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Tags: Naruto, Shippuden, D100, Custom, System 

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ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 9:07 am


.


Affinity

Majority of Jutsu contain at least one of the five basic elements:
Fire // Wind // Lightning // Earth // Water
In some instances they may have multiple elements and in rarer instances these elements combine to form a new element altogether:
Ice // Shokuton // Magnet // Explosion // Storm // Wood // Lava // Boil // Dust
In a lot of cases a Jutsu has a Neutral Affinity, allowing less strain on the user but never gaining any bonuses..

When first creating your character you must select one of the five basic elements to represent what your chakra's natural affinity is. Over time you may choose to train your chakra control and unlock new affinities.

---Rules---

...Cost...

When using a Jutsu the Activation and Sustain costs are determined by whether or not you have an Affinity for that particular element and the level of the Jutsu.

Neutral Element
Jutsu Level (x3) = Chakra Activation Cost /// Jutsu Level (x2) = Chakra Sustain Cost
Jutsu Level (x2) = Fatigue Activation Cost /// Jutsu Level (x1) = Fatigue Sustain Cost

Element Cost
Adding an Element to a Jutsu increases it's Modifier by a set value for each Affinity.
Chakra Activation Cost +(x4) /// Chakra Sustain Cost +(x2)
Fatigue Activation Cost +(x2) /// Fatigue Sustain Cost +(x1)

Affinity Penalty
Should a Jutsu have an Element that you do not have an Affinity for double the cost for each Element.

Combined Element

Jutsu Level (x6) = Chakra Activation Cost /// Jutsu Level (x3) = Chakra Sustain Cost
Jutsu Level (x3) = Fatigue Activation Cost /// Jutsu Level (x2) = Fatigue Sustain Cost

...Elemental Defense Bonus...

When you attempt to counter an attack that has 1 or more affinities attached to it you may choose to use a defense that has an opposing affinity to boost your chances at countering successfully.

If the attack has the:
...Fire Affinity countering with the Water Affinity gains +5% to your check but the Wind Affinity gains -5% to your check.
...Wind Affinity countering with the Fire Affinity gains +5% to your check but the Lightning Affinity gains -5% to your check.
...Lightning Affinity countering with the Wind Affinity gains +5% to your check but the Earth Affinity gains -5% to your check.
...Earth Affinity countering with the Lightning Affinity gains +5% to your check but the Water Affinity gains -5% to your check.
...Water Affinity countering with the Earth Affinity gains +5% to your check but the Fire Affinity gains -5% to your check.


 
PostPosted: Tue Jan 10, 2017 9:30 am


.


Affinity Level


Every character starts at an Affinity Level of 1, this is to represent the first affinity that everyone starts out with. Just as if you were training to level up your character or their clan, you may spend experience that you have gained through your story to increase your Affinity Level. Each level gives you one point to either Unlock a new Affinity, Gain a new Perk or Strengthen an already owned Perk.

Limitations

You may only have a total of 5 Affinities. This counts both Basic and Combined Affinities.
---
You may only take Perks from Affinities you have already Unlocked.
---
Unlocking a Jutsu still takes a Level however you do not need to RP further to learn said Jutsu
---
You MUST have the Affinity for a Combined Affinity to use a technique of that particular Affinity. You may use any Basic Affinity technique regardless of your personal Affinities.
---
You only get a total of 50 Levels so choose wisely. Basic Affinities give more raw power in the system while Combined Affinities grant distinct and unique new game play.




Quote:
To Reach...

Level 2
/ 680 EXP...............................

Level 3
/ 2448 EXP...............................

Level 4
/ 5304 EXP...............................

Level 5
/ 9248 EXP...............................

Level 6
/ 14280 EXP...............................

Level 7
/ 20400 EXP...............................

Level 8
/ 27608 EXP...............................

Level 9
/ 35904 EXP...............................

Level 10
/ 45288 EXP...............................

Level 11
/ 55760 EXP...............................

Level 12
/ 67320 EXP...............................

Level 13
/ 79968 EXP...............................

Level 14
/ 93704 EXP...............................

Level 15
/ 108528 EXP...............................

Level 16
/ 124440 EXP...............................

Level 17
/ 141440 EXP...............................

Level 18
/ 159528 EXP...............................

Level 19
/ 178704 EXP...............................

Level 20
/ 198968 EXP...............................

Level 21
/ 220320 EXP...............................

Level 22
/ 242760 EXP...............................

Level 23
/ 266288 EXP...............................

Level 24
/ 290904 EXP...............................

Level 25
/ 316608 EXP...............................

Level 26
/ 343400 EXP...............................

Level 27
/ 363900 EXP...............................

Level 28
/ 385200 EXP...............................

Level 29
/ 407300 EXP...............................

Level 30
/ 430200 EXP...............................

Level 31
/ 453900 EXP...............................

Level 32
/ 478400 EXP...............................

Level 33
/ 503700 EXP...............................

Level 34
/ 529800 EXP...............................

Level 35
/ 556700 EXP...............................

Level 36
/ 584400 EXP...............................

Level 37
/ 612900 EXP...............................

Level 38
/ 642200 EXP...............................

Level 39
/ 672300 EXP...............................

Level 40
/ 703200 EXP...............................

Level 41
/ 734900 EXP...............................

Level 42
/ 767400 EXP...............................

Level 43
/ 800700 EXP...............................

Level 44
/ 834800 EXP...............................

Level 45
/ 869700 EXP...............................

Level 46
/ 905400 EXP...............................

Level 47
/ 941900 EXP...............................

Level 48
/ 979200 EXP...............................

Level 49
/ 1017300 EXP...............................

Level 50
/ 1056200 EXP...............................
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 9:59 am


.


Fire Affinity



Quote:
Affinity: Fire

---Requirements: None
---Effect:
Add Fire as one of your Affinities.
---Type: Innate
---Notes: None.


[size=10][align=center][b]Affinity: Fire[/b][/align]
[i]---Requirements:[/i] None
[i]---Effect:[/i]
Add Fire as one of your Affinities.
[i]---Type:[/i] Innate
[i]---Notes:[/i] None.
[/size]

-[b]Affinity - Fire:[/b]
... [size=9](No Cost Penalty for using Fire Element Techniques)[/size]


Quote:
Elemental Bonus: Fire Accuracy

---Requirements: Affinity: Fire
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Fire Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff to all Fire Affinity Jutsu equal to +50//+200//+Level(5)
---Type: Innate
---Notes: May be taken 3 times. All bonuses stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Fire Damage

---Requirements: Affinity: Fire
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Fire Affinity and has the "Buff - Damage" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Increase the base Damage of all Fire Affinity Jutsu by +500 // +Level(50).
---Type: Innate
---Notes: May be taken twice. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Fire Defense

---Requirements: Affinity: Fire
---Effect:
Increase your Elemental Defense Bonus with Fire Affinity from +5% to +8%//+9%//+10% and -5% to -2%//-1%//0%
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Elemental Bonus: Fire Piercing

---Requirements: Affinity: Fire
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Fire Affinity and has the "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Potency Buff to all Fire Affinity Jutsu equal to +100//+300//+Level(10)
---Type: Innate
---Notes: May be taken 3 times. All Bonuses Stack. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Fire Protection

---Requirements: Affinity: Fire
---Effect:
When using a Protection Jutsu that has the Fire Affinity gain increase the base value of the protection by +350//+850//+Level(35).
Should you take damage from a corresponding Affinity modify the value of this perk:
...Water Affinity - Cut the Bonus in Half.
...Wind Affinity - Double the Bonus.
...All Other Affinities - No Change.
---Type: Innate.
---Notes: May be taken 3 times. All Bonuses Stack.
 
PostPosted: Tue Jan 10, 2017 10:41 am


.


Wind Affinity



Quote:
Affinity: Wind

---Requirements: None
---Effect:
Add Wind as one of your Affinities.
---Type: Innate
---Notes: None.


-[b]Affinity - Wind:[/b]
... [size=9](No Cost Penalty for using Wind Element Techniques)[/size]


Quote:
Elemental Bonus: Wind Accuracy

---Requirements: Affinity: Wind
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Wind Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff to all Wind Affinity Jutsu equal to +50//+200//+Level(5)
---Type: Innate
---Notes: May be taken 3 times. All bonuses stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Wind Damage

---Requirements: Affinity: Wind
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Wind Affinity and has the "Buff - Damage" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Increase the base Damage of all Wind Affinity Jutsu by +500 // +Level(50).
---Type: Innate
---Notes: May be taken twice. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Wind Defense

---Requirements: Affinity: Wind
---Effect:
Increase your Elemental Defense Bonus with Wind Affinity from +5% to +8%//+9%//+10% and -5% to -2%//-1%//0%
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Elemental Bonus: Wind Piercing

---Requirements: Affinity: Wind
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Wind Affinity and has the "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Potency Buff to all Wind Affinity Jutsu equal to +100//+300//+Level(10)
---Type: Innate
---Notes: May be taken 3 times. All Bonuses Stack. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Wind Protection

---Requirements: Affinity: Wind
---Effect:
When using a Protection Jutsu that has the Wind Affinity gain increase the base value of the protection by +350//+850//+Level(35).
Should you take damage from a corresponding Affinity modify the value of this perk:
...Fire Affinity - Cut the Bonus in Half.
...Lightning Affinity - Double the Bonus.
...All Other Affinities - No Change.
---Type: Innate.
---Notes: May be taken 3 times. All Bonuses Stack.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 10:43 am


.


Lightning Affinity



Quote:
Affinity: Lightning

---Requirements: None
---Effect:
Add Lightning as one of your Affinities.
---Type: Innate
---Notes: None.


Quote:
Elemental Bonus: Lightning Accuracy

---Requirements: Affinity: Lightning
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Lightning Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff to all Lighting Affinity Jutsu equal to +50//+200//+Level(5)
---Type: Innate
---Notes: May be taken 3 times. All bonuses stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Lightning Damage

---Requirements: Affinity: Lightning
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Lightning Affinity and has the "Buff - Damage" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Increase the base Damage of all Lightning Affinity Jutsu by +500 // +Level(50).
---Type: Innate
---Notes: May be taken twice. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Lightning Defense

---Requirements: Affinity: Lightning
---Effect:
Increase your Elemental Defense Bonus with Lightning Affinity from +5% to +8%//+9%//+10% and -5% to -2%//-1%//0%
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Elemental Bonus: Lightning Piercing

---Requirements: Affinity: Lightning
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Lightning Affinity and has the "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Potency Buff to all Lightning Affinity Jutsu equal to +100//+300//+Level(10)
---Type: Innate
---Notes: May be taken 3 times. All Bonuses Stack. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Lightning Protection

---Requirements: Affinity: Lightning
---Effect:
When using a Protection Jutsu that has the Lightning Affinity gain increase the base value of the protection by +350//+850//+Level(35).
Should you take damage from a corresponding Affinity modify the value of this perk:
...Wind Affinity - Cut the Bonus in Half.
...Earth Affinity - Double the Bonus.
...All Other Affinities - No Change.
---Type: Innate.
---Notes: May be taken 3 times. All Bonuses Stack.
 
PostPosted: Tue Jan 10, 2017 10:46 am


.


Earth Affinity



Quote:
Affinity: Earth

---Requirements: None
---Effect:
Add Earth as one of your Affinities.
---Type: Innate
---Notes: None.


Quote:
Elemental Bonus: Earth Accuracy

---Requirements: Affinity: Earth
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Earth Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff to all Earth Affinity Jutsu equal to +50//+200//+Level(5)
---Type: Innate
---Notes: May be taken 3 times. All bonuses stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Earth Damage

---Requirements: Affinity: Earth
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Earth Affinity and has the "Buff - Damage" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Increase the base Damage of all Earth Affinity Jutsu by +500 // +Level(50).
---Type: Innate
---Notes: May be taken twice. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Earth Defense

---Requirements: Affinity: Earth
---Effect:
Increase your Elemental Defense Bonus with Earth Affinity from +5% to +8%//+9%//+10% and -5% to -2%//-1%//0%
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Elemental Bonus: Earth Piercing

---Requirements: Affinity: Earth
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Earth Affinity and has the "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Potency Buff to all Earth Affinity Jutsu equal to +100//+300//+Level(10)
---Type: Innate
---Notes: May be taken 3 times. All Bonuses Stack. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Earth Protection

---Requirements: Affinity: Earth
---Effect:
When using a Protection Jutsu that has the Earth Affinity gain increase the base value of the protection by +350//+850//+Level(35).
Should you take damage from a corresponding Affinity modify the value of this perk:
...Lightning Affinity - Cut the Bonus in Half.
...Water Affinity - Double the Bonus.
...All Other Affinities - No Change.
---Type: Innate.
---Notes: May be taken 3 times. All Bonuses Stack.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 10:48 am


.


Water Affinity



Quote:
Affinity: Water

---Requirements: None
---Effect:
Add Water as one of your Affinities.
---Type: Innate
---Notes: None.


-[b]Affinity - Water:[/b]
... [size=9](No Cost Penalty for using Water Element Techniques)[/size]


Quote:
Elemental Bonus: Water Accuracy

---Requirements: Affinity: Water
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Water Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff to all Water Affinity Jutsu equal to +50//+200//+Level(5)
---Type: Innate
---Notes: May be taken 3 times. All bonuses stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Water Damage

---Requirements: Affinity: Water
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Water Affinity and has the "Buff - Damage" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Increase the base Damage of all Water Affinity Jutsu by +500 // +Level(50).
---Type: Innate
---Notes: May be taken twice. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Water Defense

---Requirements: Affinity: Water
---Effect:
Increase your Elemental Defense Bonus with Water Affinity from +5% to +8%//+9%//+10% and -5% to -2%//-1%//0%
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Elemental Bonus: Water Piercing

---Requirements: Affinity: Water
---Effect:
On your Payment Phase, if you are Sustaining a Jutsu that is Water Affinity and has the "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Potency Buff to all Water Affinity Jutsu equal to +100//+300//+Level(10)
---Type: Innate
---Notes: May be taken 3 times. All Bonuses Stack. All Bonuses Stack. The bonus may not exceed the original Buff and is still Capped by Stat(5).


Quote:
Elemental Bonus: Water Protection

---Requirements: Affinity: Water
---Effect:
When using a Protection Jutsu that has the Water Affinity gain increase the base value of the protection by +350//+850//+Level(35).
Should you take damage from a corresponding Affinity modify the value of this perk:
...Earth Affinity - Cut the Bonus in Half.
...Fire Affinity - Double the Bonus.
...All Other Affinities - No Change.
---Type: Innate.
---Notes: May be taken 3 times. All Bonuses Stack.
 
PostPosted: Tue Jan 10, 2017 11:08 am


.


Ice Affinity



Quote:
Affinity: Ice

---Requirements: Affinity: Water // Affinity: Wind
---Effect:
Add Ice as one of your Affinities. You may now create and use jutsu that are Ice Affinity.

When creating Jutsu if the Affinity is Ice and the Damage is Cold gain +200 per 1 pt instead of +100.

Add "Ice Counter: 0" to the Resolve Stats
Ice Counter: Gain +1 to the counter every 5th Water or Ice Jutsu Activation.
---Type: Innate/Effect
---Notes: None.


-[b]Affinity - Ice:[/b]
... [size=9](May use Ice Element Techniques. There is no Cost Penalty.
Every 5th Water or Ice Jutsu Activation increase your Ice Counters by +1)[/size]


Quote:
Ice Mastery

---Requirements: Affinity: Ice
---Effect:
Stage 1: When taking Cold Damage reduce the Total Damage by 1/2. Gain +5% when defending against all Cold Critical Checks.
Stage 2: On your Payment Phase, if you are Sustaining a Jutsu that is Ice Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Ice Affinity techniques
Stage 3: Replace Stage 2 - On your Payment Phase, if you are Sustaining a Jutsu that is Ice Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Ice Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Ice Affinity techniques
---Type: Innate
---Notes: May be taken 3 times.


Stage 1

-[b]Ice Mastery:[/b]
... [size=9](Reduce Cold Damage Taken by 1/2.
+5% when Defending against all Cold Critical Checks.)[/size]


Stage 2

-[b]Ice Mastery:[/b]
... [size=9](Reduce Cold Damage Taken by 1/2.
+5% when Defending against all Cold Critical Checks.
+[Player Level(5)] to all Ice Accuracy Checks.)[/size]


Stage 3

-[b]Ice Mastery:[/b]
... [size=9](Reduce Cold Damage Taken by 1/2.
+5% when Defending against all Cold Critical Checks.
+[Player Level(9)] to all Ice Accuracy Checks.
+[Player Level(15)] to all Ice Potency Checks.)[/size]


Quote:
Haryuu Mouko - Destruction Dragon Fierce Tiger

---Description: Hyouton • Haryuu Mouko is a Ninjutsu utilizing the Ice Element. After forming the needed handseals, an ice tiger will rise from the surrounding ice or water to strike out against its target. Its cold nature can freeze any nearby water, and its large mass can cause a large amount of damage when it impacts.
---Requirements: Affinity: Ice
---Effect:
This action takes the full attack phase. Generates 1 Ice Counter after being Activated.
Select a target. Deals Cold Damage equal to Level*50 (Increase this modifier by +10 for every Ice Counter)
Accuracy is equal to Level*30 (Increase this modifier by +10 for every Ice Counter.)
---Type: Ability.
---Notes: Should their be any Ice Counters in the Battle the User may choose to Spend them. Choose to increase either the Damage Check or Accuracy Check per Ice Counter. You may not spend more than [PL(/10)] Counters in one check.


Quote:
Hyourou no Jutsu - Ice Prison Technique

---Description: Hyourou no Jutsu is a Ninjutsu utilizing the Ice Element. After forming the needed handseals, the user will touch the ground, causing columns of ice to rise from the ground at their foe. If caught, the ice will rise up around their target and imprison them. The user can also use this technique as a defensive measure, raising the ice to form a shield against incoming attacks.
---Requirements: Affinity: Ice
---Effect:
This Ability can be used on your Attack Phase or Defense Phase.
...If used during the attack phase: Select a target. This has an Accuracy of [Level*45 (Increase this modifier by +10 for every Ice Counter.) + Ice Accuracy Buffs]. If successful the target is Frozen Solid for 3 turns during which time they will take a Rank 1 Cold Critical every Payment Phase, however they can not be target of anything while inside the prison.

They may take no actions other than trying to break free, which is a check of their [(Player Level + Toughness + Toughness Stat Buff + Willpower + Willpower Stat Buff)5 + Cold Resistance Buff] vs the user's [(Level + Seal Strength + Seal Strength Buffs)8 + Ice Potency Buffs].

An ally may attempt to break the prison by attacking it like normal and using the Potency of their attack vs the user's [(Level+Seal Strength + Seal Strength Buffs)8 + Ice Potency Buffs].

...If used during the defense phase: Defend against all incoming attacks with an Accuracy check of [(Level + Seal Strength + Seal Strength Buffs)4 + Ice Potency Buffs] [Increase the modifier by +1 for every Ice Counter.] Success means the Ability was strong enough to Protect you. Damage can not pierce this Counter.
---Type: Ability
---Notes: Should their be any Ice Counters in the Battle the User may choose to Spend them. Choose to increase either the Potency Check or Accuracy Check per Ice Counter. You may not spend more than [PL(/10)] Counters in one check. This ability can only be used once every 5 turns.

Attack Phase

-[b]Hyourou no Jutsu - Ice Prison Technique:[/b]
-[b]Accuracy:[/b] [Player Level(45)]
-[b]Potency:[/b] [(Level + Seal Strength + Seal Strength Buffs)8 + Ice Potency Buffs]
-[b]Contesting Check:[/b] [(Player Level + Toughness + Toughness Stat Buff + Willpower + Willpower Stat Buff)5 + Cold Resistance Buffs]
... [size=9](Select a Target. If Successful, target is Frozen Solid for 3 turns during which time they will take a Rank 1 Cold Critical every Payment Phase, however they can not be target of anything while inside the prison.)[/size]


Defense Phase

-[b]Hyourou no Jutsu - Ice Prison Technique:[/b]
-[b]Accuracy:[/b] [(Level + Seal Strength + Seal Strength Buffs)4 + Ice Potency Buffs]
... [size=9](Defend all Incoming Attacks. Damage can not Pierce this Defense.)[/size]


Quote:
Itsukaku Hakuegei - One Horned White Whale

---Description: Hyouton • Itsukaku Hakuegei is a Ninjutsu utilizing the Ice Element. After forming the needed handseals, a gigantic horned white whale made of ice will rise from the surrounding snow/water/ice to come thundering down on an opponent, crushing them and the surrounding area under its large mass.
---Requirements: Affinity: Ice
---Effect:
Select a target.
They must choose to either Dodge or Defend against this Ability's check of (Level + Seal Speed + Seal Speed Buffs)2 [Increase the modifier by +1 for every Ice Counter.] However if they fail they will be unable to take their next attack phase and suffer Damage equal to (Level + Seal Strength + Seal Strength Buffs)4 [Increase the modifier by +1 for every Ice Counter.]
---Type: Ability
---Notes: Should their be any Ice Counters in the Battle the User may choose to Spend them. Choose to increase either the Damage Check or Accuracy Check per Ice Counter. You may not spend more than [PL(/10)] Counters in one check.


Quote:
Kokuryuu Boufuusetsu - Black Dragon Blizzard

---Description: Hyouton • Kokuryuu Boufuusetsu is a Ninjutsu utilizing the Ice Element. After forming the needed handseals, the user will thrust their arm to send out a black ether-like dragon to strike their opponent. As it flies through the air it will begin to turn, when it hits the target it will use its motion to launch the opponent high into the air.
---Requirements: Affinity: Ice
---Effect:
Costs 20 Ice Counter to Activate.
Select a target.
If successful the target can not take their next 2 attack phases and receives a Rank 3 Cold Critical(Move up one rank if they're currently at this rank.)
The accuracy of this ability is equal to (Level + Seal Speed + Seal Speed Buffs)*8.
---Type: Ability
---Notes: None.


Quote:
Makyou Hyoushou - Demonic Ice Crystal Mirrors

---Description: Makyou Hyoushou is a Ninjutsu unique to Ice technique. After forming the necessary hand seals, nearby water forms long flat mirrors 360 degrees around the target. The user then places themselves inside one of the mirrors. Once inside the mirror, the user can then use the mirror reflections to confuse his target.
---Requirements: Affinity: Ice
---Effect:
Select a target(s).
Make a check of (Level + Seal Speed + Seal Speed Buff)2 [Increase the modifier by +1 for every Ice Counter.] The target(s) must successfully dodge to avoid being caught.
If successful you trap your target(s) within a dome of mirrors, so long as this ability is active the user must Pay Chakra equal to Level(30) per Target. While this is active the user may not be targeted regardless of success but may only target those who failed to dodge this ability. Any attack done by the user is considered a Surprise Attack.

To escape this a Flee Check against the initial power must be made successfully. Or the mirrors must be destroyed by anyone who makes an attack against it and calculates the potency against the User's
[(Level + Seal Strength + Seal Strength Buff)1 + Ice Potency Buffs] [Increase the modifier by +1 for every Ice Counter. - Calculate this when you first active this ability.]
---Type: Ability
---Notes: Should their be any Ice Counters in the Battle the User may choose to Spend them. Choose to increase either the Potency Check or Accuracy Check per Ice Counter. You may not spend more than [PL(/10)] Counters in one check. Can only be used once per battle.


Quote:
Name: Rouga Nadare no Jutsu - Wolf Fang
---Level: 100
---Style: Ninjutsu
---Affinity: Ice
---Accuracy: 300
---Range: Range
---Effect:
Deals 10,000 Cold Damage. Gain 1 Ice Counter.

---Description: Hyouton • Rouga Nadare is a Ninjutsu utilizing the Ice Element. After forming the needed handseals, an avalanche of snow will rain down towards the user's opponent from the sky. As the snow comes down, it will coalesce into large snow wolves.


Quote:
Name: Sensatsu Suishou - Death by a Thousand Flying Water Needles
---Level: 100
---Style: Ninjutsu
---Affinity: Ice
---Accuracy: 335
---Range: Range
---Effect:
This technique targets everyone in the battle but grants them +3% to their check when responding to it.
Deals 3,000 Cold Damage. Gain 1 Ice Counter.
---Description: Sensatsu Suishou is a unique Ninjutsu that forms a thousand ice needles from the moisture found in air and nearby water sources. Manipulating them, the user overwhelms and skewers their foes.


Quote:
Souryuu Boufuusetsu - Twin Dragon Blizzard

---Description: Hyouton • Souryuu Boufuusetsu is a Ninjutsu utilizing the Ice Element. After forming the needed handseals, the user will thrust their arms to send out twin black ether-like dragons to strike his opponent. As they flies through the air they will begin to turn, creating a large dark tornado.
---Requirements: Affinity: Ice // Kokuryuu Boufuusetsu - Black Dragon Blizzard
---Effect:
Costs 50 Ice Counters.
Select a target.
If successful the target can not take their next 3 attack phases and receives a Rank 6 Cold Critical(Move up one rank if they're currently at this rank.)
The accuracy of this ability is equal to (Level+Seal Speed + Seal Speed Buffs)*10.
---Type: Ability
---Notes: None.


Quote:
Name: Tsubame Fubuki - Snow Storm Swallows
---Level: 100
---Style: Ninjutsu
---Affinity: Ice
---Accuracy: 300
---Range: Ranged
---Effect:
May select up to 3 targets. Deals 5,400 Cold Damage. Gain 1 Ice Counter.
If this technique misses you may sustain it up to 3 to allow it attack again on your next turn, gaining accuracy equal to half of it's level each time.

---Description: Hyouton • Tsubame Fubuki is a Ninjutsu utilizing the Ice Element. The user will create ice swallows which they can launch at their opponent. As they fly through the air, these deadly birds can hone in on their target.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 5:20 pm


.


Shakuton Affinity



Quote:
Affinity: Shakuton

---Requirements: Affinity: Fire // Affinity: Wind
---Effect:
Add Shakuton as one of your Affinities. You may now create and use jutsu that are Shakuton Affinity.
---Type: Innate
---Notes: None.


Quote:
Shakuton Creation

---Requirements: Affinity: Shakuton
---Effect:
For every 1pt placed on this Technique deal 4 Fatigue to the Target.
---Type: Effect
---Notes: The technique must have Shakuton Element, can not be placed on Genjutsu.


Quote:
Shakuton: Incinerating Flare

---Description: The user combines all of their flaming orbs to create a single massive one, which then violently explodes with enough force and power to incinerate a large area around it. When this happens, steam can be seen emitting from the area.
---Requirements: // Affinity: Shakuton // Shakuton Orbs // Shakuton: Kajōsatsu
---Effect:
Consume all Shakuton Orbs - Must at least be 25.
This ability targets every player in the battle but the User.
This ability can not be defended against, instead to avoid it the target(s) must make a check of
[(Level + Agility + Agility Buffs)*8 + Dodge Buffs + Flee Buffs]
vs The User's
(Player Level + Seal Strength + Seal Strength Buffs + Seal Speed + Seal Speed Buffs)*3 [Increase the modifier by +1 per 5 Shakuton Orbs sacrificed past the initial 25.]

If successful, deal Heat Damage equal to 1,000 per Shakuton Orb and inflict a Rank 5 Heat and Internal Critical.
---Type: Abillity
---Notes: You can not increase the Modifier by more than [PL(/10)].


Quote:
Shakuton: Kajōsatsu

---Description: The user creates several flaming orbs that resemble small suns. These orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent, it evaporates the water inside their body, leaving them in a mummified state if they take a direct hit. When this happens, steam can be seen emitting from the opponent's body. However, this technique is vulnerable to Water Release, which can be used to dissipate the heat, becoming steam.
---Requirements: Affinity: Shakuton // Shakuton Orbs
---Effect:
Consumes 15 Shakuton Orb.
Select a target. To counter or dodge this ability you must contest a check of (Level + Seal Speed + Seal Speed Buffs)*3 [Increase the modifier by +1 per 3 Shakuton Orbs sacrificed past the initial 15.]
Stage 1: If successful, the target takes Rank 1 Heat and Internal Criticals(Move up one rank if already applied.)
Stage 2: If successful, the target takes Rank 2 Heat and Internal Criticals(Move up one rank if already applied.)
Stage 3: If successful, the target takes Rank 4 Heat and Internal Criticals(Move up one rank if already applied.)
---Type: Ability
---Notes: When countering, treat this as if it is Fire Affinity when calculating the Elemental Defense Bonus. You can not increase the Multiplier by more than [PL(/10)].


Quote:
Shakuton Mastery

---Requirements: Affinity: Shakuton
---Effect:
Stage 1: When taking Heat Damage reduce the Total Damage by 1/2. Gain +5% when defending against all Heat Critical Checks.
Stage 2: On your Payment Phase, if you are Sustaining a Jutsu that is Shakuton Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Shakuton Affinity techniques
Stage 3: Replace Stage 2 - On your Payment Phase, if you are Sustaining a Jutsu that is Shakuton Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Shakuton Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Shakuton Affinity techniques
---Type: Innate
---Notes: None.


Quote:
Shakuton Orbs

---Requirements: Affinity: Shakuton
---Effect:
Roll a Dice based on the Stage of this Perk.
The user generates flaming orbs equal to 1D4 + Player Level/20
Stage 2: Generates 3D6 + Player Level/10
Stage 3: Generates 5D8 + Player Level/5

On your Payment Phase spend Shakuton Orbs to Gain an extra Buff to all Shakuton Affinity Jutsu until their next Payment Phase. Select how many Orbs goes to Which Buff.
Accuracy Buff equal to +20 per Orb
Damage Buff equal to +100 per Orb
Potency Buff equal to +5 per Orb

---Type: Ability
---Notes: You can not have more Shakuton Orbs than [PL(5)]. You may not gain a Buff that Exceeds your normal Caps.
 
PostPosted: Tue Jan 10, 2017 7:21 pm


.


Magnet Affinity



Quote:
Affinity: Magnet

---Requirements: Affinity: Earth // Affinity: Wind
---Effect:
Add Magnet as one of your Affinities. You may now create and use jutsu that are Magnet Affinity.
---Type: Innate
---Notes: None.


Quote:
Iron Sand Drizzle

---Description: It is a gunshot-like attack which uses Iron Sand hardened into minuscule grains to attack simultaneously across a vast range. The bullets are so fast that they are difficult to see. The moment the user has finished preparing the attack, evading it becomes extremely difficult.
---Requirements: Affinity: Magnet
---Effect:
Select a target.
The target may attempt to defend against this ability by contesting the user's (Level+Seal Speed)5 vs the target's (Level+Agility+Intelligence)3.
If successful...
Stage 1: Deals (Level*50) Tearing Damage and Magnetizes the target making all dodges against Jutsu with the Magnet Affinity take a -5%
Stage 2: Deals (Level*100) Tearing Damage and Magnetizes the target making all dodges against Jutsu with the Magnet Affinity take a -10%
Stage 3: Deals (Level*250) Tearing Damage and Magnetizes the target making all dodges against Jutsu with the Magnet Affinity take a -15%
---Type: Ability
---Notes: RPically the user will need to carry Iron Sand.


Quote:
Iron Sand Gathering Assault

---Description: The Iron Sand Gathering Assault is a technique which gathers a great volume of Iron Sand and compresses it into a high-density shape.
---Requirements: Affinity: Magnet
---Effect:
The user takes one turn to manipulate their Iron Sand into a different shape causing them to gain a different bonus:
Armour Type - Reduce all received Impact/Tearing Damage by 1/2
OR
Weapon Type - Increase all Magnet Affinity Jutsu Damage techniques by +[Player Level(150)].
---Type: Ability
---Notes: RPically the user will need to carry Iron Sand. Only gain one buff at a time.


Quote:
Name: Iron Sand World Method
---Level: 100
---Style: Ninjutsu
---Affinity: Magnet
---Accuracy: 300
---Range: Ranged
---Effect:
Deals 2,000 Tearing Base Damage. Snares the target.
While snared a target can not attempt any Dodge, Flee or Stealth checks. The target is now limited to only being able to activate Self and Sight range jutsu. Items may not be activated. You may still sustain.
---Description: This technique uses Iron Sand to create a gigantic sphere of branching spikes. The user first creates two masses of Iron Sand of opposing magnetic fields and then merges them together. This causes the magnetic forces to instantly increase and the repellent force created by the two opposing magnetic fields scatters the Iron Sand across a vast area.

The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to get a clear overview of what is happening. This also makes evading the spikes nearly impossible. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will have filled the entire surroundings, cutting off any escape routes. With the opponent trapped, the user is free to attack in person.


Quote:
Magnet Creation

---Requirements: Affinity: Magnet
---Effect:
For every 5pt put into this effect the user gains a +12 Accuracy Buff/+300 Damage Buff for all techniques that have the Magnet Affinity.
---Type: Effect
---Notes: Makes this Jutsu have the Magnet Affinity


Quote:
Magnet Mastery

---Requirements: Affinity: Magnet
---Effect:
Stage 1: On your Payment Phase, if you are Sustaining a Jutsu that is Magnet Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Magnet Affinity techniques
Stage 2: Replace Stage 1 - On your Payment Phase, if you are Sustaining a Jutsu that is Magnet Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Magnet Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Magnet Affinity techniques
---Type: Innate
---Notes: None
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 8:02 pm


.


Explosion Affinity



Quote:
Affinity: Explosion

---Requirements: Affinity: Earth // Affinity: Lightning
---Effect:
Add Explosion as one of your Affinities. You may now create and use jutsu that are Explosion Affinity.
---Type: Innate
---Notes: None.


Quote:
Explosion Creation

---Requirements: Affinity: Explosion
---Effect:
For Every 5pt you spend into this effect you gain +300 Heat Damage, and +12 Accuracy.
---Type: Effect
---Notes: The Affinity of any Jutsu with this effect must be Explosion


Quote:
Explosion Mastery

---Requirements: Affinity: Explosion
---Effect:
Stage 1: When taking Heat Damage reduce the Total Damage by 1/2. Gain +5% when defending against all Heat Critical Checks.
Stage 2: On your Payment Phase, if you are Sustaining a Jutsu that is Explosion Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Explosion Affinity techniques
Stage 3: Replace Stage 2 - On your Payment Phase, if you are Sustaining a Jutsu that is Explosion Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Explosion Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Explosion Affinity techniques
---Type: Innate
---Notes: None


Quote:
Explosion Release: Exploding Palm

---Requirements: Affinity: Explosion
---Effect:
When using a Taijutsu Style Jutsu that have the Explosion Affinity the user may sacrifice Chakra equal to (Level*100//50//20) to gain Bonus Heat Damage equal to (Level*50//150//300).

---Type: Innate.
---Notes: May be taken 3 times.


Quote:
Explosion Release: Exploding Landmine Fist

---Requirements: Affinity: Explosion // Explosion Release: Exploding Palm
---Effect:
When the user successfully strikes a target with a Explosion Affinity Taijutsu Jutsu while increasing the damage with "Explosion Release: Exploding Palm", the target will take a Rank 1 Heat Critical.
---Type: Innate
---Notes: None.
 
PostPosted: Tue Jan 10, 2017 8:37 pm


.


Storm Affinity



Quote:
Affinity: Storm

---Requirements: Affinity: Water // Affinity: Lightning
---Effect:
Add Storm as one of your Affinities. You may now create and use jutsu that are Storm Affinity.
---Type: Innate
---Notes: None.


Quote:
Storm Creation

---Requirements: Affinity: Storm
---Effect:
Cost 10pts. If this jutsu misses you may sustain it to allow it attack again on your next turn. Each time this jutsu misses it gains +50 accuracy and +20 potency until it either Hits the target or Pierces the target's defense.
---Type: Effect
---Notes: The Affinity of any Jutsu with this effect must be Storm, Ranged and Ninjutsu.


Quote:
Storm Mastery

---Requirements: Affinity: Storm
---Effect:
Stage 1: When taking Heat Damage reduce the Total Damage by 1/2. Gain +5% when defending against all Heat Critical Checks.
Stage 2: On your Payment Phase, if you are Sustaining a Jutsu that is Storm Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Storm Affinity techniques
Stage 3: Replace Stage 2 - On your Payment Phase, if you are Sustaining a Jutsu that is Storm Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Storm Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Storm Affinity techniques
---Type: Innate
---Notes: None


Quote:
Storm Release: Laser Circus

---Description: This technique creates several beams and shoots them at the enemy. First, a halo of bright energy spreads around the user's hands as this technique is activated, then it encircles the user's hand and from that, the beams are shot out towards the enemy. The user is able to alter the beam's direction after being shot, making it possible to strike multiple enemies with pinpoint accuracy, even bypassing hostages held in close proximity. The user can also increase the number of beams to a great amount to pin down an enemy.
---Requirements: Affinity: Storm
---Effect: When Activating this Ability Roll 1D20.
The score of the Roll determines how many Beams is shot out when activating this ability.

Select 1 to [Roll Results] Target(s). Then decide how many Beams go to each Target. This has an accuracy of
[(Seal Speed + Seal Speed Buffs)(1)(# of Beams)]
and deals Heat Damage equal to
[(Seal Strength + Seal Strength Buffs)(3)(# of Beams)]

---Type: Ability
---Notes:


Quote:
Storm Release Secret Technique: Demon Dragon Storm

---Description: The user utilizes the Storm Release to produce a massive thunder cloud capable of infinitely absorbing Chakra to grow in size, strength and ferocity. The user can channel this absorbed energy into themselves, amplifying their techniques to their highest limit.

By using different seals while active, the user can summon multiple red pillars of chakra in the area.
---Requirements: Affinity: Storm // Storm Release: Thunder Cloud Inner Wave
---Effect: Once activated the user gains the following effect for the next 5 Turns.

Any time a Jutsu is Activated by anyone in the battle half of it's Chakra Cost is absorbed into a Storm Bank. When receiving Physical Damage the User may choose to reduce the damage by the Chakra saved in the Storm Bank.

On the User's Payment Phase, should the Storm Bank have Chakra saved equal to [Player Level(100)] then during the User's Attack Phase a Blast is sent out to a Target of the User's choosing. The Accuracy for this attack is
[(Seal Speed + Seal Speed Buffs)( 8 )]
and deals Heat Damage equal to
[(Seal Strength + Seal Strength Buffs)(30)]
--- This drains the Storm Bank by [Player Level(25)] for each Blast.

The User may chose to deactivate this technique and gain all of the stores in the Storm Bank to their Chakra.

---Type:
---Notes: "Storm Release: Thunder Cloud Inner Wave" must be maxed out first. This Ability will shoot a Blast for every increment of [Player Level(100)] that is currently saved in the Storm Bank. Should the Storm Bank reach 0 the Ability Deactivates. The user must wait 3 turns before reactivating this Ability.


Quote:
Storm Release: Thunder Cloud Inner Wave

---Description: The user utilizes the Storm Release to generate a thick ring of thunderclouds and electricity around themselves, creating an offensive and defensive ward. They can then use these clouds to fire powerful blasts of lightning at his enemies, and as an electrified perimeter; effectively preventing their enemies from getting close.
---Requirements: Affinity: Storm
---Effect: Once activated the user gains the following effect for the next 2 Turns.

Should the user successfully counter a Touch Range attack, they immediately inflict [Player Level(50)] Damage back to the attacker.

Stage 2: Increase the amount of turns this Ability lasts to 3
On the User's Attack Phase a Blast is sent out to a Target of the User's choosing. The Accuracy for this attack is
[(Seal Speed + Seal Speed Buffs)(2)]
and deals Heat Damage equal to
[(Seal Strength + Seal Strength Buffs)(5)]

Stage 3: Increase the amount of turns this Ability lasts to 4
Increase the Accuracy and Damage to:
[(Seal Speed + Seal Speed)(4)]
and
[(Seal Strength + Seal Strength Buffs)(10)]

Stage 4:Increase the amount of turns this Ability lasts to 5
Increase the Accuracy and Damage to:
[(Seal Speed + Seal Speed)(6)]
and
[(Seal Strength + Seal Strength Buffs)(20)]

---Type: Ability
---Notes: None.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 8:43 pm


.


Wood Affinity



Quote:
Affinity: Wood

---Requirements: Affinity: Water // Affinity: Earth
---Effect:
Add Wood as one of your Affinities. You may now create and use jutsu that are Wood Affinity.
---Type: Innate
---Notes: None.


Quote:
Wood Creation

---Requirements: Affinity: Wood
---Effect:
For every 1pt placed into this effect the user can heal a target up to 30 Chakra and Stamina.
---Type: Effect
---Notes: The Affinity of any Jutsu with this effect must be Wood


Quote:
Wood Mastery

---Requirements: Affinity: Wood
---Effect:
Stage 1: When regaining Chakra, Fatigue or Stamina increase the Total Value by 1/2. Gain +5% when defending against all Critical Checks.
Stage 2: On your Payment Phase, if you are Sustaining a Jutsu that is Wood Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Wood Affinity techniques
Stage 3: Replace Stage 2 - On your Payment Phase, if you are Sustaining a Jutsu that is Wood Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Wood Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Wood Affinity techniques
---Type: Innate
---Notes: None


Quote:
Wood Release Secret Technique: Nativity of a World of Trees

---Description: A technique developed by Hashirama Senju, where the user forces trees to grow on any surface, easily creating a dense forest anywhere they choose. A small plant can grow into a forest in an instant. By generating chakra, the user maneuvers it as they see fit for attack and defense; and furthermore, this omnipotent technique even allows them to capture the enemy at the same time. With their tremendous life force, the trees can pierce through earthen walls, and extend their branches at their prey in an instant.
---Requirements: Affinity: Wood
---Effect: The Effect of this Ability will trigger on the 6th Payment Phase after it's been Activated. Select as many Targets as you wish to gain the following Effects.

This Ability creates a densely packed Forest that reacts to the User's will.
All Players with the Wood Affinity or are Targeted by the User gain the following Buffs:
+[Player Level(35)] Protection when using a Protection Technique with the Wood Element.
+[Player Level(60)] Damage when using a Damage Technique with the Wood Element.
+[Player Level(10)] Chakra every Payment Phase.
+[Player Level(2)] Fatigue every Payment Phase.
+[Player Level(20)] Stamina every Payment Phase.

This Forest is destroyed when a Player activates a Fire, Lava or Scorch technique with a Potency higher than the user's:
[(Seal Strength + Seal Strength Buffs) + (Intelligence + Intelligence Buffs)]( 18 )
OR
When a Total of [Player Level] Fire, Lava or Scorch techniques have been activated.

---Type: Ability
---Notes: The user can decrease the amount of turns it takes for this ability to take effect by 1 per 7,200 Chakra Paid. Should this ability still be in effect notify a mod as these buffs will stay in that RP Thread until the forest is destroyed.


Quote:
Wood Release: Advent of a World of Flowering Trees

---Description: Taking advantage of the innate properties of Wood Release which allows the user to force trees to grow on any surface in an instant, the user creates a dense forest of flowering trees. During the forest's formation, the user can have the branch restrain any target(s) that tries to attack the user before the formation of the forest is complete. The pollen produced by these flowers is then released into the atmosphere and when inhaled, renders any afflicted target unconscious. The user can also control where the pollen spreads so it does not affect them nor their comrades. The pollen is also capable of penetrating Susanoo's defenses.
---Requirements: Affinity: Wood // Wood Release Secret Technique: Nativity of a World of Trees
---Effect: Select a Target.
To Defend or Dodge this ability you must contest a check of
[(Seal Speed + Seal Speed Buffs) + (Intelligence + Intelligence Buffs)](4).
Should the Target fail they are Snared until they break the Debuff Check of
[(Seal Strength + Seal Strength Buffs) + (Intelligence + Intelligence Buffs)](4).

On the Target's 3rd Payment Phase of being Snared, the Flowers will bloom causing them to immediately go Unconsciousness unless they can beat the following check of:
[(Seal Speed + Seal Speed Buffs) + (Seal Strength + Seal Strength Buffs) + (Intelligence + Intelligence Buffs)](3)
vs The Target's
[(Willpower + Willpower Buffs)(7) + Resistance Buffs]
Should they fail they can always contest the same check again to reawaken. An ally may also contest this check with a Medicate Check for them.

---Type: Ability
---Notes: "Wood Release Secret Technique: Nativity of a World of Trees" Must currently be fully active before this Ability can be used.


Quote:
Wood Release: Hōbi Technique

---Description: Using Wood Release, the user creates a dome-like defensive structure that completely surrounds the user which takes the form of a dragon's face. This defense is split down the middle and can be opened on the user's command.
---Requirements: Affinity: Wood
---Effect: This Ability can be used on your Attack Phase or when Countering.
...If used during the attack phase: Select a target. This has an accuracy of [Player Level(60). If successful the target is Trapped within for 2 turns during which time can not be target of anything while inside the prison but Wood Element Techniques.

They may take no actions other than trying to break free, which is a check of their [(Player Level + Toughness + Toughness Stat Buff + Willpower + Willpower Stat Buff)5 + Resistance Buff] vs the user's [(Level + Seal Strength + Seal Strength Buffs)8 + Wood Potency Buffs].
--However they may still defend themselves with the use of Self Range techniques.

An ally may attempt to break the prison by attacking it like normal and using the potency of their attack vs the user's [(Level + Seal Strength + Seal Strength Buffs)8 + Wood Potency Buffs].

...If used during the defense phase: Select a target and defend them from all incoming attacks with a check of [(Level + Seal Strength + Seal Strength Buffs)8 + Wood Potency Buffs] Damage can not pierce this defense if successful.
---Type: Ability
---Notes: Can only be used once every 4 Turns.


Quote:
Wood Release: Wood Dragon Technique

---Description: The user creates a gigantic wooden dragon, which they can use for a multitude of purposes including restraining a target, or for offensive purposes. The dragon that the user creates can vary in terms of appearance. While both instances created a serpentine dragon, Chinese dragon, though the first had a short trunk-like nose, while the other two later created did not. It also has the ability to absorb chakra from its target, slowly rendering them unable to use techniques by biting into the target and draining them almost in a vampiric fashion.
---Requirements: Affinity: Wood
---Effect:
Select a Target.
They must choose to either dodge or counter against this Ability's check of (Level + Seal Speed + Seal Speed Buffs)(5). However if they fail they will be unable to take their next attack phase and suffer damage equal to (Level + Seal Strength + Seal Strength Buffs)(20)
---Type: Ability
---Notes: None.


Quote:
Wood Release: Wood Human Technique

---Description: After forming the required hand seals, the user creates an enormous statue-like creature out of wood. This humanoid creature with a full body and an oni-like face is usually created with a wooden dragon wrapped around its torso, and is generally used in battle as an avatar.
---Requirements: Affinity: Wood
---Effect:
Create an Avatar to fight alongside the User. This Avatar is treated just like a Summon. This Avatar will appear on the User's 3rd Payment Phase.
- Stamina is equal to [(Player Level) + (Seal Strength)](150).
- May only use Wood Element Techniques known by the User.... Techniques that cost Chakra are paid out of the Avatar's Stamina.
- May use any Wood Release Perks the User knows.

---Type: Ability
---Notes: None.
 
PostPosted: Tue Jan 10, 2017 8:43 pm


.


Lava Affinity



Quote:
Affinity: Lava

---Requirements: Affinity: Fire // Affinity: Earth
---Effect:
Add Lava as one of your Affinities. You may now create and use jutsu that are Lava Affinity.
---Type: Innate
---Notes: None.


Quote:
Lava Creation

---Requirements: Affinity: Lava
---Effect:
Every 15pts drains 1 Use.
Successfully hitting a Target places a DeBuff on them. Every Payment Phase they lose X Use(s) on each of their Items.
Sustainable.
---Type: Effect
---Notes: The Affinity of any Jutsu with this effect must be Lava Element. Ninjutsu Only.


Quote:
Lava Mastery

---Requirements: Affinity: Lava
---Effect:
Stage 1: When taking Heat Damage reduce the Total Damage by 1/2. Gain +5% when defending against all Heat Critical Checks.
Stage 2: On your Payment Phase, if you are Sustaining a Jutsu that is Lava Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Lava Affinity techniques
Stage 3: Replace Stage 2 - On your Payment Phase, if you are Sustaining a Jutsu that is Lava Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Lava Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Lava Affinity techniques
---Type: Innate
---Notes: None


Quote:
Lava Release: Melting Apparition Technique

---Description: The Lava Release: Melting Apparition Technique, utilized through the Lava Release, manipulates a strong acidic mud flow, even capable of corroding flesh. The user changes chakra inside their body into a powerful acidic fluid that will melt anything and spits out the viscous fluid from their mouth. Both the shape and the amount are determined by the user. By spitting it out at short-range the technique's speed increases. By distributing the liquid across a vast range, the user creates an acid wall. Anything that touches it will crumble and lose its shape. Should their initial attack miss, a great deal of smoke is created by the effects of the acid, so a follow-up attack can be conducted while the enemy's vision remains obscured.
---Requirements: Affinity: Lava
---Effect: This Ability may be activated on either the User's Attack Phase or Defense Phase.
...If Activated on the Attack Phase: Select a Target.
They must either Defend or Dodge against the following check:
[(Agility + Agility Buffs) + (Seal Speed + Seal Speed Buffs)](5)
Should they fail they take a Rank 3 Heat Critical.
The Potency of this Ability is:
[(Seal Strength + Seal Strength Buffs)( 8 )]
Should they succeed their Defense but have a lower Potency they take a Rank 1 Heat Critical.
Should they successfully Dodge the user's next attack is considered a Surprise Attack, but only if the user puts up their current Sneak Check (Remember you may not activate techniques when activating an ability.) The Target may not Attempt an Awareness Check reflexively but any allies may attempt one for them. They can choose to make an Awareness check on their next Attack Phase.

...If used on the Defense Phase: Select a target and defend them from all incoming attacks with a check of [(Level + Seal Strength + Seal Strength Buffs)8 + Lava Potency Buffs] Damage can not pierce this defense if successful.
---Type: Ability
---Notes: Can only be used once every 6 Turns.


Quote:
Lava Release: Quicklime Congealing Technique

---Description: This technique makes use of the Lava Release, where the user expels a large quantity of quicklime from their mouth, capable of inflicting damage to an opponent. This ability can also be manipulated in order to restrict the intended target's movements, as after the initial blast the remnants of the substance can act in a similar manner to quick-drying cement. However, the technique requires the addition of water to set off the necessary reaction to make the substance harden.
---Requirements: Affinity: Lava
---Effect: Select a Target.
They must either Defend or Dodge against the following check:
[(Agility + Agility Buffs) + (Seal Speed + Seal Speed Buffs)](5)
Should they fail they take Heat Damage equal to:
[(Seal Strength + Seal Strength Buffs)(35)]

If the Target gets hit by a Water Element technique before their next turn they will loose their Attack Phase.
---Type: Ability
---Notes: Can only be used once every 2 Turns.


Quote:
Lava Release: Rubber Ball

---Description: The user expels a large glob of lava from their mouth, which quickly solidifies into a hollow ball that can be used to protect an object by surrounding it with the durable rubber-like material. The properties of this substance mean that it can both absorb and dissipate the force behind a blow when struck, resulting in it either deforming or bouncing upon impact.
---Requirements: Affinity: Lava
---Effect: Select a Target.
Defend them from all incoming attacks with a check of [(Level + Seal Strength + Seal Strength Buffs)6 + Lava Potency Buffs] Damage can not pierce this defense if successful.
---Type: Ability
---Notes: Can only be used once every 3 Turns.


Quote:
Lava Release: Rubber Rope

---Description: The user creates a rope with lava converted into a rubber-like material. It can be used to quickly withdraw an ally of the attack line, being more efficient when combined with a distraction.
---Requirements: Affinity: Lava
---Effect: Select a Target. Can not be yourself.
Defend them from all incoming attacks with a check of [(Level + Seal Speed + Seal Speed Buffs)( 8 )] This is considered a Dodge.
---Type: Ability
---Notes: Can only be used once every 2 Turns.


Quote:
Lava Release: Rubber Wall

---Description: The user creates an enormous torrent of lava from the ground directly in front of them, which then forms into a wall possessing immense durability due to its rubbery consistency that allows the material to deform when attacked, meaning it can both absorb and dissipate the force behind a blow rather than just simply obstruct it. This technique can also be used to provide reinforcement to a pre-existing barrier.
---Requirements: Affinity: Lava
---Effect:
+[Player Level(45)] Protection when using a Protection Technique with the Lava Element.
Reduce this Value in half against Water Element Techniques.

---Type: Innate
---Notes: None.


Quote:
Lava Release: Scorching Stream Rock Technique

---Description: The user expels a large amount of lava from their mouth, which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. Due to their composition, the boulders can melt through most objects with ease, and because a considerable number are dispersed over a wide range in quick succession, they are also difficult to avoid.
---Requirements: Affinity: Lava
---Effect: Select a Target.
They must either Defend or Dodge against the following check:
[(Agility + Agility Buffs) + (Seal Speed + Seal Speed Buffs)](5)
Should they fail they take Heat Damage equal to:
[(Seal Strength + Seal Strength Buffs)(55)]
And lose 5 uses on all their items equal.
---Type: Ability
---Notes: Can only be used every 2 turns.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Tue Jan 10, 2017 8:44 pm


.


Boil Affinity



Quote:
Affinity: Boil

---Requirements: Affinity:Fire // Affinity: Water
---Effect:
Add Boil as one of your Affinities. You may now create and use jutsu that are Boil Affinity.
---Type: Innate
---Notes: None.


Quote:
Boil Creation

---Requirements: Affinity: Boil
---Effect:
Every 1pt allows 10 Sustained Heat Damage (This damage goes straight to stamina).
When applied to damage this effect places a de-buff on the victim, allowing the damage effect on the Jutsu to damage the target repeatedly each time it is sustained (though no re-action is given after the initial hit rather it must be removed as a normal de-buff). This damage can be not be higher than the Heat Damage placed on this technique.

---Type: Effect
---Notes: Must have the Boil Element, Only Ninjutsu.


Quote:
Boil Mastery

---Requirements: Affinity: Boil
---Effect:
Stage 1: When taking Heat Damage reduce the Total Damage by 1/2. Gain +5% when defending against all Heat Critical Checks.
Stage 2: On your Payment Phase, if you are Sustaining a Jutsu that is Boil Affinity and has the "Buff - Accuracy" Effect you may pay Double it's Sustain Cost to gain the following benefits:

Gain an extra Accuracy Buff equal to [Player Level(5)] for all Boil Affinity techniques
Stage 3: Replace Stage 2 - On your Payment Phase, if you are Sustaining a Jutsu that is Boil Affinity and has the "Buff - Accuracy" Effect or "Buff - Potency" Effect you may pay Double it's Sustain Cost to gain the respective benefits:

Gain +[Player Level(9)] Accuracy Buff for all Boil Affinity techniques
Gain +[Player Level(15)] Potency Buff for all Boil Affinity techniques
---Type: Innate
---Notes: None


Quote:
Boil Release: Skilled Mist Technique

---Description: The user creates a cloud of mist which they release from their mouth. This mist is highly acidic in nature, capable of melting bodies, and even chakra-based defenses such as Susanoo. The technique has an inherent disadvantage in that its effects are indiscriminate, limiting its usage to areas that do not contain allies. In the event that the mist escapes the containment area, the user can adjust the pH level of the mist to safer levels.
---Requirements: Affinity: Boil
---Effect:
This ability targets every player in the battle but the User.
This ability can not be defended against, instead to avoid it the target(s) must make a check of
[(Level + Agility + Agility Buffs)*10 + Dodge Buffs + Flee Buffs]
vs The User's
(Player Level + Seal Strength + Seal Strength Buffs + Seal Speed + Seal Speed Buffs)*5
Any who fails suffers a Rank 6 Heat Critical.
---Type: Ability
---Notes: Can only be used once every 5 Turns.


Quote:
Boil Release: Unrivaled Strength

---Description: The user increases the temperature of chakra to the boiling point, generating large amounts of steam and evaporating any water or ice in direct contact with their body. The pressure resulting from this emitted steam can then be used to increase the force behind physical attacks, giving the user immense strength. The exact amount of force produced is proportional to the quantity of steam released, as the greater the volume of steam utilized, the larger the pressure that can be built up. On releasing the pressure, not only is the user's strength enhanced, but their speed increased as well.
---Requirements: Affinity: Boil
---Effect: Gain an additional Taijutsu Buff equal to [PL(1)] for 3 Turns.

Should their be any Ice Counters in the Battle the User may choose to Spend them. Increase the Buff Modifier by +1 or Turn Duration by +2 per Ice Counter consumed.
---Type: Ability
---Notes: Can only be used once every 5 Turns. You can not increase the Modifier by more than [PL(/10)]. You can not increase the Duration by more than [PL(/5)].


Quote:
Erupting Propulsion Fist

---Description: After increasing their chakra temperature to the boiling point, the user releases boiling steams from his body and delivers a steam-enhanced punch that sends his opponent flying far away.
---Requirements: Affinity: Boil // Boil Release: Unrivaled Strength
---Effect: Select a Target.
The target must choose to either dodge or counter against this Ability's check of
[(Agility + Agility Buffs)(6)]
Should they fail they suffer Heat Damage equal to
[(Strength + Strength Buffs + Seal Strength + Seal Strength Buffs)(40)]

Stage 2: This ability will also apply a Rank 1 Heat Critical to the Target when successful.
---Type: Ability
---Notes: Can only be activated while "Boil Release: Unrivaled Strength" is Active on the User.


Quote:
Erupting Strong Foot

---Description: After increasing his chakra temperature to boiling point, the user releases boiling steam from his body and delivers a powerful kick to their opponent. This attack has enough force to generally send their opponent reeling backwards.
---Requirements: Affinity: Boil // Boil Release: Unrivaled Strength
---Effect: Select a Target.
The target must choose to either dodge or counter against this Ability's check of
[(Agility + Agility Buffs)(6)]
Should they fail they suffer Heat Damage equal to
[(Strength + Strength Buffs + Seal Strength + Seal Strength Buffs)(40)]

Stage 2: This ability will also Stun the Target for 1 Turn causing them to lose their Attack Phase.
---Type: Ability
---Notes: Can only be activated while "Boil Release: Unrivaled Strength" is Active on the User.
 
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