon coming into contact with his target. Requires all forms of Rasengan to be learned


Katon

Dai Endan [ Great Fireball ]
Rank: A
Description: This technique is a senjutsu altered version of the Fire Release: Flame Bullet. The user fills their mouth cavity with oil, created inside the body with senjutsu chakra. This oil is then expelled and at the same time ignited, which creates a giant flame, equivalent to ten-odd Flame Bullets. This flame can completely cut off the front escape route of an enemy cornered in a hallway or room, or it can thoroughly burn each respective escape route. Needs the non-senjutsu version of Dai Endan to be known.


Genjutsu

Magen: Rinshō [ Demonic Illusion: Confrontation Chant ]
Rank: S
Description: This is a sound-based genjutsu passed down on Mount Myōboku. Because learning it requires many long years of training, only the Two Great Sage Toads, Fukasaku and Shima, have the skills to perform it (although other summonings may have similar ones). This technique only has to reach the target's sense of hearing to be a success. Even if there are several hundred targets, they are completely disconnected from each other. Inside the genjutsu world, the targets are surrounded from all sides by four toad samurai, with their mind and body completely sealed between their hands in an illusionary cube of water. The four unmoving toads won't lift the complete binding until the user gives the order. After the enemies have been caught in the genjutsu, all that is left to do is to strike the finishing blow in the real world. Despite this technique's great power, it takes some time for the users to synchronise melodies, and since it uses sound, it gives away their location, allowing opponents to attack them while it is being prepared. It also makes Shima and Fukasaku's throats dry, meaning it cannot be used repeatedly. Only usable by those with access to Ryousei no Jutsu, with it active. It takes 3 uninterrupted posts of singing to permanently immobilize all targets within hearing range, with the last post initializing the jutsu. Can be overcome by releasing an S+ranked quantity of chakra along with a self-Kai. Usable only once per battle, whether successful or not.

Fuuinjutsu

Senpō: Myōjinmon [ Sage Art: Gate of the Great God ]
Rank: S
Description: The sealing technique which is used in Sage Mode, the user manifests a select number of massive red torii that fall down from above, in order to pin an intended target between the gate and the ground. The size and strength of these torii is such that they can even be used to immobilize the Ten-Tails. These torii are quite versatile and can be used in several different ways, even able to be piled atop one another in order to increase their ability to immobilize the target. The exact number and size of the torii involved in this technique can vary dependent upon what the user specifies:
◾ Seal Ten (封十, Fūtō; Viz Ten Seals): Creates ten torii that can be used to pin several individual targets simultaneously.
◾ Seal Head (封頭, Fūtō; Viz Head Seal): Creates a single, large torii, intended to pin the target's neck beneath it, so as to immobilize their head.


Unique Custom Technique

Dōbutsu Jutsu [ Animal Jutsu ]
Rank: ??
Description: Each species of contract (or non) has a legendary, hidden jutsu just for the Sage that seeks it. Those that can master such a mysterious process have the ability to choose any known jutsu from their library & upgrade it with Senjutsu Chakra. (including known customs) The chosen jutsu that receives the upgrade will be able to function entirely by natural chakra, gaining a power/speed/defense boost in addition to the normal Senjutsu Chakra properties. Beware, however, that the jutsu won't be able to be used without having the said chakra available. Automatically gained when the training process is completed. Custom jutsus must be approved through the Custom Jutsu Approval thread.


Unique Taijutsu

Dōbutsu Kumite [ Animal Kata ]
Type: Simple
Description: The Frog Kata is a fighting style used exclusively by those who have mastered Sage Mode. The senjutsu chakra used during Sage Mode activates the body in various ways, enhancing the user's speed, strength, stamina and durability. This allows a Sage to do incredible feats which include leaping great distances, shattering sharp materials with their hands, as well as lifting objects several times their size. In Frog Kata, the natural energy used by the practitioner to create senjutsu chakra, also encapsulates the user as an aura of natural energy. This aura can act as an extension of their body and cannot be seen by anyone other than those who have trained in senjutsu. By utilising the aura, the user can extend the range and force of their physical attacks. Strikes that seemingly or would normally miss will actually make contact with the target. One punch has been shown to have enough force to cripple and completely finish off an opponent. In addition, the enhanced speed and heightened chakra sensing from Sage Mode, combined with the skillful body movements of Frog Kata, allows the practitioner to evade enemy strikes at the last possible moment. This unique Taijutsu style is automatically gained when the Sage training is completed, & takes up 1 Formless Taijutsu slot. Cannot be used actively in conjunction with other Tai/Bukijutsus, due to chakra conflicts. Each animal style is different, but takes on the characteristics of the animal involved. (with non-contracts being more human-like than not)
 
PostPosted: Sat Apr 20, 2019 11:20 am
-_- ㊝ ㊝ Juin ㊝ ㊝

Description:
tab Stated plainly, Juin is a physical manifestation usage of Nature Chakra, whether for good or evil purposes is up to those involved.

Training:
    General Info:
      Each stage, including application, takes 10 posts.
      Stage 2 includes an additional two requirements, Seishingan (Mind Awakening Pill) & the Shikokumujin (Four Black Fog Battle Formation), trained and provided for by the initial applicator.
      Attack Juin have no training requirements, but do require making contact with the target.

    Specific Info:
      Applicators, your fully tested Juin have a 50% success rate--odd number rolled within 1-10.
      On application, if target fails their roll, all chakra, stamina, and any hidden reserve pools are drained to 1. The target is now comatose, and has 24 hours before death.
      On a failed roll, [Circle of Enlightenment] is required to bring a comatose patient to full health. This operation is always able to be provided at the hospital in Giman.
      On a successful roll, the 10 training posts are non-reduceable, but do provide a mastery bonus once completed. This training stage is unable to be skipped.


Usage:
    All 'reserve pools' are strictly for Nature Chakra. This chakra is able to be applied to any kind of non-natural chakra'd technique to raise its rank up by one [1]. (e.g. fully in place of, not partials)
    All descriptive rank (e.g. DR) increases are to the maximum's cap, unless otherwise stated.
    Active Stages' effects are cumulative. (both benefits and detriments, aside from corrosion)
    Active Seal Stage [2] bypasses Tenketsu lines between nodes, spreading chakra through the body via the seal on the skin.
    Mental and Body Corrosion normally corrode 1 year per post. Life Corrosion normally corrodes both Mental and Body at one-half a year per post.
    Multiple Juin cannot be active at the same time, due to the stress put on the user.
    Sage Arts are capable of being used outside of Juin usage, though without the need or benefits of natural chakra. (unlike with Sage Mode)


User Image-_-_-_-_- ㊝ Ten no Juin [ Seal of Heaven ] ㊝
-_-_-_-_-㊍ Current Owners: 1

Description:
tab The Cursed Seal of Heaven is said to be one of the strongest of Orochimaru's Cursed Seals, the other being its counterpart, the Cursed Seal of Earth. The seal usually consists of one to four tomoe, though the most common is a three-sided tomoe (i.e. mitsudomoe). It is similar to the Sharingan, which, when activated, spreads flame-like markings across the user's body, in a neat visual pattern. Like all Cursed Seals, the user receives increased chakra levels and physical capabilities when the seal is active. The seal was seen to be applied at the left side of the back of both Sasuke's and Anko's necks, though this is not necessary.

Mark Traits:
  • Mental Corrosion: To keep the body strong for battle, this mark attacks the user's mind instead.
  • Heaven marks' techniques which use natural chakra are able to be negated by Earth marks' regular techniques of the same rank.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +10 chakra or +10 stamina, per Body Rank.
        DR: +3 Strength, +3 Speed.
        Reserves: Unlocked. (after pool increase)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Passive Pool Increase: +80 chakra or stamina.
        Active Pool Increase: +80 chakra or +80 stamina, per Body Rank.
        DR: +3 Strength, +3 Speed.
        Modification: The body sprouts two extra hand-shaped 'wings' from the shoulder blades. Said hands are fully usable, but are considered attached at the 'wrist'.


User Image-_-_-_-_- ㊝ Chi no Juin [ Seal of Earth ] ㊝
-_-_-_-_-㊍ Current Owners: 1

Description:
tab This is said to be one of the strongest of Orochimaru's cursed seals, the other being its counterpart, the Cursed Seal of Heaven. This seal is particularly strong even amongst the others, with Kimimaro being the sole known user. It consists of three slightly curved lines, which spread in a rip-like pattern. The seal is located of the upper portion of Kimimaro's chest, over his sternum's manubrium.

Mark Traits:
  • Body Corrosion: To keep the mind strong for battle, this mark attacks the user's body instead.
  • Earth marks' techniques which use natural chakra are able to be negated by Heaven marks' regular techniques of the same rank.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +10 chakra or +10 stamina, per Body Rank.
        DR: +3 Strength, +3 Speed.
        Reserves: Unlocked. (after pool increase)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Passive Pool Increase: +40 chakra or stamina.
        Active Pool Increase: +80 chakra or +80 stamina, per Body Rank.
        DR: +3 Strength, +3 Speed.
        Modifications: Body discoloration. Kekkei Genkai receives 'Shape' Alteration Style, fully unlocked and is usable only with said bloodline(s). If no Kekkei Genkai is present, the style will take over an elemental affinity. No handsigns are needed for this style inclusion, or for any techniques actively affected by said style.


User Image-_-_-_-_- ㊝ Sankakkei no Juin [ Seal of Triangles ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab The seal of triangles belonged to a man named Jirōbō, and is the only one not seen before it is activated. However, the pattern that spreads during its first state is like a long chain of triangular arrows. When the second level of his seal is active, his skin turns red and his hair grows longer. He resembles an ogre or troll in this form. He also grows warts on his forehead and shoulders, and he claims his strength increases ten times, to the point where he can single-handedly lift a gigantic Chōji.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +10 chakra or +10 stamina, per Body Rank.
        DR: +3 Strength, +3 Speed.
        Reserves: Unlocked. (after pool increase)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Active Pool Increase: +80 chakra or +80 stamina, per Body Rank.
        DR: +3 Strength, +3 Speed.
        Modifications: Body discoloration, hair growth, muscle mass increase. Once per post, the user may lift up to 10,000 kg of weight. Immunity to knockback and weight effects less than their body rank.


User Image-_-_-_-_- ㊝ Tsuribari no Juin [ Seal of Hooks ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab Kidōmaru's cursed seal, seen only in the anime, is formed like a hook (placed with the sharp end down) with two tags at the end of the upper part. When the second level of his seal is active, his skin turns deep red, his hair grows longer and turns a light greyish colour, and he grows horns on his forehead and his elbows. He becomes more spider-like, almost oni-like, in appearance in this form. By opening the third eye on his forehead, his accuracy increases to the point of pinpointing Neji's Byakugan blind spot from a distance of over 50 meters.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +10 chakra or +10 stamina, per Body Rank.
        DR: +3 Speed, +3 Reaction.
        Reserves: Unlocked. (after pool increase)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Active Pool Increase: +80 chakra or +80 stamina, per Body Rank.
        DR: +3 Speed, +3 Reaction.
        Modifications: Body discoloration, horn growth, hair growth, 1 additional sensory organ: Once per post, the user may use their new organ to spot, hear, or smell something about their target. Immunity to hazard effects less than their body rank.


User Image-_-_-_-_- ㊝ Mitsutenbyou no Juin [ Seal of Three Dots ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab Sakon and Ukon both have the same type of cursed seal, which consists of three circular dots placed like a triangular shape on their foreheads. When the second level of their seals are active, they resemble goblins with red skin, longer hair, a single horn (on opposite sides for each brother), and can grow black armour from their bodies (from the side where they separate). They can also extend their fusing abilities to someone other than each other, and tear their opponents apart on a cellular level. This is caused by the Seal strengthening their already impressive cellular-affecting Kekkei Genkai.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +10 chakra or +10 stamina, per Body Rank.
        DR: +3 Speed, +3 Fortitude.
        Support: -1/2 rank Kekkei Genkai chakra usage. (min. of 1 chakra/stamina)
        Reserves: Unlocked. (after pool increase)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Active Pool Increase: +40 chakra or +40 stamina, per Body Rank.
        DR: +3 Speed, +3 Fortitude.
        Support: -1/2 rank Kekkei Genkai chakra usage. (min. of 1 chakra/stamina)
        Modifications: Body discoloration, hair growth, muscle mass increase. Once per post, while defending, the user's Kekkei Genkai techniques will not be subject to any 'overwhelming' effect(s). Once per post, 'freely manipulated' Kekkei Genkai effect(s) may be treated as substantial enough for versus situations.


User Image-_-_-_-_- ㊝ Turisukerion no Juin [ Seal of Triskelion ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab Tayuya's cursed seal consists of three hooks, similar to a triskelion, on the back of her neck. When the second level of her seal is active, her hair grows longer, she grows five oddly-placed horns on her head, slightly resembling a crown, and her skin turns dark brown. The horns grow when she exerts herself, indicating additional growth while active. Her strength increases as well, to the point of being able to break free of the Shadow Imitation Technique.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +10 chakra or +10 stamina, per Body Rank.
        DR: +3 Speed.
        DR - Direct Application: +3 Genjutsu Strength.
        Reserves: Unlocked. (after pool increase)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Active Pool Increase: +120 chakra or +120 stamina, per Body Rank.
        DR: +3 Speed.
        DR - Direct Application: +3 Genjutsu Strength.
        Modifications: Body discoloration, hair growth, muscle mass increase. For each post that Stage 2 is active, crown-like horns will grow, indicating a steadily increasing reduction in technique costs: -1 rank on upkeep costs of an active technique per completed active post, to a minimum of 5 chakra/stamina. (e.g. each sustain cost is tracked separately)



User Image-_-_-_-_- ㊝ Dōbutsu no Juin [ Seal of Animals ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab To obtain this particular cursed seal, the chosen person is bitten by a snake to receive the instructions on how to form the potion that grants the user a seal, rather than to have one directly given through a bite from Orochimaru like the rest of his cursed seals. When the ingredients are formed into the potion and then ingested, the user will go into the first stage of the cursed seal and obtain enhanced abilities along with muscle growth and, in Mizuki's case with his tiger-like stripes, traits of an animal. When the second level is reached, the user will attain the form of an animal along with the increasing strength and abilities, but decreased speed. However, if the potion for the seal is consumed earlier than it is intended, then the results will backfire and the person's body will begin to destroy itself. In Mizuki's case, when the potion effects dissipated, he shrivelled up into an angry and powerless old man, and would have died if not for Tsunade's medical skills. Regardless, Mizuki lost all of his powers and could never be a ninja ever again.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.
  • Corrosion Inverted: Corrosion begins and continues when not in Stage [1] or [2].

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.
      • Corrosion of Life begins.

    Stage [1] - Awoken
      Corrosion Rate: Ceased.
      Mark Crawl:
        Active Pool Increase: +10 chakra or +10 stamina, per Body Rank.
        DR: +3 Strength, -3 Speed.
        Reserves: Unlocked. (after pool increase)

    Stage [2] - Advanced
      Corrosion Rate: Ceased.
      Mark Envelop:
        Active Pool Increase: +80 chakra or +80 stamina, per Body Rank.
        DR: +9 Strength, -9 Speed.
        Modifications: Body discoloration, hair/scales/feathers growth, muscle mass increase. Upon Stage 2 training completion, the reserve pool expands to 50% (rather than 33%), and its regeneration is now +10% rather than the flat +10.



User Image-_-_-_-_- ㊝ Chakra no Juin [ Seal of Chakra ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab Nurari, Kihō, & Kigiri were given the power of the Cursed Seal, which granted them an increase in chakra and raw power, but if they do not take a pill after a certain amount of time, the seal would kill them by tearing them inside out.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.
  • Corrosion Rate: Double, unless under the effects of the applicator's chakra pill.
  • Chakra Pill: The applicator must produce chakra food (e.g. pills, drinks, ramen, etc) for their marked, with their own chakra. Said food acts per normal chakra food limitations.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina increase: +10%.
      • Corrosion enacts if outside of the applicator's chakra food.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20%.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.
      • Corrosion enacts if outside of the applicator's chakra food.
      • +15 technique slots, +3 custom techniques.

    Stage [1] - Awoken
      Corrosion Rate: Active.
      Mark Crawl:
        Active Pool Increase: +50% chakra and +50% stamina, per Body Rank.
        DR: +3 Strength, +3 Speed, +3 Reflex, +3 Fortitude.
        Reserves: Unlocked. (after pool increase)
        Modifications: The current chakra food's effect(s) is/are cancelled, thus enabling Corrosion.



User Image-_-_-_-_- ㊝ Jūgo no Juin [ Seal of Jūgo ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab Jūgo is the origin of the Orochimaru's Juinjutsu, using his bodily fluids to create the various cursed seals Orochimaru brands his followers with. As such, he is able to use its power to its full extent without it eroding his body. Unlike those who have been given a cursed seal, Jūgo is not limited to one transformation, and can enter whatever form is best for the situation. He can change what form he takes almost instantly and can isolate the transformation to parts of his body. In this form, Jūgo has incredible speed shown when he was able to approach Killer B from behind unnoticed.

Mark Traits:
  • Life Preservation: The user has no observable degradation.
  • Corrosion Rate: None.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina increase: +10%.
      • Ability to communicate with all animal, sentient plant, and insect life.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20%.
      • Reserve pool of natural chakra: One-Half of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Conditional Insanity: When the Reserve Pool reaches One-Third or greater, the user will lose control of their rationality, going berserk on friend and foe. (lasts until the Reserve Pool empties)
      • Anti-Petrifaction: Petrifaction is replaced by the above Conditional Insanity.

    Stage [1] - Awoken
      Corrosion Rate: Active.
      Mark Crawl:
        Active Pool Increase: +5 chakra and +5 stamina, per Body Rank, to all allies in the same thread as the user.
        DR: +3 Strength, +3 Speed.
        Reserves: Unlocked. (after pool increase)
        Modifications: Allows other curse seals a chance to roll the die once more, if a failed roll occurs in the local vicinity. Up to 2 limbs can be transformed in this stage.

    Stage [2] - Awoken
      Corrosion Rate: Active.
      Mark Envelop:
        Active Pool Increase: +40 chakra and +40 stamina, per Body Rank, to all allies in the same thread as the user.
        DR: +5 Strength, +5 Speed.
        Modifications: Allows other curse seals a chance to roll the die once more, if a failed roll occurs in the local vicinity. All limbs can be transformed in this stage.



User Image-_-_-_-_- ㊝ Gelel no Juin [ Seal of Gelel ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab 'Gelel' is an ancient system of jutsu stored in the form of a shiny, swirly, green rock. While simply having a stone inside one's self does not let them use the multitude of jutsu available to the Gelel user, it does give them access to its Curse Stages, with jutsu being optionally trainable. The usual effects of inserting a stone into one's self are agelessness & the inability to recall specially created techniques, weapons/armor, puppets, and the like. Mastering the transformation process to the first Awoken Stage & then activating it lifts the loss of access at the cost of being ageless. Those years that were skipped by being ageless suddenly drop on to the user like a heavy stone, adding on once the Awoken Stage's limit stops the transformation effects.

Mark Traits:
  • Life Preservation: The user has no observable degradation.
  • Corrosion Rate: None.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra or Stamina increase: +50%.
      • Amnesia: Loss of all customs. (slots are locked, weapons fall away, et cetera)
      • Gelel Accessibility: No need to be in contact with a Gelel stone for Gelel Techniques, due to its absorption.
      Mastery Effects:
        Passive Chakra or Stamina increase: +100%.
      • Amnesia: Loss of all customs. (slots are locked, weapons fall away, et cetera)
      • Gelel Accessibility: No need to be in contact with a Gelel stone for Gelel Techniques, due to its absorption.
      • Deathless: All aging ceases.
      • Tenketsu Unique: With the stone embedded, the entire body now houses millions of Tenketsu and its associated lines.

    Stage [1] - Awoken
      Corrosion Rate: Delayed Decuple. (10x years stored per post used, and applied immediately upon equalization of Life)
      Mark Crawl:
        Active Pool Increase: +20 chakra and +20 stamina, per Body Rank.
        Customs: Unlocked.
        Modifications: Infinite and near-instant physical regeneration, so long as body parts are not severed. Endless body modification abilities. Stage permanence: This stage is unable to be deactivated, until death occurs.


User Image-_-_-_-_- ㊝ Iburi no Juin [ Seal of Iburi ] ㊝
-_-_-_-_-㊍ Current Owners: 0

Description:
tab This flowery symbol has three rounded petals, and is always located at the top of the spine on one's back. Unlike many other Juin, the main purpose of this lays in its dormant stage rather than its active stage. The main effect is to negate the negatives of one's bloodline, for many years. The downside is that the body's degradation is not halted during the dormant stage. Instead, every 12 posts' worth (e.g. 3-4 sentences per post) will degrade 1 year of life from the average of 100 living years, until the actual age and the degraded age equalize. Upon equalizing, the active stage of this Juin will enact, causing the user to become completely of their bloodline's main ability, element, et cetera, never to again have a human body. Not having a human body prevents access to using one's non-bloodline abilities with non-Sage chakra, and it ceases natural chakra/stamina regeneration. They can only be performed while possessing a compatible and willing natural life form (animal, plant, insect, etc), if learned prior to full degradation. If preparations before full degradation allow for after degradation life, one may still be allowed to be a shinobi.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.
  • Corrosion Rate: One-Twelfth.
  • Nature Friendly: Does not interfere with Sage Mode usage.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -25%.
      • Instability: Weaknesses and negatives of bloodlines and clans are doubled.
      Mastery Effects:
        Passive Chakra and Stamina increase: +25%. (remove the basic minus effect before calculating)
      • Stability: Weaknesses and negatives of bloodlines and clans are negated.

    Stage [1] - Awoken
      Corrosion Rate: None.
      Mark Crawl and Envelop:
        Passive Chakra and Stamina Increase: +45 chakra and +45 stamina, per Body Rank.
        Natural Chakra Limitation: +10% per Body Rank. (e.g. S+rank tops out at 100%)
        Familial Ability: Non-bloodline/clan techniques are unable to be performed without the user possessing a willing host.
        One with Nature: Petrification, specific elemental sealing, and area negation will all seal the user until said technique is lifted. (does not affect if within a willing host)
        Modifications: Sage Mode is permanently activated, while normal chakra and stamina pools are permanently deactivated. Chakra regeneration guidelines now apply to Sage Mode. Stage permanence: This stage is unable to be deactivated.



-_-_-_-_-_-_-_-_-_-_-_-_-Attack Juin

User Image-_-_-_-_- ㊝ Danzō no Juin [ Seal of Danzō ] ㊝
-_-_-_-_-㊍ Current 'Owners': 0

Description:
tab This Cursed Seal is given to all members of the ANBU subgroup Root by Danzō Shimura, to ensure no information about Danzō or the organization falls into the wrong hands. After Danzō died, the seals disappeared from all the Root members. When the wearer of this Cursed Seal speaks about anything incriminating related to Danzō or Root, their entire body will be paralyzed, taking away their ability to speak or move. It is applied to the tongue and takes the shape of three solid lines and two broken lines from the back of the tongue to the tip. The seal can be completely negated by having the applicator perish. Other senses can be sealed instead, to which they receive the mark and its effects. The specific topic wishing to be made forbidden must be thought about during application.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.
  • Involuntary: Incriminating information can be nearly anything, so long as the user is aware of it.
  • Freebie: Requires no dice rolls for application success rate.
  • Slave: Mark has no mastery abilities, and no need to be trained.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -10%.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool decrease: -10% chakra and -10% stamina, per Body Rank below S+.
        DR: Cessation of all descriptive ranks.
        Modifications: Marked organ or sensory ability ceases to function during attempts to communicate said information. Recipient of the mark will gain full paralysis after organ/sensory cessation.



User Image-_-_-_-_- ㊝ Hyūga no Juin [ Seal of Hyūga ] ㊝
-_-_-_-_-㊍ Current 'Owners': 0

Description:
tab This seal is given to all branch house members in the Hyūga clan by members of the main house. Its main purpose is to seal their Byakugan ability when they die, preventing an enemy from learning its secrets. Its secondary purpose is to control the branch house, since it can be activated at will by a main house member with a hand seal only known by them to destroy the wearer's brain cells. The seal is branded on a branch member's forehead when the next heir or heiress of the main house turns three years old, (Neji Hyūga received his at the age of four on Hinata's third birthday), and is only removed upon their death. Branch house members tend to keep their foreheads concealed because of the seal. Can be completely negated by either having the applicator perish, or by having the seal be sealed via the Evil Sealing Method.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.
  • Caste: A symbol upon one's forehead becomes visible.
  • Freebie: Requires no dice rolls for application success rate.
  • Slave: Mark has no mastery abilities, and no need to be trained.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -10%.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool decrease: -10% chakra and -10% stamina, per Body Rank below S+.
        DR: Cessation of all descriptive ranks.
        Modifications: Deletion of one [1] technique per post of active torture, specified from the applicator. Techniques/Abilities which require another to be known in order to use are locked (for usage) if said base technique is deleted.

    Stage [2] - Death
      Conditional: Only activates upon death. The applicator is not able to force this stage into being.
      Mark Envelop:
        Modifications: All abilities, techniques, and knowledge known during life are deleted, wiped, and then sealed further. For all intents and purposes, the body is completely unusable to any who wish to exploit it. (this includes techniques such as Edo Tensei)


User Image-_-_-_-_- ㊝ Kugutsu no Juin [ Seal of Puppetry ] ㊝
-_-_-_-_-㊍ Current 'Owners': 0

Description:
tab Hiruko uses this to take control of people. It can be activated long after the technique is first applied. The appearance is a red eye with another circle in it resembling the pupil, with four lines stemming from the upper line of the eye and two big thick lines stemming from the side of the eye. This power seems to control the minds of others as it appeared on Kakashi's forehead, vanished, then took control over his body. The eyes of the person who get caught by this technique turn red while they are being controlled. The technique works in a manner similar to controlling a puppet; using hand motions to guide the target to its destination. Can be completely negated by either having the applicator perish, or by having the seal be sealed via the Evil Sealing Method.

Mark Traits:
  • Life Corrosion: To keep the user balanced for battle, this mark attacks the user's life instead.
  • Amnesia: Those afflicted by it completely forget receiving the mark, as well as any actions taken during Stage [1] - Awoken.
  • Freebie: Requires no dice rolls for application success rate.
  • Slave: Mark has no mastery abilities, and no need to be trained.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina increase: +10%.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool transfer: The applicator is able to add their own pools to their puppet, during the active stage.
        Limitation: Only one marked target is able to be controlled at a time.
        Modifications: Control of one's rpc is handed over to the applicator during usage. Additionally, a bright red seal will briefly flash and then fade as the eyes begin to glow a reddish hue. Henge usage can cover this singular fault, though there are other illusive methods which are able to, as well.


User Image-_-_-_-_- ㊝ Kotai no Juin [ Seal of the Old Style ] ㊝
-_-_-_-_-㊍ Current Owners: 1

Description:
tab The Kotai Juin is a fairly non-invasive seal (4 prongs held together by an inner circle) that allows those affected by it to produce customized techniques, at the cost of quite a lot of pain, in addition to life-shortening measures. For those that choose this path, the pain will be substantial enough to hinder effective combat until complete mastery over it is obtained.

Mark Traits:
  • Flippant Corrosion: To keep the mind strong for battle, this mark attacks the user's body instead, during Stage [1]. During Stage [2], this mark attacks the user's mind instead of its body.
  • Customs, Original: Custom techniques must be entirely custom, meaning not reproduceable through Alteration styles.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +15 chakra or +15 stamina, per Body Rank.
        DR: +3 to Strength, Speed, Reflex, or Fortitude. (pick 1)
        Reserves: Unlocked. (after pool increase)
        Modification: +1 Custom Kotai 'Awoken' Jutsu. (available only during Stage 1 and 2)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Passive Pool Increase: +40 chakra or stamina.
        Active Pool Increase: +40 chakra or +40 stamina, per Body Rank.
        DR: +3 to Strength, Speed, Reflex, or Fortitude. (pick 1)
        Modification: +1 Custom Kotai 'Awoken' Jutsu. (available only in Stage 1 and 2) +1 Custom Kotai 'Advanced' Jutsu (available only during Stage 2)



User Image-_-_-_-_- ㊝ Shintai no Juin [ Seal of the New Style ] ㊝
-_-_-_-_-㊍ Current Owners: 1

Description:
tab The Shintai Juin is a fairly non-invasive seal (4 prongs held together by an outer circle) that allows those affected by it to produce customized techniques, at the cost of quite a lot of pain, in addition to life-shortening measures. For those that choose this path, the pain will be substantial enough to hinder effective combat until complete mastery over it is obtained.

Mark Traits:
  • Flippant Corrosion: To keep the body strong for battle, this mark attacks the user's mind instead, during Stage [1]. During Stage [2], this mark attacks the user's body instead of its mind.
  • Customs, Alterations: Custom techniques must be an rpc's known technique affected by any alteration within the guild registry, whether the alteration is known by the rpc or not.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +20.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +10 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        Active Pool Increase: +15 chakra or +15 stamina, per Body Rank.
        DR: +3 to Strength, Speed, Reflex, or Fortitude. (pick 1)
        Reserves: Unlocked. (after pool increase)
        Modification: +1 Custom Shintai 'Awoken' Jutsu. (available only during Stage 1 and 2)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Passive Pool Increase: +40 chakra or stamina.
        Active Pool Increase: +40 chakra or +40 stamina, per Body Rank.
        DR: +3 to Strength, Speed, Reflex, or Fortitude. (pick 1)
        Modification: +1 Custom Shintai 'Awoken' Jutsu. (available only in Stage 1 and 2) +1 Custom Shintai 'Advanced' Jutsu (available only during Stage 2)


User Image-_-_-_-_- ㊝ Myou no Juin [ Seal of the Unusual ] ㊝
-_-_-_-_-㊍ Current Owners: 1

Description:
tab The Myou Juin is a fairly non-invasive seal (4 prongs held together by an inner and an outer circle) that allows those affected by it to produce customized experiences, at the cost of quite a lot of pain, in addition to life-shortening measures. For those that choose this path, the pain will be substantial enough to hinder effective combat until complete mastery over it is obtained.

Mark Traits:
  • Life Corrosion: To keep the user strong in and out of battle, this mark attacks both the mind and body equally.
  • Flexible Descriptive Ranks: DR caps gained are modifiable every time the particular Stage is reached.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +40.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • A dormant mark regenerates +20 per post, regardless of activity level.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        DR: +3 to Strength, Speed, Reflex, or Fortitude. (pick 3, the 4th receives a -3)
        Reserves: Unlocked. (after pool increase)
        Modification: 'Overwhelm' effects directed at the user, or being used by the user, are negated.

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Passive Pool Increase: +80 chakra or stamina.
        DR: +3 to Strength, Speed, Reflex, or Fortitude. (pick 3, the 4th receives a -3)
        Modification: 'Overwhelm' effects directed at the user, or being used by the user, are negated.



User Image-_-_-_-_- ㊝ Sakasama no Juin [ Seal of the Inverted ] ㊝
-_-_-_-_-㊍ Current Owners: 1

Description:
tab The Sakasama Juin is a fairly non-invasive seal (4 prongs held together by an inner, a middle, and an outer circle) that allows those affected by it to produce customized experiences, at the cost of quite a lot of pain, in addition to life-shortening measures. For those that choose this path, the pain will be substantial enough to hinder effective combat until complete mastery over it is obtained.

Mark Traits:
  • Life Corrosion: To keep the user strong in and out of battle, this mark attacks both the mind and body equally.
  • Maximum Potential: DR caps raised interfere with natural chakra regeneration. Chakra foods must be consumed to replenish the reserve chakra pool.
  • Safety Net: This mark will prohibit the reserve pool from raising above the 33% limit.

Mark Stages:
    Stage [0] - Dormant
      Basic Effects:
        Passive Chakra and Stamina decrease: -99%. (Minimum of 1)
      • It's best to have medical assistance!
      • Please eat or drink a Chakra Food after mastery.
      Mastery Effects:
        Passive Chakra or Stamina increase: +40.
      • Reserve pool of natural chakra: One-third of the user's total passive chakra+stamina pool. (round down to the nearest integer)
      • Reserve pool is locked and unusable, retracting down to the application's site.
      • This mark will never regenerate chakra without assistance.

    Stage [1] - Awoken
      Corrosion Rate: Normal.
      Mark Crawl:
        DR: +3 to Strength, Speed, Reflex, and Fortitude.
        Reserves: Unlocked.
        Modification: +1 Descriptive Rank increase to all 4. (e.g. not a cap gain)

    Stage [2] - Advanced
      Corrosion Rate: Double.
      Mark Envelop:
        Passive Pool Increase: +80 chakra or stamina.
        DR: +3 to Strength, Speed, Reflex, and Fortitude.
        Modification: +1 Descriptive Rank increase to all 4. (e.g. not a cap gain)
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 11:21 am
Special Regulations
Ghost Abilities - Out of Body Experiences


Any soul removal techniques, items, and weapons must follow these:
  • The soul is given an initial 10 posts to return to its body. Running out of posts kills the soul. The start of each post counts as 1. (i.e. going from 1 to 0 in the last post indicates death)
    • Performing one [1] activation takes off one [1] post's worth of time.
    • Receiving damage of any kind takes off one [1] post's worth of time.

  • Removal of the soul by any means gives the physical body a self-sustaining barrier that simply leaves it in a stasis.
    • Non-harmful actions towards the body have no ill effects.
    • Harmful actions towards the body cause the same damage to both parties.
    • Using 'Kai' on a soul-less body will bring back the soul to its body so long as 1 post count remains.

  • Retrieval of the soul back into the body drains 90% of the remaining (chakra + stamina) from the body, due to stress.
  • A soul may only go to where its physical body has been before, & nowhere else. (excluding possessing)
  • Training for existing in this state naturally is the same as a B-ranked Ninjutsu, non-reduce-able.
    • Each training adds one [1] additional post to the initial posting limit.
    • Each training reduces the retrieval stress by 5%, down to a minimum of 10%.

  • Possessing someone while in this state is possible.
    • Is not considered an auto-action.
    • Non-willing host: Each cost paid requires twice the amount, including chakra, post counts, et cetera.
    • Willing host: Post count deductions will not occur when no activations (from the ghost) take place. The host will lose 20 (chakra or stamina) per post, from their maximum, which is able to be healed by fully resting after the possession has ended.
    • Booting: Exerting the same amount of chakra or stamina as the ghost's body rank will force a release, booting them out for 4 posts.


Ryumyaku - Time Travelling

  • Suggested uses:
    • Crafting.
    • An escape or entrance. (all three [3] activations used)
    • Hiatus excuse.
    • Mini-arcs or plot device.

  • Alterations to timelines:
    • Significantly affecting timelines is impossible, as other events will intervene to clean up any altered times. i.e. Killing off an important historical figure will have them be resurrected by a passing monk, saving someone will have them die from the flu later that week, etc...
    • The visitor to said time is not affected by this, and can still die!
    • Slight, miniscule effects placed in timelines is possible, but they will have no truly different outcomes until after the point at which the initial Ryumyaku activated.

  • The top 3 most visited threads in a subforum are able to have Ryumyaku running through it.
  • Replaying events requires a separate but identical thread to keep the normal flow continuing. Created threads in such a fashion will be labelled with the appropriate time period. (Mizukage's Office, 1st Mini-arc Timeline; Yukigakure's Gates, Defending From Kumo's Espionage; Ec Cetera)
  • Returning from Ryumyaku travel wipes the physical memory of those involved, but non-harmful altered events will bring back partial memories in a month's irl time. (such as accidently leaving an item common to the area's time period there with one's initials upon it)
  • Using Rouran's main inner tower, one can talk/battle it out with anyone from any part of history. This will not affect the lives of people or entities being summoned, & they can not leave the gardens of the inner tower without being sent back to their time/place/plane. One's rpc can still die from this type of encounter, & anyone is allowed to play the people or entities being summoned.
 
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