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Reply [Starter Forum] Bloodlines, Demons, Curse Marks, Summonings and More
Cursemarks

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Deil Grist
Vice Captain

PostPosted: Sun Oct 17, 2010 12:43 pm


Cursemarks are powerful seals inscribed on the body to give the user power. They naturally generate their own chakra as if they are beings in their own right, and they constantly remind the user of this in the first stage. The cursemark spreads over the body when it's activated, and it marches further and further around the body faster after each activation until it finally consumes the user. The user can sometimes suppress the cursemark's spread, but this keeps the cursemark from providing chakra and is quite draining. The more times the cursemark is used, the harder it becomes to suppress it. If the cursemark manages to take control of the body, the user will go on a rampage until his chakra runs out without caring if the target is friend or foe. The only way for the user to stop the rampage is to attempt to release the second stage of the cursemark. This is highly dangerous, because there is a good chance that the cursemark could flood the user with so much chakra that his or her chakra system literally explodes, or it takes over the user's body just as it would in the first stage.

Stage One Cursemark Usage:
The cursemark can be activated as many times in a day as desired, but its chakra bonus does not replenish until the next day. (So if a cursemark gives you 50 points of chakra, and you use 30 points in jutsu, you will only get a 20 point bonus that day during the next activation.)

For a while, the cursemark is easily controlled. However, after a certain number of uses, the cursemark will become harder to control. Eventually, the cursemark will automatically activate any time you attack or are attacked, and it will stay active for the entire activation period. The exact number and system is given on each cursemark.


Side effects:
These occur when the cursemark is suppressed/deactivates. The body loses all its bonuses from the cursemark, along with some other penalties. They range from hardly noticeable to quite debilitating.


DANGER ZONE:
Overusing a cursemark can be quite disastrous. your chakra drops down to 20% of its normal amount, you have entered the danger zone. The cursemark will attempt to take over your body, and sheer willpower may not be enough to stop it. The chance of a penalty along with other consequences for each curse mark is described on each one.


Acquisition:
In order to get a cursemark, you must do several steps. First and foremost, you must apply to use a cursemark in the "Cursemark Application" topic in the starter forums. Anyone can have a cursemark [unless specified by a bloodline/bijuu], and it can be acquired at any time. However, the application is the easy part. If the application is approved, the user will then have to search out a "Marker". A "Marker" is an RPC controlled by the moderators with the specific purpose of giving cursemarks to those that prove themselves worthy. Because cursemarks are considered evil and some people want to remove cursemarks from the world, the Markers are usually hidden to protect themselves. Not only that, but part of how someone proves his or her worthiness is by managing to find the Marker. After that, the Marker will put the potential wielder through a trial of some sort. A spar, or a puzzle perhaps. It all depends on the Marker's preference. Only when the trial is passed will the cursemark be given to the applicant. However, a word of warning: failure to pass the trial will result in being attacked by the Marker. After all, if you can't even pass a simple test, how can you be trusted not to tell people where the Marker is?


Stage 2:
The cursemark can be activated as many times in a day as desired, but its chakra bonus does not replenish until the next day. (So if a cursemark gives you 50 points of chakra, and you use 30 points in jutsu, you will only get a 20 point bonus that day during the next activation.)
Note: The bonuses DO NOT STACK when you activate stage two. They are separate. When you move from stage 1 to 2, cancel all the bonuses of stage 1 and apply the stage 2 bonuses. Any damage done to your body by stage one, however, is permanent, but you will never have to roll for a long term stage 1 drawback once stage 2 is acquired.

In order to acquire Stage 2, you must go back to the Marker you got the cursemark from in order to get a pill that forces stage 2 to activate. Usually, you will have to do another test to receive the pill. Using this process to advance the cursemark is extremely dangerous, however it's not as bad the more times you have used stage 1. Look at each cursemark to see your chances of living and getting stage 2 VS dying.

Unlike the stage one cursemark, this cursemark is more docile. While it still has long term and short term side-effects, it will not attempt to take over the user's body. However, after a while, the body will become dependent on using the cursemark to compensate for the damage done to it by the cursemark.


Morph:
When stage 2 is achieved, almost every individual as an unique change in his/her body. For example: Sasuke grew bat-like wings while Kimimaru grew a tail. If your cursemark allows custom morphs, go to the customs section and apply for it once stage 2 is achieved. If a custom morph is not allowed for the cursemark, then follow the one provided.
 
PostPosted: Sun Oct 17, 2010 12:58 pm


Cursemark Name: Cursemark of Heaven
User Image



Brief Description: It is regarded as the most powerful cursemark because of its massive chakra bonus and long duration times. However, it's also the most dangerous cursemark.
Note: This cursemark is the most corrosive cursemark in existence, and the user will occasionally experience a terrible pain throughout the body. Every post a 100 sided die will have to be rolled, and if a 1 is rolled, then the user will be immobilized by pain for 1 post. The pain is so random and intense that having a strong will or other form of toughness or tolerance won't be enough to keep from being immobilized by pain. The good thing though is that the chances of the pain occurring is very remote.

Stage One-
Bonuses:
The user's charka becomes 3X its normal amount (The user gains 2X their max chakra value. Ex: A genin normally has 25 chakra points, so that person would gain 50 chakra points while the cursemark is active.)
+1 rank strength
+1 rank toughness


Usage-
Activation Duration: 6 posts

Danger Zone: The user becomes immobilized and consumed by pain, and has to do a chance roll every post for three posts with a 20 sided die. If a 2 or lower is rolled, then the cursemark takes over and the user goes into a blind rage ending in death. If a 5 or below is rolled, then the user's chakra will never develop beyond that point. (So if you are a chuunin, then you will never receive the jounin and up chakra bonuses.)

Side-Effects: For 5 posts after the cursemark is deactivated, the user will have - 1 rank speed and strength. (If the user has any of these attributes as strengths, the battle techniques of each cannot be used until the side-effects wear off.)

Long Term Drawbacks: Over time, the user's chakra system will start to degrade and create less chakra. After 10 activations, the user will lose 1 chakra point off their chakra total permanently every 3 activations. (Permanent)

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or lower, the cursemark forcefully activates. Every time you fight from then on, multiply the number of activations since the cursemark has started becoming unruly by 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 90 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 4.
Bonuses:
X4 chakra (If you are an average genin with this cursemark, you would gain an additional 25 chakra points.)
+ 1 rank Strength
+ 1 rank Toughness
+ 1 rank agility

Usage-

Activation Duration: 5 Posts

Post-Deactivation Drawbacks:
For 7 posts, - 1 rank strength, speed, and toughness. - 2 ranks agility. (Cannot use attribute battle techniques during this time)

Morph: Completely Custom. Go to the custom section to create it.

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Oct 17, 2010 12:59 pm


Cursemark Name: Cursemark of Earth
User Image


Brief Description: This cursemark is almost as strong as the Cursemark of Heaven, but focuses more on amplifying the abilities of the body than the massive chakra bonus of the Heaven variant.

Stage One-
Bonuses:
X1.5 Chakra
+ 1 rank agility, speed, toughness, and strength

Usage-

Activation Duration: 4 posts

Danger Zone: You move at 1/4 normal speed, and you will not have the strength to block or perform attacks.

Side-Effects: -1 rank all physical attributes except endurance for 6 posts, lose half your remaining stamina.

Long Term Drawbacks: Over time, this cursemark tears apart the muscles because it pushes them past their normal limits in an unnatural manner. - 1 rank speed, strength, or agility every 6 activations. (Permanent, and after 30 activations, all your muscles will give out, including your heart.)

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 2 plus 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 90 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 4.

Bonuses:
X2 chakra
+2 ranks strength, toughness, and agility
+1 rank speed and endurance (You have the stamina of 1 rank above you for +1 rank endurance. If you are a sannin/kage, add 30 pts.)

Usage-

Activation Duration:4

Post-Deactivation Drawbacks: -2 ranks for all physical attributes except endurance, and lose half your remaining stamina and chakra.

Morph: Custom
PostPosted: Sun Oct 17, 2010 1:00 pm


Cursemark Name: Cursemark of Vitality
User Image


Brief Description: This cursemark focuses on augmenting the abilities of the body and mind, depending on the user. It gives perks to the use of Attribute Battle abilities.

Stage One-
Bonuses:
X1.25 chakra
+1 rank cunning
The "Combat Ability" of the primary attribute of the character can be used twice per battle instead of once as long as this stage of the cursemark is active.

Usage-

Activation Duration: 3 posts

Danger Zone: For 3 posts, the user cannot use attribute the
Combat Ability, and user's speed is reduced by one rank.

Side-Effects: For 5 posts, the user's combat ability cannot be used.

Long Term Drawbacks: Over time, activating the cursemark can cause the body to resist using the Combat Abilities of strengths. After 10 activations, the user's Combat Ability cannot be used without the cursemark being active.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll an 20 sided dice using the post action when a fight starts. If you roll a 2 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 1 plus 2, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 75 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X 1.5 chakra
+ 1 rank cunning and toughness
The primary and secondary attributes can have their "Combat Abilities" used up to 2 additional times while the cursemark is active, and the secondary strength's combat attribute can be used once while this stage is active at the cost of 10 stamina points. In addition, the cool-off for combat abilities becomes 2 posts instead of three while the mark is active.

Usage-

Activation Duration: 6 posts

Post-Deactivation Drawbacks: No "Combat Abilities" can be used for 8 posts after deactivation.

Morph: Custom

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Oct 17, 2010 1:01 pm


Cursemark Name: Cursemark of Transparency
User Image


Brief Description: This cursemark has sorry bonuses for stage one, but it really shines in stage two. It's bonuses in stage 2 are an assassin's dream, but work well with anyone looking for stealth.

Stage One-
Bonuses:
Add 5 chakra points
+1 rank speed
+1 rank agility

Usage-

Activation Duration: 3 posts

Danger Zone: - 3 ranks agility for 2 posts . The user will have super-slow reaction times, as well as poor coordination and balance. In addition, Agility's "Combat Ability" cannot be used during this time.

Side-Effects: For 5 posts, -1 rank agility and speed, and the assassin class's Stealth ability is negated during this time.

Long Term Drawbacks: None

After 4 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 3 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 1 plus 3, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 75 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
Add 15 chakra points
+1 rank speed and agility

Usage-

Activation Duration: 3 posts

Post-Deactivation Drawbacks: For 5 posts, -1 rank agility and speed, and the assassin class's Stealth ability is negated during this time.

Long-Term Drawbacks: This cursemark is very damaging to the skin, and has a good chance to cause terminal cancer specific to the cursemark the more it is used. Upon the 4th activation of this stage of cursemark, roll a 20 sided die. If you roll a one or lower, you will go into a coma within 40 posts because the cancer has formed a massive tumor on your brain and you die shortly thereafter. Every 2 activations after you run the chance of dying from cancer, roll the die again and add 1 to the chance number every time (So, upon my 8th activation of this cursemark, I have to roll a 20 sided die. If I roll a 4 or lower, I die in 40 posts).

Morph: Transparent Skin
While Stage 2 is active, the user will become transparent to all forms of electromagnetic radiation because the skin will absorb all forms of light that hit it, and emit the same image out the opposite side along the light's original path. In addition, the user's skin will keep chakra from passing through it. So, while the user's chakra signature will not show, and bloodlines such as the Byakugan will not be able to sense the user's chakra, the user will also not be able to use any jutsu that require chakra to be manipulated. [handsigns will not work, and chakra cannot form outside the skin]
PostPosted: Sun Oct 17, 2010 1:02 pm


Cursemark of Darkness
User Image


This cursemark allows the rapid usage of genjutsu and increases the reaction time of the caster. Later on it also effectively decreases the resistance of the target to the caster's genjutsu.

Stage One-

Bonuses:
X1.25 Chakra
+1 Rank to Evasion
Ignore Genjutsu Rule #3

Usage-

Activation Duration: 4 posts

Danger Zone: You will not be able to use genjutsu for 3 posts.

Short Term Side-Effects: +1 point to chakra cost of genjutsu, -1 Rank to Evasion.

Long Term Drawbacks: After 20 activations, the user will receive a -1 penalty to genjutsu usage.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided die using the post action when a fight starts. If you roll a 5 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 1 plus 5, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 80 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X1.5 Chakra
+1 Rank Evasion
Ignore Genjutsu Rule #3
Genjutsu used don't count toward Genjutsu Rule #2

Usage-

Activation Duration: 4 posts

Short Term Side-Effects: -1 Rank Evasion, you can only use genjutsu below your rank, and each genjutsu used costs 2 more chakra. (5 posts)

Morph: Custom

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Oct 17, 2010 1:03 pm


Cursemark Name: Cursemark of Suiton
User Image


Brief Description: This cursemark significantly boosts the power of Suiton users, but at the hefty price of slowly losing the ability to wield the element.

Stage One-
Bonuses:
X 1.25 chakra
+1 rank to the power of Suiton techniques

Usage-

Activation Duration: 3 posts

Danger Zone: You will not be able to use Suiton jutsu for 4 posts.

Side-Effects: You cannot use Suiton jutsu of your rank and above for 2 posts.

Long Term Drawbacks: After 15 activations, your Suiton jutsu will lose 1 rank in power permanently. This only happens once.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 2 plus 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 70 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X1.5 chakra
+ 2 ranks to the power of Suiton jutsu
+ 1 rank endurance

Usage-
Activation Duration: 4 posts

Post-Deactivation Drawbacks: Can only use suiton jutsu of two ranks below you and under for 5 posts.

Morph: Custom
PostPosted: Sun Oct 17, 2010 1:03 pm


Cursemark Name: Cursemark of Fuuton
User Image


Brief Description: This cursemark significantly boosts the power of Fuuton users, but at the hefty price of slowly losing the ability to wield the element.

Stage One-
Bonuses:
X 1.25 chakra
+1 rank to the power of Fuuton techniques

Usage-

Activation Duration: 3 posts

Danger Zone: You will not be able to use Fuuton jutsu for 4 posts.

Side-Effects: You cannot use Fuuton jutsu of your rank and above for 2 posts.

Long Term Drawbacks: After 15 activations, your Fuuton jutsu will lose 1 rank in power permanently. This only happens once.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 2 plus 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 70 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X1.5 chakra
+ 2 ranks to the power of Fuuton jutsu
+ 1 rank agility

Usage-
Activation Duration: 4 posts

Post-Deactivation Drawbacks: Can only use Fuuton jutsu of two ranks below you and under for 5 posts.

Morph: Custom

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Oct 17, 2010 1:04 pm


Cursemark Name: Cursemark of Raiton
User Image


Brief Description: This cursemark significantly boosts the power of Raiton users, but at the hefty price of slowly losing the ability to wield the element.

Stage One-
Bonuses:
X 1.25 chakra
+1 rank to the power of Raiton techniques

Usage-

Activation Duration: 3 posts

Danger Zone: You will not be able to use Raiton jutsu for 4 posts.

Side-Effects: You cannot use Raiton jutsu of your rank and above for 2 posts.

Long Term Drawbacks: After 15 activations, your Raiton jutsu will lose 1 rank in power permanently. This only happens once.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 2 plus 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 70 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X1.5 chakra
+ 2 ranks to the power of Raiton jutsu
+ 1 rank speed

Usage-
Activation Duration: 4 posts

Post-Deactivation Drawbacks: Can only use raiton jutsu of two ranks below you and under for 5 posts.

Morph: Custom
PostPosted: Sun Oct 17, 2010 1:05 pm


Cursemark Name: Cursemark of Doton
User Image


Brief Description: This cursemark significantly boosts the power of Doton users, but at the hefty price of slowly losing the ability to wield the element.

Stage One-
Bonuses:
X 1.25 chakra
+1 rank to the power of Doton techniques

Usage-

Activation Duration: 3 posts

Danger Zone: You will not be able to use Doton jutsu for 4 posts.

Side-Effects: You cannot use Doton jutsu of your rank and above for 2 posts.

Long Term Drawbacks: After 15 activations, your Doton jutsu will lose 1 rank in power permanently. This only happens once.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 2 plus 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 70 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X1.5 chakra
+ 2 ranks to the power of Doton jutsu
+ 1 rank toughness

Usage-
Activation Duration: 4 posts

Post-Deactivation Drawbacks: Can only use doton jutsu of two ranks below you and under for 5 posts.

Morph: Custom

Deil Grist
Vice Captain


Deil Grist
Vice Captain

PostPosted: Sun Mar 13, 2011 10:48 am


Cursemark Name: Cursemark of Katon
User Image



Brief Description: This cursemark significantly boosts the power of Katon users, but at the hefty price of slowly losing the ability to wield the element.

Stage One-
Bonuses:
X 1.25 chakra
+1 rank to the power of Katon techniques

Usage-

Activation Duration: 3 posts

Danger Zone: You will not be able to use Katon jutsu for 4 posts.

Side-Effects: You cannot use Katon jutsu of your rank and above for 2 posts.

Long Term Drawbacks: After 15 activations, your Katon jutsu will lose 1 rank in power permanently. This only happens once.

After 5 activations, the cursemark will begin trying to activate on its own. From then on, roll a 20 sided dice using the post action when a fight starts. If you roll a 4 or below, the cursemark forcefully activates. Every time you fight from now on, multiply the number of activations since the cursemark has started becoming unruly by 2 plus 4, and if that number or below is rolled, the cursemark activates on its own.

Stage Two-

Advancing: Roll a 100 sided dice after you take the pill (water helps). If you roll a 70 or above, you advance to the next stage. If not, you die. However, every time you use your cursemark, you can reduce the number required to live by 3.

Bonuses:
X1.5 chakra
+ 2 ranks to the power of Katon jutsu
+ 1 rank strength

Usage-

Activation Duration: 4 posts

Post-Deactivation Drawbacks: Can only use katon jutsu of two ranks below you and under for 5 posts.

Morph: Custom
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[Starter Forum] Bloodlines, Demons, Curse Marks, Summonings and More

 
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