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

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Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
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  • Money Never Sleeps 200
PostPosted: Fri Jul 26, 2019 5:02 pm
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▰ Rules:
Shinobi Revolution's classes are designed to allow for flexibility and help you build your ideal role playing character. Each character you create in SR is allowed to pick two classes from this section upon creation, or may choose to take the same class twice for some additional bonuses. These classes subsequently determine resource pools along with access to jutsu, styles, and other perks. Consider them the core foundation of your character's interaction with the guild, around which the rest of them will be built.

▰ Class Selection:
• When creating your character, you must select a First and a Second class. At present, it does not matter which order you list your classes in when you choose them.
• You can create any combination of classes on this listing, so feel free to experiment.
• After selecting your classes you cannot easily change them, so consider your selections carefully. We recommend exploring some of the jutsu at your disposal in addition to reading over the classes themselves before choosing.
• The abilities and perks from both classes are combined, with like items stacking.
• You may only choose one discipline from each class you have chosen, unless your class or combination of class (such as taking a class twice) allow for it.

▰ Resource Pools:
• The genin rank of your classes are added together at the time of creation, determining your base chakra and stamina pools are.
• When you rank up, immediately add your chakra and stamina pool increases from both classes to their respective pools.


▰ Disciplines:
• After you have selected your First and Second Classes, you will choose two [2] Disciplines, one [1] from your first chosen class and one [1] from your second class. Once chosen, we suggest you copy paste both the discipline and the description of what it does onto your profile in the designated area for easy reference.

▰ Jutsu Limits:
• All main classes and subclasses have technique limitations. To determine your character's overall limits, simply add the two together.
• Bloodline techniques and the set of six [6] academy jutsu characters start with do not count against overall limitations.


▰ Specialization & Cross-Classes:
• Specializing in a class is choosing the same class twice gaining two of that class's disciplines and a specialization perk.
• Specializing can only occur when the same two classes are selected for the first and second classes. To select the same class for a third and fourth class options do not grant certain bonuses that may otherwise be granted through specializing: certain techniques require specialization (may be found in ninjutsu, sealing, medical, etc) and certain bloodline bonuses.
• Choosing two different Classes instead of specializing confers the corresponding perks as listed here.


Ninjutsu

Ninjutsu – Ninjutsu: The user's ninjutsu gains the ability to overwhelm ninjutsu of the same rank. The overwhelming trait only applies to a single element at D rank, increasing to two at B rank and three at S rank regardless of the number of elements the ninja has. Overwhelming properties do not apply to techniques above S Rank. If you have a kekkei genkai which requires two elements, and if both of the elements required are elements you have chosen to have overwhelming, then your kekkei genkai is also treated as having overwhelming. You gain an additional 4 Ninjutsu per body rank that are dedicated to their primary element. Ninjutsu Specialists also gain an additional 25 chakra per body rank.

Ninjutsu – Genjutsu: The user is able to combine their ninjutsu and genjutsu together for one action by using the ninjutsu as a trigger by effecting the target's senses. This ability has a three post cool down. Ninjutsu and Genjutsu cost five chakra less per rank of the technique.

Ninjutsu – Taijutsu: Grants an additional 5 ninjutsu slots at D, B, S Ranks. Grants an additional taijutsu style at C, A, S+ ranks. Additionally, the user gains access to the following technique.

[u]Nin-Tai Armor[/u]
[u]Rank[/u] X : : Spiritual
The user may cast a ninjutsu, however as an alternative for its normal state, the user is able to create an elemental armor of the technique that guards the user from techniques that rank and lower while retaining any knock back, status or other effects it may apply. To keep this elemental armor active after taking damage, the user must pay the cost of the technique interacting with it, consuming an action. If the user is able to strike a target while this armor is active, the ninjutsu is cast from the point of contact, making direct impact on the target, requiring the cost of the ninjutsu be automatically taken from the user's reserves for no additional action. The user must pay an upkeep two ranks below the rank of the technique with a minimum of E Rank. This technique has no action, however, requires being paid for at the rank of the technique it is augmenting.


Ninjutsu – Bukijutsu: Grants an additional 5 ninjutsu slots at D, B, S Ranks. Grants an additional Bukijutsu style at C, A, S+ ranks.Gives the overwhelming property to ninjutsu cast through the mystic hero discipline and allows the user to convert 10 ninjutsu to 1 bukijutsu style and 1 bukijutsu style to 10 ninjutsu.

Ninjutsu – Scholar: Able to gain five additional custom slots. In addition the user is able to cast ninjutsu on sealing tags they carry in their inventory by paying the total cost of the technique plus an additional D Rank amount of chakra. These tags are placed on a time up to one post for each body rank of the user and must be specified as to the number of posts it takes to detonate upon creation.

Ninjutsu – Bloodline: May combine one bloodline technique and one ninjutsu technique for a single action once every three posts by paying the resource cost for both. Bloodline techniques that share the user's elements gain the overwhelming property if not already applied.

Ninjutsu – Medical: The user is able to combine their medical techniques and ninjutsu for a single action, paying only the total resource cost. Doing so allows the harming elements of the ninjutsu to impact foes, inflicting Status Effects at 1 Tier higher, while the healing aspects are able to heal allies at one rank higher in it's area of effect simultaneously. Once every three posts, the user may use this effect with offensive medical ninjutsu.

Ninjutsu – Performer: The user's ninjutsu cast through their instrument is considered overwhelming when interacting with techniques. Ninjutsu may now also be upkept even if it did not have a duration before. The limitations of this follow the same rules as song technique.

Ninjutsu – Puppeteer: The user is allotted a chakra battery mechanism to install into their puppets. The user is granted one battery of this nature per puppet. This feature does not count against the maximum [2] battery cap per item rule. This chakra battery is considered a Special battery with 320 chakra and allows the caster to cast any ninjutsu the user has access to. The user also gains an additional 500 chakra to the battery resource pool. In addition, the user gains an additional 25 chakra every body rank.

Ninjutsu – Tamer: Pets are allotted an elemental affinity automatically. This means that with two TA the pet gains access to the user’s second element, and at four TA the pet is given an element of their own. This grants the pet five ninjutsu slots for that element per every other body rank (D, B, S). In addition, the user gains an additional 25 chakra every body rank.


Genjutsu

Genjutsu – Genjutsu: If this class is taken as the first and second class, then you may take two disciplines from this class and are considered a Specialist. Additionally, those who are a specialist can choose one category of genjutsu to follow as a path. You can follow the path of the illusionist (illusory focus), enchanter/enchantress (enchantment focus), trickster (instance focus), or conjurer (chain focus). Selecting a Path grants [3] additional custom slots and [1] keystone for techniques of that category. Genjutsu that are cast by those of this specialization are more efficient as according to the user's body rank, all Genjutsu are [10] Chakra cheaper to perform with the user's specialized Focus are further reduced by another [5] Chakra per body rank. No cost can be lower than a minimum of [5] Chakra. Once every other post all three of the genjutsu specialist's actions in a post can be used for genjutsu.

Genjutsu Path: [ Illusionist/Enchanter/Trickster/Conjurer. Must be chosen and listed here on character creation. Requires a profile respec to change. ]

Genjutsu – Ninjutsu: The user is able to combine their ninjutsu and genjutsu together for one action by using the ninjutsu as a trigger by effecting the target's senses. This ability has a three post cool down. Ninjutsu and Genjutsu cost five chakra less.

Genjutsu – Taijutsu: Can choose to use the kai technique to release genjutsu with stamina instead of chakra at one rank higher. In addition the user may use a genjutsu through touch as physical contact becoming the trigger, paying the same cost as if they casted it through normal means. When contact with the user is made, the target will fall under the effects of the genjutsu used in this manner. This is limited to two genjutsu simultaneously and (genjutsu cannot be retained after combat ends).

Genjutsu – Bukijutsu: Can choose to use the kai technique to release genjutsu with stamina instead of chakra at one rank higher. The user's bukijutsu and basic combat bukijutsu may have an additional 5 chakra cost applied to it per rank of the parent technique for an illusory effect. Upon physical contact with the user's weapon, the target will believe they have been stricken a grievous wound that is akin to the weapon used. The target's body will react as though the trauma status of the appropriate tier in relation to the parent technique is affecting the opponent. ( E-D Tier 1, C Tier 2, B-A Stage 3 and S-S+ Stage 4 ) This effect is negated by a Kai or Pain release equal to the bukijutsu the effect is applied to. This has a three post cooldown.

Genjutsu – Scholar: Genjutsu duration is increased by one post. Genjutsu of the chakra sense influence are one rank weaker against the user.
Technique Name: Everlasting Nightmare
Technique Type: Sealing
Technique Rank: B
Description: The user makes contact with the opponent which causes a seal to form at the point of contact. This seal is bound with a genjutsu which lasts for three posts per body rank. Even when the genjutsu is kai’d, it will re-cast itself after three posts, consuming only resources for that technique. Requires an unsealing technique to break the technique. Limited to B-rank Genjutsu and below.


Genjutsu – Bloodline: The user is able to combine their bloodline techniques and genjutsu together for one action by using the bloodline technique as a trigger by effecting the target's senses. This ability has a three post cool down. Bloodline Techniques and Genjutsu cost five chakra less.

Genjutsu – Medical: Genjutsu primarily of the visual sense are one rank easier to kai. While the user is applying their medical techniques to an ally, the user may exert an additional five chakra per rank of the healing technique. Doing so creates a ring of chakra around the user and their patient that is five feet in width per rank of the parent technique. For no additional action, the user preforms a genjutsu that is triggered when the opponent crosses the ring's perimeter, keeping patient and medic safe. Genjutsu triggered while this ring is active inflict [15] Tenketsu Rot per rank of Genjutsu (The target can still Kai despite Tenketsu Rot in this instance)

Genjutsu – Performer: Genjutsu cast on a target may be delayed instead of activating immediately. Every two posts that it is left like this, increases its rank by one to a maximum of [S+]. Sensory or any kind of doujtsu will see a target with this jutsu on them as if they were currently under a genjutsu, and using a kai BEFORE the performer unleashes their genjutsu costs the opponent one rank less chakra than the performer originally spent. Unlike other reductions, this rank reduction CAN reduce a kai below [5] chakra. Only one genjutsu can be under this effect at a time.

Genjutsu – Puppeteer: Cross Classing in these yields a reduction to cost and the casting of genjutsu through mechanism action as a trigger. Genjutsu and puppetry cost [5] less chakra to perform per rank of the technique. In addition, the user gains access to the following technique.
▰ [b]Marionette World Nightmare[/b]
[color=transparent]▰[/color][b]Category:[/b] Enchantment
[color=transparent]▰[/color][b]Rank:[/b] A
[color=transparent]▰[/color][b]Primary Sense:[/b] Sight
[color=transparent]▰[/color][b]Additional Senses:[/b] Sound, Touch
[color=transparent]▰[/color][b]Base Duration:[/b] 5 Posts
[color=transparent]▰[/color][b]Upkeep:[/b] 40 Chakra
[color=transparent]▰[/color][b]Trigger:[/b] Viewing Puppet
[color=transparent]▰[/color][b]Source:[/b] Visual Phantasm
[color=transparent]▰[/color][b]Status Effect:[/b] None
[color=transparent]▰[/color][b]Description:[/b] The user's puppets appear to the target, masking themselves as the target's loved ones, living or dead. The target feels an overwhelming urge to embrace their loved one. Should the opponent embrace the puppet's body, the puppet is able to utilize one of their mechanisms at the same rank of the technique for no additional action, allowing them to create a violent betrayal of the loved one.


Genjutsu – Tamer: Pets can be used as a visual trigger for genjutsu. In addition, the user is able to spend one action in order to cast a ranked amount of chakra on their pet. This ranked chakra causes those who see the pet's body to imagine it as a gruesome beast and the opponent is stricken with fear causing Paralysis of tiers varying on the rank of chakra paid.( E-D Stage 1, C-B Stage 2, A-S Stage 3 and S+ Stage 4 )


Taijutsu
Taijutsu – Taijutsu: If this class is taken as the first and second class, then the user takes 2 disciplines from this class and an additional taijutsu style. These masters of their arts are able to have a 1 point increase in their stats cap of 8 making it 9. In addition, they gain one of the following Specialization options. Only 1 can be chosen.

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

Master of Many: The user sets out to learn all of their class's style available to them in their studies. The user gains access to an additional style every rank for a total of six.


Ninjutsu – Taijutsu: Grants an additional 5 ninjutsu slots at D, B, S Ranks. Grants an additional taijutsu style at C, A, S+ ranks. Additionally, the user gains access to the following technique.

[u]Nin-Tai Armor[/u]
[u]Rank[/u] X : : Spiritual
The user may cast a ninjutsu, however as an alternative for its normal state, the user is able to create an elemental armor of the technique that guards the user from techniques that rank and lower while retaining any knock back, status or other effects it may apply. To keep this elemental armor active after taking damage, the user must pay the cost of the technique interacting with it, consuming an action. If the user is able to strike a target while this armor is active, the ninjutsu is cast from the point of contact, making direct impact on the target, requiring the cost of the ninjutsu be automatically taken from the user's reserves for no additional action. The user must pay an upkeep two ranks below the rank of the technique with a minimum of E Rank. This technique has no action, however, requires being paid for at the rank of the technique it is augmenting.


Taijutsu – Genjutsu: Can choose to use the kai technique to release genjutsu with stamina instead of chakra at one rank higher. In addition, the user may pay the cost of a genjutsu at any time without casting it upon the opponent. The technique cast has a trigger of physical contact with the user applied. When contact with the user is made, the target will fall under the effects of the genjutsu. This is limited to two genjutsu simultaneously and genjutsu cannot be retained after combat ends.

Taijutsu – Bukijutsu: All taijutsu and bukijutsu techniques cost five less resources per rank of the technique. Simple techniques of both classes are treated as overwhelming, although it still suffers from the rank deficiencies of those typical interactions. The user gains an additional taijutsu at D, B, and S rank. The user gains an additional bukijutsu at C, A, and S+ Rank. Finally, one taijutsu and one bukijutsu technique can be self-korabo'd to consume only one combat action once per three posts.

Taijutsu – Scholar: The user is able to combine 1 taijutsu and 1 sealing technique together for one action every three posts for the resource cost of both. In addition, the user is able to learn the user's elements, special charka types ( demon, sage, curse ), body rank and resource totals by physical contact. Finally, these users are uniquely able to resist seals being put on their person by expending an activation and paying the cost of the attempted seal.

Taijutsu – Bloodline: Bloodlines with taijutsu attributes cost five chakra/stamina less per rank of the technique wit a minimum of 5. Bloodline abilities that effect stats are increased by [1] per rank of the technique.

Taijutsu – Medical: The user is able to cast healing medical ninjutsu for no hand signs. Once every three posts, this ability can be used for no activation. For five posts, the shinobi's Taijutsu can inflict [5] Tenketsu Rot each time they make contact with a target.

Taijutsu – Performer: While under the effects of their song jutsu, the performer may choose one taijutsu technique per every activation they have. After selecting the chosen jutsu, the performer makes use of a unique and fluid combo that allows them to mix all of these jutsu together for a single activation. The exertion of this korabo drains the body, however, and reduces the number of activations in their next post based on how many taijutsu were mixed together. [This effect cannot be used outside of combat to stack activations.

Taijutsu – Puppeteer: Physical impacts with the user's puppet are considered one rank higher when interacting with techniques. Your puppet strings can manifest from your shoulders, knees, hips, arms, and legs so that your hands are free for physical attacks. Each puppet is allowed [1] additional mechanism slot reserved for a spiritual based mechanism. Does not count toward any mechanism limit. Not a unique mechanism. Does not count toward their mechanism limit. Basic puppetry attacks and defenses performed with puppet limbs cost [5] fewer chakra to perform per rank of the technique (i.e body, external appendages) .


Taijutsu – Tamer: The user gains an additional taijutsu style at body rank D, B, and S. In addition, the user's pet's flesh/fur/coat gains the defensive properties of medium armor with no drawbacks.


Bukijutsu
Bukijutsu – Bukijutsu: If this class is taken as the first and second class, then the user takes 2 disciplines from this class and an additional bukijutsu style. These masters of their arts are able to have a 1 point increase in their stats cap of 8 making it 9. In addition, they gain one of the following Specialization options. Only 1 can be chosen.

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

Master of Many: The user sets out to learn all of their class's style available to them in their studies. The user gains access to an additional style every rank for a total of six.


Bukijutsu – Ninjutsu: Grants the user to gain +3 ninjutsu per body rank. Gives the overwhelming property to ninjutsu cast through the mystic hero discipline and allows the user to convert 10 ninjutsu to 1 bukijutsu style and 1 bukijutsu style to 10 ninjutsu.

Bukijutsu – Genjutsu: Can choose to use the kai technique to release genjutsu with stamina instead of chakra at one rank higher. The user's bukijutsu and basic combat bukijutsu may have an additional 5 chakra cost applied to it per rank of the parent technique for an illusory effect. Upon physical contact with the user's weapon, the target will believe they have been stricken a grievous wound that is akin to the weapon used. The target's body will react as though the trauma status of the appropriate tier in relation to the parent technique is affecting the opponent. ( E-D Tier 1, C Tier 2, B-A Stage 3 and S-S+ Stage 4 ) This effect is negated by a Kai or Pain release equal to the bukijutsu the effect is applied to. This has a three post cooldown.

Bukijutsu – Taijutsu: All taijutsu and bukijutsu techniques cost five less resources per rank of the technique. Simple techniques of both classes are treated as overwhelming, although it still suffers from the rank deficiencies of those typical interactions. The user gains an additional taijutsu at D, B, and S rank. The user gains an additional bukijutsu at C, A, and S+ Rank. Finally, one taijutsu and one bukijutsu technique can be self-korabo'd to consume only one combat action once per three posts.

Bukijutsu – Scholar: Able to utilize any seal through contact with their weapon. Detects any hidden information on their person upon contact with weapon. These users are uniquely able to cut through seals by casting an unsealing technique through their blade. They are also able to physically cut Hex seals on their person by expending an activation and no chakra/stamina.

Bukijutsu – Bloodline: Bloodline abilities that effect stats are increased by [1] per rank of the technique. In addition, the user is able to combine a bloodline technique and a bukijutsu technique together for a single action, paying the resource cost of both every three posts.

Bukijutsu – Medical: The user is able to slash their weapon at a target, applying a healing technique to it and casting it upon the target. Every three posts the user is able to combine offensive medical ninjutsu with a bukijutsu technique for one action, paying only the resource cost every three posts. Medical techniques cast in this manner cost five chakra less per rank of the technique.

Bukijutsu – Performer: While under the effects of their song jutsu, the performer may choose one bukijutsu technique per every activation they have. After selecting the chosen jutsu, the performer makes use of a unique and fluid combo that allows them to mix all of these jutsu together for a single activation. The exertion of this korabo drains the body, however, and reduces the number of activations in their next post based on how many bukijutsu were mixed together. [This effect cannot be used outside of combat to stack activations]

Bukijutsu – Puppeteer: Mechanisms with blades are considered one rank higher when interacting with techniques. Your puppet strings can manifest from your shoulders, knees, hips, arms, and legs so that your hands are free for weapon attacks. Each puppet is allowed [1] additional mechanism slot reserved for a weapon-based mechanism. Does not count toward any mechanism limit. Not a unique mechanism. Does not count toward their mechanism limit. Basic puppetry attacks and defenses with weapons equipped cost [5] fewer chakra to perform per rank of the technique.

Bukijutsu – Tamer: The user and pet can Korabo bukijutsu techniques together for a single action with varying cool downs depending on the technique's rank.
E-D - 0
C-B - 1
A-S - 2
S+ - 3
The pet also gains access to the following technique:
[b]▰ Blade Blitz | Rank X | Complex[/b]
The pet grips their weapon in their mouth if unable to use hands. The pet moves at blinding fast speeds, increasing their speed by [1] per rank of the technique. The pet flashes forward five feet per rank of the technique, slicing those along it's path with the blade infused with the pet's desired element.




Scholar

Scholar – Scholar: You may pick 2 of its disciplines. Additionally, fuuinjutsu and sensory techniques used by this specialization are reduced in chakra cost by five per rank with a minimum of five chakra. Your seals and summons cannot be hijacked. Seals that require multiple activations will require one less so long as you're contributing at least one activation to the seal in question.

Scholar – Ninjutsu: Able to gain five additional custom slots. In addition the user is able to cast ninjutsu on sealing tags they carry in their inventory by paying the total cost of the technique plus an additional D Rank amount of chakra. These tags are placed on a time up to one post for each body rank of the user and must be specified as to the number of posts it takes to detonate upon creation.

Scholar – Genjutsu: Genjutsu duration is increased by one post. Genjutsu of the chakra sense influence are one rank weaker against the user.
Technique Name: Everlasting Nightmare
Technique Type: Sealing
Technique Rank: B
Description: The user makes contact with the opponent which causes a seal to form at the point of contact. This seal is bound with a genjutsu which lasts for three posts per body rank. Even when the genjutsu is kai’d, it will re-cast itself after three posts, consuming only resources for that technique. Requires an unsealing technique to break the technique. Limited to B-rank Genjutsu and below.


Scholar - Taijutsu: The user is able to combine 1 taijutsu and 1 sealing technique together for one action every three posts for the resource cost of both. In addition, the user is able to learn the user's elements, special charka types ( demon, sage, curse ), body rank and resource totals by physical contact. Finally, these users are uniquely able to resist seals being put on their person by expending an activation and paying the cost of the attempted seal.

Scholar – Bukijutsu: Able to utilize any seal through contact with their weapon. Detects any hidden information on their person upon contact with weapon. These users are uniquely able to cut through seals by casting an unsealing technique through their blade. They are also able to physically cut Hex seals on their person by expending an activation and no chakra/stamina.

Scholar – Bloodline: After training for five paragraphs, summoner creatures (custom or contract) are able to use Bloodline techniques that the Summoner has access to (up to the summon's highest unique technique rank). If the summoner is currently using a Summon gifted by their bloodline, this training time is negated. Also able to sense without any technique if someone has the same bloodline as the user within the topic. Gains a technique exclusive to this cross.
Technique Name: Curse of the Family
Technique Type: Sealing
Technique Rank: B
Technique Description: The user places a seal upon the ground. Any bloodline the user has cannot be accessed by any opponent which is in contact on the same surface as the user has touched. If this technique is used on the opponent themselves then they lose access to any bloodline the user has. Last until the fight is over or until a counter seal is used.


Scholar – Medical: Able to cast medical and sealing through a simple snap. The user gains an additional 25 chakra per body rank. The user is able to apply an additional status of their choosing to their seals (T1 at E-C/T2 at B-S). Seals placed on a target inflict [15] points of Tenketsu Rot until the seal is cleansed

Scholar – Performer: The user is able to cast seals and sensory techniques through the playing of their instrument. The performer is able to place seals remotely on any surface up to ten feet per body rank away from themselves. This cannot place seals on any unwilling living host. Additionally, all knowledge of a target such as bloodlines, demons, resource pools, classes is passed onto the performer as long as the target can experience their performance through at least one sense. If the chosen scholar discipline is Infinite Perception, then all knowledge of jutsu cast or about to be cast is also passed on.

Scholar – Puppeteer: Evasive techniques and basic combat dodges require one less rank of resources to be paid against techniques the user can sense within the topic. In addition, the user's puppet gains a free mechanic that allows them to seal techniques used against it by paying one rank higher in chakra.

Scholar – Tamer: Pets gain access to sensory and sealing techniques the user has learned. This can be substituted as either the first or secondary element in terms of TA grants. The pet starts off with an enhanced sense, and upon having four TA the pet gains a second sensory attribute. The nullification and resistance properties of later points apply to both senses.


Jack

Jack - Jack: Master of none, the jack does, however, have an edge over the mundane that most would not. The jack gains an additional Non-Bloodline Trait at character creation as opposed to just one, allowing a Jack Spec to hold Two, the same Non-Bloodline trait cannot be taken more than once. In addition, the user gains 50 chakra at D, B , and S ranks while gaining 50 stamina at C, A, and S+ Ranks. User may also select an alternate discipline from most other classes besides Jack (Tamer, Bloodline and Puppeteer are excluded from selection of a discipline). As a Jack Spec, you also have an 8 stat cap instead of the normal 6.

Jack - X: Select one alternate discipline instead of jack class. Tamer, Bloodline and Puppetry are excluded from being chosen as classes aside from the chosen class less they are your second class, (As in, if you’re Taijutsu / Jack, then you cannot take a discipline from puppetry). However, you can still be Tamer / Jack and select Ninjutsu. Additionally, you may select one of the cross class benefits from the class you select. I.e. If you take Buki - Jack, you may use the Buki - Tai (or any other class) cross class benefits.


Bloodline

Bloodline – Bloodline: If this class is taken as the first and second class, you may pick 2 of its disciplines. Bloodline techniques the user casts are reduced by [1] rank and cannot be reduced beyond this. Gain an Additional 5 Custom slots dedicated to your bloodline.

Bloodline – Ninjutsu: May combine one bloodline technique and one ninjutsu technique for a single action once every three posts by paying the resource cost for both. Bloodline techniques that share the user's elements gain the overwhelming property if not already applied.

Bloodline – Genjutsu: The user is able to combine their bloodline techniques and genjutsu together for one action by using the bloodline technique as a trigger by effecting the target's senses. This ability has a three post cool down. Bloodline Techniques and Genjutsu cost five chakra less per rank of the technique.

Bloodline – Taijutsu: Bloodlines with taijutsu attributes cost five chakra/stamina less per rank of the technique wit a minimum of 5. Bloodline abilities that effect stats are increased by [1] per rank of the technique.

Bloodline – Bukijutsu: Bloodline abilities that effect stats are increased by [1] per rank of the technique. In addition, the user is able to combine a bloodline technique and a bukijutsu technique together for a single action, paying the resource cost of both every three posts.

Bloodline – Scholar: After training for five paragraphs, summoner creatures (custom or contract) are able to use Bloodline techniques that the Summoner has access to (up to the summon's highest unique technique rank). If the summoner is currently using a Summon gifted by their bloodline, this training time is negated. Also able to sense without any technique if someone has the same bloodline as the user within the topic. Gains a technique exclusive to this cross.
Technique Name: Curse of the Family
Technique Type: Sealing
Technique Rank: B
Technique Description: The user places a seal upon the ground. Any bloodline the user has cannot be accessed by any opponent which is in contact on the same surface as the user has touched. If this technique is used on the opponent themselves then they lose access to any bloodline the user has. Last until the fight is over or until a counter seal is used.


Bloodline – Medical: The user is able to combine their medical techniques and bloodline techniques for a single action, paying only the total resource cost. Doing so allows the harming elements of the technique to inflicting Status Effects at 1 Tier higher, while the healing aspects are able to heal allies at one rank higher in it's area of effect simultaneously. Once every three posts, the user may use this effect with offensive medical ninjutsu.

Bloodline – Performer: Through the versatility of the many bloodlines, the cross specialization of this combination may be substituted with any of the other performer cross-class specializations, with bloodline jutsu replacing its conditions. For example, performer tai may be taken and have its taijutsu replaced with bloodline jutsu. Or performer tamer may be taken with the twin bloodline. This specialization does NOT grant access to medical, sensory, sealing, or puppetry jutsu. Only changes their skills to work with bloodline jutsu.

Bloodline – Puppeteer: Can make human puppets as Tier Three Puppets. Discovering your human puppet requires [7] posts instead of [10] posts. Human Puppets recieve +1 mechanism slot to design a mechanism based on the puppet's bloodline, or primary fighting style (Tai/buki). Not a unique mechanism. Does not count toward their mechanism limit.

Bloodline – Tamer: Pets are able to use bloodline ninjutsu of the user if they share the required affinities. Elements required are considered locked until the pet has enough TA to access the elements. Pets share the benefits of any bloodline based PAs the user has. The user gains an additional 25 chakra per body rank.


Medical

Medical – Medical: If this class is chosen as the first class and second class then you may choose two disciplines from this class. Additional medical technique slots can be converted to and from Ninjutsu/Genjutsu slots. You may convert 10 Ninjutsu/Genjutsu slots to 1 Taijutsu/Bukijutsu slot. Additionally, Medical jutsu cast by shinobi of this discipline are [1] Rank cheaper in cost. Medical Jutsu become Overwhelming. Once every [3] posts, a Medical Specialist is able to use Medical techniques for no action.

Medical – Ninjutsu: The user is able to combine their medical techniques and ninjutsu for a single action, paying only the total resource cost. Doing so allows the harming elements of the ninjutsu to impact foes, inflicting Status Effects at 1 Tier higher, while the healing aspects are able to heal allies at one rank higher in it's area of effect simultaneously. Once every three posts, the user may use this effect with offensive medical ninjutsu.

Medical – Genjutsu: Genjutsu primarily of the visual sense are one rank easier to kai. While the user is applying their medical techniques to an ally, the user may exert an additional five chakra per rank of the healing technique. Doing so creates a ring of chakra around the user and their patient that is five feet in width per rank of the parent technique. For no additional action, the user preforms a genjutsu that is triggered when the opponent crosses the ring's perimeter, keeping patient and medic safe. Genjutsu triggered while this ring is active inflict [15] Tenketsu Rot per rank of Genjutsu (The target can still Kai despite Tenketsu Rot in this instance)

Medical – Taijutsu: The user is able to cast healing medical ninjutsu for no hand signs. Once every three posts, this ability can be used for no activation. For five posts, the shinobi's Taijutsu can inflict [5] Tenketsu Rot each time they make contact with a target.

Medical – Bukijutsu: The user is able to slash their weapon at a target, applying a healing technique to it and casting it upon the target. Every three posts the user is able to combine offensive medical ninjutsu with a bukijutsu technique for one action, paying only the resource cost every three posts. Medical techniques cast in this manner cost five chakra less per rank of the technique.

Medical – Scholar: Able to cast medical and sealing through a simple snap. The user gains an additional 25 chakra per body rank. The user is able to apply an additional status of their choosing to their seals (T1 at E-C/T2 at B-S). Seals placed on a target inflict [15] points of Tenketsu Rot until the seal is cleansed

Medical – Bloodline: The user is able to combine their medical techniques and bloodline techniques for a single action, paying only the total resource cost. Doing so allows the harming elements of the technique to inflicting Status Effects at 1 Tier higher, while the healing aspects are able to heal allies at one rank higher in it's area of effect simultaneously. Once every three posts, the user may use this effect with offensive medical ninjutsu.

Medical – Performer: The user's techniques cast through the user's performance can be altered, just slightly, with Iryojutsu. This does not make them medical techniques but does allow them now apply tenketsu burnout on successful contact at the following rate: E = [1], D = [2], C = [4], B = [8], A = [16], S = [32], S+ = [64]. This effect may only apply to one jutsu per post, but does carry through when korabo'd with other jutsu. Iryojutsu may now also be upkept even if it did not have a duration before. The limitations of this follow the same rules as song technique.

Medical – Puppeteer: Pharmaceutical applications through puppet mechanisms are treated as one tier higher. Enemy statuses are treated one tier lower than application. Puppets featuring poison dispersal devices are capable of exploding into a tiered poison instead of a ranked explosion.

Medical – Tamer: Pets are able to use medical techniques the user has access to. This can be substituted as either the first or secondary element in terms of TA grants. The user is able to use medical technique on their pet while in combat within fifty feet.


Performer
Performer – Performer: If this class is used as both the first and second class, you may choose two disciplines from this class. All techniques performed through your performance type are reduced by one rank in cost. You also gain a second performance type. Able to choose one discipline from genjutsu, ninjutsu, or taijutsu class instead of both disciplines coming from Performer class.

Performer – Ninjutsu: The user's ninjutsu cast through their instrument is considered overwhelming when interacting with techniques. Ninjutsu may now also be upkept even if it did not have a duration before. The limitations of this follow the same rules as song technique.

Performer – Genjutsu: Genjutsu cast on a target may be delayed instead of activating immediately. Every two posts that it is left like this, increases its rank by one to a maximum of [S+]. Sensory or any kind of doujtsu will see a target with this jutsu on them as if they were currently under a genjutsu, and using a kai BEFORE the performer unleashes their genjutsu costs the opponent one rank less chakra than the performer originally spent. Unlike other reductions, this rank reduction CAN reduce a kai below [5] chakra. Only one genjutsu can be under this effect at a time.

Performer – Taijutsu: While under the effects of their song jutsu, the performer may choose one taijutsu technique per every activation they have. After selecting the chosen jutsu, the performer makes use of a unique and fluid combo that allows them to mix all of these jutsu together for a single activation. The exertion of this korabo drains the body, however, and reduces the number of activations in their next post based on how many taijutsu were mixed together. [This effect cannot be used outside of combat to stack activations]

Performer – Bukijutsu: While under the effects of their song jutsu, the performer may choose one bukijutsu technique per every activation they have. After selecting the chosen jutsu, the performer makes use of a unique and fluid combo that allows them to mix all of these jutsu together for a single activation. The exertion of this korabo drains the body, however, and reduces the number of activations in their next post based on how many bukijutsu were mixed together. [This effect cannot be used outside of combat to stack activations]

Performer – Scholar: The user is able to cast seals and sensory techniques through the playing of their instrument. The performer is able to place seals remotely on any surface up to ten feet per body rank away from themselves. This cannot place seals on any unwilling living host. Additionally, all knowledge of a target such as bloodlines, demons, resource pools, classes is passed onto the performer as long as the target can experience their performance through at least one sense. If the chosen scholar discipline is Infinite Perception, then all knowledge of jutsu cast or about to be cast is also passed on.

Performer – Bloodline: Through the versatility of the many bloodlines, the cross specialization of this combination may be substituted with any of the other performer cross-class specializations, with bloodline jutsu replacing its conditions. For example, performer tai may be taken and have its taijutsu replaced with bloodline jutsu. Or performer tamer may be taken with the twin bloodline. This specialization does NOT grant access to medical, sensory, sealing, or puppetry jutsu. Only changes their skills to work with bloodline jutsu.

Performer – Medical: The user's techniques cast through the user's performance can be altered, just slightly, with Iryojutsu. This does not make them medical techniques but does allow them now apply tenketsu burnout on successful contact at the following rate: E = [1], D = [2], C = [4], B = [8], A = [16], S = [32], S+ = [64]. This effect may only apply to one jutsu per post, but does carry through when korabo'd with other jutsu. Iryojutsu may now also be upkept even if it did not have a duration before. The limitations of this follow the same rules as song technique.

Performer – Puppeteer: Able to treat the puppet as an instrument for performance purposes, in addition to the performer's first chosen performance type. All puppets are also able to upkept song techniques as if they were a separate RPC.

Performer – Tamer: The performer's pet now counts as a separate performer for use of all the class's abilities. The pet gains its own performance type, counts as a separate RPC when holding upkept on song abilities, and gains its own custom song ability. This song jutsu should work in a way that is similar to those provided by a performer's discipline and is only castable by the pet.



Puppeteer

Puppeteer – Puppeteer: If this class is chosen as the first and second class, you may choose [2] disciplines. The user begins with [4] additional Puppet Points and gains an additional [2] puppet points per body rank. Puppet techniques, mechanisms, & puppetry basic combat cost 5 chakra less per rank of the technique. Puppeteers are immediately considered [Apprentice] in mechanism crafting when they reach body rank D. Also, you have access to +1 higher cap for mechanism tiers so [5] advanced mechanisms, [3] special mechanisms, and [2] legendary mechanisms. Excess kugutsu slots can be converted to ninjutsu and genjutsu slots at a 1 to 1 ratio.

Puppeteer – Ninjutsu: The user is allotted a chakra battery mechanism to install into their puppets. The user is granted one battery of this nature per puppet. This feature does not count against the maximum [2] battery cap per item rule. This chakra battery is considered a Special battery with 320 chakra and allows the caster to cast any ninjutsu the user has access to. The user also gains an additional 500 chakra to the battery resource pool. In addition, the user gains an additional 25 chakra every body rank.

Puppeteer – Genjutsu: Cross Classing in these yields a reduction to cost and the casting of genjutsu through mechanism action as a trigger. Genjutsu and puppetry cost [5] less chakra to perform per rank of the technique. In addition, the user gains access to the following technique.
▰ [b]Marionette World Nightmare[/b]
[color=transparent]▰[/color][b]Category:[/b] Enchantment
[color=transparent]▰[/color][b]Rank:[/b] A
[color=transparent]▰[/color][b]Primary Sense:[/b] Sight
[color=transparent]▰[/color][b]Additional Senses:[/b] Sound, Touch
[color=transparent]▰[/color][b]Base Duration:[/b] 5 Posts
[color=transparent]▰[/color][b]Upkeep:[/b] 40 Chakra
[color=transparent]▰[/color][b]Trigger:[/b] Viewing Puppet
[color=transparent]▰[/color][b]Source:[/b] Visual Phantasm
[color=transparent]▰[/color][b]Status Effect:[/b] None
[color=transparent]▰[/color][b]Description:[/b] The user's puppets appear to the target, masking themselves as the target's loved ones, living or dead. The target feels an overwhelming urge to embrace their loved one. Should the opponent embrace the puppet's body, the puppet is able to utilize one of their mechanisms at the same rank of the technique for no additional action, allowing them to create a violent betrayal of the loved one.


Puppeteer – Taijutsu: Taijutsu: Physical impacts with the user's puppet are considered one rank higher when interacting with techniques. Your puppet strings can manifest from your shoulders, knees, hips, arms, and legs so that your hands are free for physical attacks. Each puppet is allowed [1] additional mechanism slot reserved for a spiritual based mechanism. Does not count toward any mechanism limit. Not a unique mechanism. Does not count toward their mechanism limit. Basic puppetry attacks and defenses performed with puppet limbs cost [5] fewer chakra to perform per rank of the technique (i.e body, external appendages)

Puppeteer – Bukijutsu: Mechanisms with blades are considered one rank higher when interacting with techniques. Your puppet strings can manifest from your shoulders, knees, hips, arms, and legs so that your hands are free for weapon attacks. Each puppet is allowed [1] additional mechanism slot reserved for a weapon-based mechanism. Does not count toward any mechanism limit. Not a unique mechanism. Does not count toward their mechanism limit. Basic puppetry attacks and defenses with weapons equipped cost [5] fewer chakra to perform per rank of the technique.

Puppeteer – Scholar: Evasive techniques and basic combat dodges require one less rank of resources to be paid against techniques the user can sense within the topic. In addition, the user's puppet gains a free mechanic that allows them to seal techniques used against it by paying one rank higher in chakra.

Puppeteer – Bloodline: Can make human puppets as Tier Three Puppets. Discovering your human puppet requires [7] posts instead of [10] posts. Human Puppets receive +1 mechanism slot to design a mechanism based on the puppet's bloodline, or primary fighting style (Tai/buki). Not a unique mechanism. Does not count toward their mechanism limit.

Puppeteer – Medical: Pharmaceutical applications through puppet mechanisms are treated as one tier higher. Enemy statuses are treated one tier lower than application. Puppets featuring poison dispersal devices are capable of exploding into a tiered poison instead of a ranked explosion.

Puppeteer – Performer: Able to treat the puppet as an instrument for performance purposes, in addition to the performer's first chosen performance type. All puppets are also able to upkept song techniques as if they were a separate RPC.

Puppeteer – Tamer: Able to select one puppet which operates on its own like a puppet as a chance encounter. Puppet must be approved in the puppet forum. All mechanisms of the puppet need to be approved.


Tamer

Tamer – Tamer: If this class is taken as the first and second class, then you are allowed to choose two disciplines from this class. The user gains an additional four tamer points. The user may select one pet to be their signature pet, which allows them to be allotted six more TA points than the twelve maximum. The signature pet may also have two more TA than the two TA per body rank rule. The techniques of pets require 5 less chakra/stamina per rank of the technique.

Tamer – Ninjutsu: Pets are allotted an elemental affinity automatically. This means that with two TA the pet gains access to the user’s second element, and at four TA the pet is given an element of their own. This grants the pet five ninjutsu slots for that element per every other body rank (D, B, S). In addition, the user gains an additional 25 chakra every body rank.

Tamer – Genjutsu: Pets can be used as a visual trigger for genjutsu. In addition, the user is able to spend one action in order to cast a ranked amount of chakra on their pet. This ranked chakra causes those who see the pet's body to imagine it as a gruesome beast and the opponent is stricken with fear causing Paralysis of tiers varying on the rank of chakra paid.( E-D Stage 1, C-B Stage 2, A-S Stage 3 and S+ Stage 4 )

Tamer – Taijutsu: The user gains an additional taijutsu style at body rank D, B, and S. In addition, the user's pet's flesh/fur/coat gains the defensive properties of medium armor with no drawbacks.

Tamer – Bukijutsu: The user and pet can Korabo bukijutsu techniques together for a single action with varying cool downs depending on the technique's rank.
E-D - 0
C-B - 1
A-S - 2
S+ - 3
The pet also gains access to the following technique:

[b]▰ Blade Blitz | Rank X | Complex[/b]
The pet grips their weapon in their mouth if unable to use hands. The pet moves at blinding fast speeds, increasing their speed by [1] per rank of the technique. The pet flashes forward five feet per rank of the technique, slicing those along it's path with the blade infused with the pet's desired element.


Tamer – Scholar: Pets gain access to sensory and sealing techniques the user has learned. This can be substituted as either the first or secondary element in terms of TA grants. The pet starts off with an enhanced sense, and upon having four TA the pet gains a second sensory attribute. The nullification and resistance properties of later points apply to both senses.

Tamer – Bloodline: Pets are able to use bloodline ninjutsu of the user if they share the required affinities. Elements required are considered locked until the pet has enough TA to access the elements. Pets share the benefits of any bloodline based PAs the user has. The user gains an additional 25 chakra per body rank.

Tamer – Medical: Pets are able to use medical techniques the user has access to. This can be substituted as either the first or secondary element in terms of TA grants. The user is able to use medical technique on their pet while in combat within fifty feet.

Tamer – Performer: The performer's pet now counts as a separate performer for use of all the class's abilities. The pet gains its own performance type, counts as a separate RPC when holding upkept on song abilities, and gains its own custom song ability. This song jutsu should work in a way that is similar to those provided by a performer's discipline and is only castable by the pet.

Tamer – Puppeteer: Able to select one puppet which operates on its own like a puppet as either a lifelong partner or a chance encounter. Puppet must be approved in the puppet forum. All mechanisms of the puppet need to be approved.

 
PostPosted: Fri Jul 26, 2019 5:03 pm
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▰ Description:
Ninjutsu refers to any technique that utilizes chakra and allows the user to perform actions a normal person would otherwise be incapable of doing. The ninja of this class rely mainly on the use of chakra and handsigns to perform ninjutsu, in order to create a mass variety of offensive, defensive, and supportive results. This class is granted amazing control over the elements, as well as boasting the highest base chakra pool among any other classes.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maruton [ Null Release, ] and Fuuinjutsu [ Sealing Techniques ] are universal techniques. Everyone is capable of using them to an extent, and are both counted as the same element, in regards to technique mirroring.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• The ninjutsu class mirrors it's slots between the two base elements of the user and Maruton techniques. Elements beyond the first and secondary element do not mirror unless you are have the Harsh Elementalist discipline.
• This class grants a cap of [4] per stat. If your other class grants a higher stat cap then that cap supersedes this.

Elemental Status
• Some ninjutsu techniques make use of special Elemental Statuses, these are applied to Base Elemental ninjutsu, the statuses corresponding with each element are as followed; Fire - Burn, Water - Drench, Earth - Petrification, Lightning - Paralyze, Wind - Vertigo
• Those with Ninjutsu class as a single class, may apply a weaker form of Elemental Status appropriate to the element used to all Base Elemental Ninjutsu. If single classed, use the following scale: Tier 1 E-C | Tier 2 B-S
• Those with Ninjutsu class as a specialization may apply the Elemental Status appropriate to the element used to all Base Elemental Ninjutsu. If Specialized, use the following scale: Tier 1 E-D | Tier 2 C | Tier 3 B-A | Tier 4 S-S+
• Ninjutsu Class chosen as part of the End Game system for a third class uses the Single Class scaling and cannot gain the Specialized scaling, even if the user has Ninjutsu already as a base class.
Ninjutsu Jutsu that have a preexisting status effect takes precedence and follows the scaling which is present in the technique. These are applied even if you are not of the Ninjutsu Class.


Quote:
▰ Disciplines:
Harsh Elementalist: The user starts with an additional element at D rank. In addition, at C rank and A rank, the user receives an additional element each. Ninjutsu class slots are mirrored per element, including maruton. The Elementalist's wide understanding of the elements reduces the cost of their elemental ninjutsu by [1] whole rank without losing their potency but elemental ninjutsu cannot be lowered in cost beyond this. Additionally, the user can choose [1] elemental status effect upon the character's creation that will cruelly apply at [1] tier higher than the rank of the technique at a maximum of the fourth tier on contact.

Elemental Mastery: The user's ninjutsu gains the ability to overwhelm techniques of the same rank. The overwhelming trait only applies to a single element at D rank, increasing to two at A rank. Overwhelming properties do not apply to techniques above S Rank. In addition, each rank that you gain an overwhelming property the user gains a free Element PA that allows the user to augment their ninjutsu that gained the property with an additional effect for no resource or action payment, allowing the user's ninjutsu to shine. You gain an additional 4 Ninjutsu per body rank that are dedicated to their primary element. Also, the user gains access to Augment Skill Lines for the cost of it's primary technique slot and is not required to pay additional slots for skills in this line. Finally, the user's two chosen overwhelming elements can be combined into [1] advanced nature kekkei genkai that counts as a free implant. This implant does not consume an implant slot but does have the restrictions of the implant system. The implant does not carry the overwhelming factor of its base elements through this discipline. This discipline cannot be taken with the Dual Ancestry discipline from Bloodline Class.

Genius Keystone: You may create a "keystone" technique; this technique is essentially a Ninjutsu ninja's signature move, with power, aesthetic flair and versatility as described in the Keystone Guideline. In addition, you are able to use your third action for any ninjutsu, whether it is offensive or defensive, once every two turns. This discipline may not be taken in conjunction with another Keystone Discipline. Finally, Genius Keystone Ninja have the ability to Korabo their ninjutsu for [1] action to boost the rank of the korabo'd technique by [1] up to S+ rank with varying cool downs depending on the rank of the techniques.
E-D - None
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
Base Jutsu Limits:
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱ +1 Taijutsu style.
▱▰▱ OR
▱▰▱ +1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200
PostPosted: Fri Jul 26, 2019 5:05 pm
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▰ Description:
Genjutsu (Illusionary techniques) refers to any technique that utilizes chakra, requires hand signs, and has results that affect the target's mind in some way. The ninja of this class rely on creative and sneaky methods to apply their genjutsu to their opponent in order to inflict horrid mental and internal results. Genjutsu shinobi boast powerful techniques and a high chakra pool, but fall short in physical aspects.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• While all classes have some capacity for the Genjutsu arts, those of the Genjutsu Class make more liberal use of it. It is advised those who take this class to become familiar with the Genjutsu system in the first post. There are three kinds of primary genjutsu types with a supplementary fourth kind; these are Illusory, Enchantment, Instance and then finally Chain. Genjutsu also deals with two status systems known as Mental Stress and Insanity, which are all further described the in the Genjutsu technique listing.
• This class grants a cap of [4] per stat. If your other class grants a higher stat cap then that cap supersedes this.


Quote:
▰ Disciplines:
Lasting Hypnosis: The user's genjutsu prowess has achieved a heightened level of potency and lingers for longer. The primary sense of any genjutsu that was released using Kai lingers for [1] additional post. This residual effect is minor because the manipulation of the target with the technique has ended. For example, a complete darkness sight genjutsu that was dispelled may leave the lingering feeling that the world is still a bit darker than it is in reality. If a genjutsu used a mental status effect then it will linger for [1] post longer at one level below what it was before at a minimum of level one. Originally level one mental status effects are too weak to linger. The base duration of your genjutsu are increased by [1] post at E-C, [2] at B-A, and [3] at S and above. Instance genjutsu are not affected by an increase of duration but instead cannot be dispelled by kai and only by pain. Genjutsu upkeep lessens by [5] Chakra per body rank and non-Instant are applied with overwhelming up to S Rank, requiring lingering genjutsu to use [1.5x] the resource to Kai.

Master of Deception: With genjutsu, realism and the sensory ability of the target factor heavily into the ability of the victim to realize they are in a genjutsu. The illusionist chooses [1] Sense of Specialization that will render a genjutsu cost [1] rank less if the casted genjutsu's primary sense is their specialization. Genjutsu that use the illusionist's Sense of Specialization as the primary sense become resistant to the sensory powers of sages and non-Infinite Perception discipline scholars. This resistance means that the genjutsu will go unnoticed from these abilities. Since the illusionist has become so adept in their Sense of Specialization they may always weave it into genjutsu as an Additional Sense unless it would bring the illusion's sensory control above the [5] limit. The illusionist may also always select any Additional Sense that is not their Sense of Specialization to add to a genjutsu as long as it does not exceed the cap of [5] manipulated senses.

Sense of Specialization: [ Must be chosen and listed here on character creation. Requires a profile respec to change. ]

Unbreakable Mind: A genjutsu user must, at all times, learn what it takes to make one's illusions more believable. This expertise helps the user learn to identify that which others use and these shinobi build their mental fortitude to a laudable degree. Genjutsu cast upon shinobi of this discipline are easier to discern as fake and are treated as one rank lower to kai and as one tier lower for pain [ minimum of tier one and maximum of tier three ]. Furthermore, they are uniquely able to resist overwhelming instance genjutsu. These mentally strong individuals are also able to choose one sense of resistance. If a genjutsu uses that sense as the primary then they can release themselves at half the chakra cost.

Sense of Resistance: [ Must be chosen and listed here on character creation. Requires a profile respec to change. ]


    ▰ D-Rank
Base Energy Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱10 Genjutsu slots.
▱▰▱1 Taijutsu Styles.
▱▰▱OR
▱▰▱1 Bukijutsu Styles.

    ▰ C-Rank
Energy Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.

    ▰ B-Rank
Energy Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu Styles.
▱▰▱OR
▱▰▱+1 Bukijutsu Styles.

    ▰ A-Rank
Energy Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.

    ▰ S-Rank
Energy Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Energy Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Fri Jul 26, 2019 5:06 pm
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▰ Description:
Taijutsu ( Body techniques ) are basic forms of purely physical techniques, which typically require neither chakra nor handsigns. Taijutsu ninja attempt to deal outer damage in mass quantities, whether this is achieved by multiple strikes, or powerful single blows. However, unlike other methods of physical attack, the damage dealt is typically blunt and elementless; resulting in broken bones and exhausted opponents.
Although they have durable and swift bodies, the average taijutsu user has a rather low chakra pool.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• When you select this class you may choose [1] and only [1] Signature Style of taijutsu to be listed beneath your chosen discipline. The Signature Style is the martial art that the warrior relies on the most and thus [1] custom technique slot that is representative of the Signature Style is added per stage of the style mastered. Up to [6] Signature Style-based custom technique slots are added once all six stages have been mastered. The Signature Style can be changed at any time without a respec. Specialists can only choose [1] Signature Style. Place this code beneath the chosen Taijutsu discipline's description:
• This class grants a cap of [8] per stat. Take this stat cap even if your other class's cap is lower.

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


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

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

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

    ▰ D-Rank
Base Resource Pools:
▱▰▱175 chakra.
▱▰▱275 stamina.
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+40 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
 

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
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  • Money Never Sleeps 200

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200
PostPosted: Fri Jul 26, 2019 5:07 pm
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Description:
Bukijutsu ( Weapon techniques ) are attacks that utilize various forms of powerful tools in order to achieve severe and swift results. Those of this class are often dedicated to their weapon of choice—acting as if it were a beloved member of the family. Through this love and devotion, the shinobi is able to carve his or herself into a lethal weapon all their own. Like taijutsu, most bukijutsu do not require hand signs or chakra, but rather than causing blunt physical damage; weapon techniques deliver morbid damage. Slashes, smashes, stabs, and skewers: the end result of a bukijutsu attack may depend on what kind of weapon is actually being used, but such results are always tremendous. Just as the weapons they wield, the shinobi of the bukijutsu class come in all shapes and sizes; one need only have a dedicated heart to follow this path.

▰ Notes:
• When you select this class, you must pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum Energy Pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)
• When you select this class you may choose [1] Signature Style of Bukijutsu to be listed beneath your chosen discipline. The Signature Style is the martial art that the warrior relies on the most and thus [1] custom technique slot that is representative of the Signature Style is added per stage of the style mastered. Up to [6] Signature Style-based custom technique slots are added once all six stages have been mastered. The Signature Style can be changed at any time without a respec. Specialists can only choose [1] Signature Style. Place this code beneath the chosen Bukijutsu discipline's description:
• This class grants a cap of [8] per stat. Take this stat cap even if your other class's cap is lower.

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

Quote:
▰ Disciplines:
Juggernaut: The user suffers no restrictions of movement or drawbacks from any armor tier they wear. In addition, armor they are actively wearing are increased by two ranks in durability and techniques that are increased in effectiveness against armor do not gain that bonus against the user. The user gains a [+1] stats boost to strength and endurance. Once every three posts, the user is able to defend an attack without paying an action for the technique, instead spending it upon an offensive action if the user chooses.

Expert: The user has achieved a sense of mastery and focus unlike others and is known as an Expert, a dedicated focus over a weapon they use to near perfection. The shinobi can pick a single weapon, or two if dual wielding, to apply this focus toward with examples such as Katana, Spear, Bows or even Dual Daggers. They acquire a Keystone technique that is unique to them with an additional 2 Custom Techniques derived of this special ability. Refer to the Keystone Guideline for more information. They gain a [+1] boost to both speed and agility & techniques cost [5] less Chakra and/or Stamina per rank of the technique when wielding attacks with their specialized weapon in attack or defense. With a minimum of 5 chakra or stamina paid.

Mystic Hero: The user has become adept at blending their ninjutsu and bukijutsu. The user is able to cast ninjutsu from their weapon without the use of hand signs by making any flourish or deliberate movement to cast the technique in the direction the weapon is commanded. This requires the same amount of time as the forming of hand signs to cast ninjutsu. They are also able to Korabo 1 ninjutsu and 1 bukijutsu together with varying cool downs for a single action.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Energy Pools:
▱▰▱175 chakra.
▱▰▱275 stamina.
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+40 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ S-Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ S+ Rank
Energy Pool Increase:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
 
PostPosted: Fri Jul 26, 2019 5:10 pm
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▰ Description:
Ever the specialists, scholar class shinobi are well-studied in the schools of sealing, sensory, and summoning. They are masters of these specialized fields of ninjutsu which lend well to a supportive role on the battlefield but scholars are still more than capable of standing on their own. Scholars can learn restricted sealing and sensory techniques, conjure animals to aid them with greater power than others, see through illusions, weaken enemies with debilitating seals, and much more.

▰ Notes:
• Allows you to have access to both sealing techniques which are not universal, as well as sensory techniques.
• Unless specified otherwise by a discipline, both sensory and sealing techniques are subtracted from your total ninjutsu count.
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)
• Scholars are focused on a niche set of abilities such as Fuuinjutsu and gain exclusive access to the Sensory techniques.
• Scholar characters may also want to pay close attention to the Summoning system as well as the unique Jamming Status and Hex Status located in the Poison & Status system.
• Scholars are automatically of the Veteran title for Scroll Crafting.
• Single-class scholars are entitled to learn one restricted technique from the fuuinjutsu listing; scholar specialists are entitled to learn all of them.
• This class grants a cap of [4] per stat. If your other class grants a higher stat cap then that cap supersedes this.

Quote:
▰ Disciplines:
Peerless Summoner: You are more specialized in summoning and sealing than sensory. You are allowed to have a mirrored amount of your total ninjutsu slots granted by this class exclusively reserved for sealing. In addition, all sealing techniques are considered overwhelming when in collision with other techniques of the same rank. This benefit only applies to techniques S-ranked and below. Finally, if you are able to summon any contract summon, including of a bloodline connection or a contract signature, you are able to summon beings at one rank lower than normally required and 50 chakra and stamina is granted to them per rank of the summoned creature starting at 50 for D-Rank and ending with 250 for the boss summon, or 300 if a mythical summon is contracted. The user's summoned creatures are able to use any ninjutsu the user has access to that they share an element for as well as any genjutsu, taijutsu, and bukijutsu. Your summoned creature's unique techniques are considered overwhelming at S-rank and below in collisions.

Infinite Perception: Your specialty is more in sensory than in sealing or summoning. You are able to discover things such as demon chakra, or the type of technique that is about to be active (Ninjutsu, Genjutsu, etc.), even specifics such as Bloodline type and rank from any active sensory technique. This discipline allows the user to be able to sense their enemy’s ninjutsu attacks and their composition, which grants a -2 rank reduction to dodging with the dodge mechanic X-ranked skill so long as it was used within the range of the user’s sensory abilities. You can release yourself from genjutsu at one rank lower in kai chakra release but with no benefit in pain release. In addition, the user's sensory abilities are extended fifty feet per rank of the technique. As a master tracker, you can advance in the ninja hunter and special ops careers for half as many Oinin Butai and ANBU missions completed. Upon reaching Initiate in Oinin Butai, you gain the Eagle Eye perk innately so you can choose one other Oinin perk as well. When you use a sensory technique with jamming you can double the jamming effect, this ability applies to one technique per three posts.

Erudite Academic: Instead of excelling at sensory or summoning abilities, you prefer pure sealing arts. The Academic's body is considered a scroll so seals can be used and stored on your direct body. Your body may be treated as three scrolls equal to your body rank. Fuuinjutsu and sensory skills do not require handseals and are one rank less in chakra cost (Following the one rank max reduction rules). All three of your actions can be used on fuuinjutsu and/or sensory for one post every three posts in combat. In addition, the duration of all sealing techniques and all sensory techniques are increased by two posts. Your expertise makes your seals innately intricate, meaning attempts to hijack your seals invoke a turn of neutralization where the seal is unusable to everyone before it falls under the hijacker's control. You automatically inflict one tier higher of Hex status (maximum of tier 4).


    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
Base Jutsu Limits:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu styles.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu styles.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu styles.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200
PostPosted: Fri Jul 26, 2019 5:11 pm
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▰ Description:
Where some Shinobi spend their time specializing in one specific set of skill, you have devoted your time to rounding out your abilities to cover a broad range of situations. You might not have a flashy bloodline, mastery over the five elements, or superhuman reflexes, but you can hold your own with the best of them in any field. You are the jack of all trades; a swiss army knife of the ninja world.

▰ Notes:
• You can not select this class if you possess a bloodline. (You do not need to be of this class if you have do not have a bloodline, though.)
• You may receive Implants, However, All Bloodline Techniques will consume Ninjutsu slots due to the Jack's lack of Bloodline Affinity.
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)
• This class grants a cap of [6] per stat. [8] if specialized in the Jack class. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.
• This class grants [1] PA from D-S rank and [2] PAs at S+ rank.
• Jack characters may not be able to apply a bloodline, but characters without a bloodline do still have exclusive access to Non-Bloodline PAs referenced below. A reminder that these are chosen at character creation and only one can be selected.
• However, if a Jack class character decides not to take any implanted bloodlines, they are allowed to pick an extra Non-Bloodline Trait upon creation. If the character takes an implant at any point, they will lose access to one of the Non-Bloodline Traits they have chosen.
• Loyalty: Grants One Keystone, can be used to acquire Two Keystones even if the user has a Keystone granted by a Discipline. A second keystone acquired this way makes it so the user cannot ever use the Genetic Palette PA to acquire an additional implant. This additional keystone cannot be attained by Human Sages in anyway. Additionally, the user acquires +10 Techniques Slots or +1 Style of the user's preference. 50% XP is awarded from every specifically assigned missions completed at or below their body rank that is in service to their place of origin -- be it Hidden Village or Faction.

• Duty: The user acquires +2 PAs. They are able to claim S+ Ranked Techniques without Village or Faction leader permission. The user can also become a sage of a summoning contract even if the normal alloted sages are full, additionally the user gains +100 senjutsu to their natural energy pool, curse or sage mode applicable. Human Sage cannot be acquired in this manner.

• Respect: Grants +5 Custom Slots and +10 Jutsu Slots or +1 Style. The user receives one less paragraph count to each profession or mission per Body Rank with a minimum of one paragraph per mission. With crafted professions, the user may also make one additional of any item created below legendary; this can stack with Worker Class and Tinkering Teammates.

• Honor: Grants 1 PA and a +2 increase in any desired stat, this can exceed the normal class cap but this cannot boost a stat beyond 10 in any circumstance. The user is capable of also carrying an additional free custom (non-crafted) item (weapon or armor) of their choosing that does not count to their total.

• Selfless Service: Grants the user 2 PA and 5 custom points. Any ninja the user performs a profession or mission with is given an additional 50% XP for missions at or below the user's body rank. Additionally, the user is accustomed to teamwork and can utilize Korabo with one other Shinobi at no activation cost from the parner (clones, pet and summons do not count), the user must still utilize an activation themself to use the combined technique. This has a cooldown of 2 posts and cannot be stacked with another user's "Selfless Service" and can only be done with one other person at a time.

• Honor: Grants 1 PA and a +2 increase in any desired stat, this can exceed the normal class cap but this cannot boost a stat beyond 10 in any circumstance. The user is capable of also carrying an additional free custom (non-crafted) item (weapon or armor) of their choosing that does not count to their total.

• Integrity: Grants the user 2 PAs, +5 Technique slots and +25 Chakra and Stamina per Body Rank starting at D. They are able to reduce a single status effect excluding mental statuses and trauma by one tier, to a minimum of Tier 1. Additionally, the user can utilize the Block/Dodge system for one rank lower than a single incoming collision once every two posts - This does not stack with the Scholar's Discipline Infinite Perception and cannot be used at the same time as it unless used for a separate collision.

• Personal Courage: Grants +2 PA and +10 Technique slots or +1 Style. The user gains the option to make a single jutsu type the Overwhelming trait barring Bloodline, Genjutsu, Kugutsu and S+ abilities, the user must specify an element for elemental ninjutsu. Additionally gain +50 Chakra and Stamina per body rank starting at D.



Quote:
▰ Disciplines:
Master of None: You are versed in a wide variety of shinobi techniques. Because of your broad training, you can easily fill in roles that usually need a specific type of ninja. You gain access to one of the following technique groups, without needing the associated class, up to one rank below your body: Medical, Sealing, or Sensory. Additionally, you receive 5 slots every other rank for that restricted art. {D,B,S} If Specialized gains access to a second at A and the third at S+, additionally your slots are mirrored across all three restricted categories. The Jack is not treated as having access to techniques that require scholar specialist or the single restricted technique scholar class ninja get (unless taking scholar in addition to this class or is specialized in the Jack class). As a versatile discipline, a Master of None also receives +1 to any stat for every other body rank starting at body rank C. {C,A,S+}
Chosen Class Restricted Art: ( Medical, Sealing or Sensory )

Right Tool For The Job: At the beginning of each combat encounter, the Jack may select one type of technique. For the duration of that fight, techniques of that selected type have their costs reduced by a full rank. (Technique Types: Suiton, Doton, Fuuton, Maruton, Fuuin, Iryo, Sensory, etc) In addition, the user is able to carry an additional custom item or weapon that does not count towards their custom points. This custom item may have one additional ability without being considered a legendary item.

Mundane Master: Sure, you have an elemental affinity like every other ninja, but, for some reason, you've really taken a shine to Maruton techniques. If you take this Discipline, your Maruton techniques gain Overwhelming. You may cast Maruton through one-handed seals or somatic gestures.{The Overwhelming Trait does not apply to anything above S} In addition, the user may create a free PA that augments their maruton techniques in some form every other rank starting at D rank {D, B, S}, adding depth to them without costing additional chakra. A Mundane Master may also select one status effect for all of their Maruton to apply using the following scale use the following scale: Tier 1 E-C | Tier 2 B-S. If specialized in Jack, follow the following scale: Tier 1 E-D | Tier 2 C | Tier 3 B-A | Tier 4 S-S+.

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
Base Jutsu Limits:
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Fri Jul 26, 2019 5:12 pm
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▰ Description:
Shinobi of this caliber are a rarity; they not only possess unique kekkei genkai—powers ingrained in their blood—but they also focus their training to fine tuning these blood bound techniques and abilities. Even an unseasoned bloodline user can be a bothersome foe for the unprepared or less experienced enemy; but shinobi of this class prove that thanks to their dedicated and focused training, their kekkei genkai is a more than ample toolbox for dispatching his or her targets.

▰ Notes:
• You cannot select this class if you do not possess a bloodline. (You do not need to be of this class if you have a bloodline, though.)
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)
• This class grants a cap of [6] per stat. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.

Quote:
▰ Disciplines:
Heritage Keystone: You receive an additional 5 custom technique slots to be used only on bloodline and bloodline-related techniques. Additionally, you may create a "keystone" technique; this technique is essentially a Bloodline ninja's signature move, with power and versatility similar to a technique such as Kamui. This technique must be submitted as a custom jutsu and approved. It also does not take a custom jutsu slot. In addition, you are able to use your third action for any Bloodline Jutsu, whether it is offensive or defensive, once every two turns. This discipline may not be taken in conjunction with another Keystone Discipline. Refer to the Keystone Guideline for more information.

Dual Ancestry: Dual Ancestry allows you to have full access to two bloodlines upon creation including all techniques, abilities, and personal attributes associated with them. For biographical purposes, your secondary bloodline may be genetic or implanted at your discretion. This discipline gives you [4] bloodline PAs to be used only for the bloodline attributes of your dual bloodlines on top of the [2] personal attributes you receive at base for a total of [6]. If two elemental bloodlines are chosen then the primary bloodline's elemental affinities become your base elements and you gain full access to those elements while your secondary bloodline gives you locked elemental affinities that you cannot learn ninjutsu techniques from but you gain full access to the secondary bloodline. Locked elemental affinities can be unlocked through methods such as ninjutsu class or personal attributes. Elemental affinity personal attributes are automatically allotted to locked affinities. Jiongu users do not have access to Dual Ancestry nor can they be chosen as a secondary bloodline. Dual Ancestry users do not have access to the implant system including the Genetic Palette personal attribute. If you use multiple techniques from both of your bloodlines in the same post without Korabo then those techniques are increased in effectiveness by one rank. This discipline cannot be taken with the Elemental Mastery discipline from Ninjutsu Class.

Blood Knight: Your bloodline and implant techniques possess greater power, allowing them to overwhelm techniques of the same rank and preventing them from succumbing to elemental weaknesses. You can cast bloodline techniques through one-handed seals. {The Overwhelming Trait does not apply to anything above S} In addition, Blood Knights are able to Korabo bloodline techniques at varying cool downs depending on the technique ranks for a single action.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Resource Pools:
▱▰▱225 chakra.
▱▰▱225 stamina.
Base Jutsu Limits:
▱▰▱3 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+3 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+3 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+6 Ninjutsu slots.
▱▰▱+6 Genjutsu slots.
 

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200
PostPosted: Fri Jul 26, 2019 5:13 pm
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▰ Description:
Medical ninja, or Iryounin, are those who specialize in a sect of abilities known as Iryojutsu ( Medical techniques ). Iryojutsu are techniques which can be performed in order to cure ailments, stitch wounds, mend flesh, and soothe bones. However, this is just one aspect of Iryojutsu. The precision and chakra control developed by practicing these techniques has resulted in the creation of many offensive Iryojutsu as well.
As one would expect, performing Iryojutsu is a difficult feat which requires a concentrated and levelheaded attitude, in addition to intelligence and incredible chakra control. Because of this, the few medical ninja that do appear in the world are considered invaluable.


▰ Notes:
• Iryojutsu can be learned only by those of the Medical Class unless stated otherwise.
• Iryojutsu receive their own limitation numbers, displayed in each rank.
• When you select this class, you must pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up, rather they are all added together.)
• This class grants a cap of [6] per stat. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.
• Members of the medical class naturally gain an additional branch in the medical career of their choosing, raising their branch limit from [1] to [2]. If a PA is selected then members of the medical class may have up to [3] medical career branches maximally. Additionally, advancing in the medical career is reduced by [2] missions per title meaning that achieving the doctor title would only take a total of 12 medical field missions.
• Single class Medical shinobi are allowed to pick [3] Restricted jutsu from the Medical listing. Medical Specialist are able to learn all of the Restricted jutsu.


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

Combat Medic: Shinobi of this discipline gain the ability Korabo their Taijutsu or Bukijutsu with Medical Jutsus for a single action once every [3] posts. The user's body is more attuned to adrenaline, which allows them to receive a benefit from their techniques which use them every other post versus every three post. In addition, the user gains a 1 point increase in a chosen stat per body rank but must utilize all increases in the same stat. The user's body is treated with the durability of medium armor without any drawbacks. The shinobi gains three tai slots, one at D rank, one at C rank, and then one at A-ranked. Finally, the user is able to augment their Seal of 100 Seal. Not only does this discipline allow the user to utilize the technique Cherry Blossom Hurricane twice, but once every [2] posts the user is able to store chakra into their Strength of 100 chakra pool without consuming an activation. The user also deals with trauma they receive at one rank less than other ninja.

Support Specialist: The user is capable of conferring a 2 point stat boost to any ally that they desire. This stat boost can be what ever the medic wishes, however it can only go on one ally for every [2] Body Ranks of the user. Additionally to this, the medic is able to use healing iryojutsu on an ally from a distance as opposed to having to touch them. The range for this is fifty [50] feet. Furthermore, the user gains an additional 25 chakra per body rank. Tenketsu regeneration is applied at twice the amount, while techniques which cause tenketsu rot or burnout on the user have their effects reduced by half. Tenketsu restored by those with this discipline gain chakra equal to the rank of the tenketsu rot / burn out they suffered. So if the target is healed of tenketsu rot / burnout which prohibited the use of A-ranked techniques, then the target will gain 80 chakra in addition to having their tenketsu points restored. Finally this discipline allows the user to apply twice the tenketsu rot and burnout on techniques which utilize them.

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
Base Jutsu Limits:
▱▰▱10 Iryoutsu slots.
▱▰▱10 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Fri Jul 26, 2019 5:14 pm
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▰ Description:
A resourceful, tactical, and versatile shinobi; the performer excels in putting on a show, which they then use to channel Genjutsu to a unique prospect. Talented, crafty, chic, and well-versed in chakra manipulation, a performer possesses various unique abilities which are often used to bewilder and blindside opponents. The typical build of the performer is slim yet fit, which they use to avoid attacks rather than defend against them. They are also second to none in the leading of squadrons.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• When you select this class, you must pick one performance type (i.e. violin, beatboxing, harp, singing, flamenco, etc.). This is the only type of performance to which your chosen discipline applies.
• Performers can cast their techniques from any location within the topic that their performance can reach. Performances can also replace usual requirements in jutsu depending on which discipline is chosen. Schemer can replace a trigger of a genjutsu, while therapist and grand performance can cast their abilities at a range other than their person.
• Performances replace handsigns.
• Performers rely much on the Squadron system. It is advised Performers become familiar with it.
• All song techniques are ninjutsu as well as genjutsu. Their effects provide tangible effects that can be defended against with the use of kai. The buff portion cannot be kai'd away by an opponent, however. Song techniques may also only benefit from one source of chakra reduction.
• All song techniques may be rewritten as a custom jutsu if desired. Doing so allows for a level of customization, somewhere between a normal custom and a keystone. Two abilities, or a max of three with a drawback added. This takes the place of the song technique that you would have received from one of the below disciplines but offers a method of creative process that is unique to your performance.
• As a performer, the squadron system plays a heavy part in class times and features. Squads provide benefits listed in each discipline, and as such, it is cheaper for performers to charm others into a following. Costs for a squadron are reduced by 10k each time this class is taken, with triple performer resulting in a 30k reduction to recruit a squad. However, the cost of a squadron cannot be reduced below 5k.
• As listed in each discipline below, a squad can have unique impacts on performers' specialized jutsu. However, it is possible to have another performer RPC take the place of these squads as required. More information on what benefits these grant can be found in the Song/Performance jutsu below each discipline.
• This class grants a cap of [4] per stat. If one of your other classes grants a higher stat cap, then that cap supersedes this.
• Members of the performer class have no limit on the amount of performances they can learn. However, either a PA or branch must be used to gain additional performances.
• Performers class RPC's ignore the rule of needing a certain branch in the performance career to alter their casting method. All of their jutsu may be cast through their selected performance type.
• Advancing in the performer career is reduced by [2] missions per title meaning that achieving the virtuoso title would only take a total of 12 performer missions.

Quote:
▰ Disciplines:
Sinister Schemer: These performers are masters of deception and have a flair for dramatics, they specialize in moving through courts unseen and are expert information gathers. Enemies won't know what hit them until they already have your dagger in their back. While they may not be as specialized as a genjutsu artist, the potency of their illusions is not to be underestimated. The Schemer is a master of misdirection, capable of replacing the senses affected by a genjutsu via the use of their performance. This can be done either before or during its duration without cost. The only requirement is that the RPC writes their performance into their post. Additionally, the Schemer may reapply any non-instanced genjutsu that has been kai'd immediately after it has been done so. This effect happens quickly enough that the target does not realize that they have not been returned to reality. Reapplying a genjutsu in this manner may only be done once per every casted gen, but also resets the duration of the jutsu. Finally, performers gain access to the song/performance technique below.

Enchanting Performance [ Miwaku-tekina pafōmansu ] | Rank X | Ninjutsu [ Spiritual ]
Casting this jutsu by making use of their performance, a Sinister Schemer can evade all forms of sensory techniques, heightened senses, doujutsu, and even techniques, that are not traditionally categorized as sensory but provide similar effects; such as [Air Current Sense] from fuuton for three posts. This is done through the unique approach of removing themselves (not the jutsu they cast) from sensory effects without impeding the opponent's jutsu, as many times the simple brute force methods of jamming can cause more trouble than is desired. Additionally, the first two genjutsu performed during this jutsu's duration may be korabo'd together. This korabo follows the same rules as a normal korabo, melds both gen together for only a single activation, and gives that new genjutsu a duration equal to one post per rank of this jutsu. The exception to this rule is with instance genjutsu, where both gen instead adopts the single post duration, only benefiting from the rank increase. This korabo has a cooldown of three posts, meaning you can only korabo once per cast of this technique. However, by utilizing either your squad, or the assistance of other performers, or even yourself, this korabo’d gen may have its duration increased by one post each time that performance is written in their post. Doing so costs an activation (or all activations in the case of a squadron) but no chakra, and can only a maximum of one activation may be spent this way at a time. Performance assistance from multiple sources does provide more than a single post increase but does improve your chances for upkeep this effect uninterrupted.


Compositional Therapist: The most physical of the three disciplines, A compositional Therapist most commonly uses heavy beats to inspire bodies to move in rhythmic ways, healing the soul through captivating dances and wild acrobatics. This healing takes its form in raising stat caps ([4] to [6], [6] to [8], and [9] to [10]) of anyone listening (performer and allies), experiencing or taking part in whatever act the performer writes into their post. This, however, only breaks your stat caps and does not yet provide you with the points needed to reach these levels. Additionally, users gain access to the following to the song/performance technique below:

Spirited Performance [ Genkina pafōmansu ] | Rank X | Ninjutsu [ Spiritual ]
The user makes use of their performance to inspire dance and movement in all. Allies capable of either seeing, hearing, or experiencing the user's performance will begin to feel empowered. Granting a total of [2] stat points at E-C Rank, [4] at B-A, and [6] stat points at S+ rank, to be distributed in any stat column that the user wishes. In addition, allies that join in the performer’s act will gain a chakra regen effect (even while in battle) at 1/3rd the cost of this jutsu for three posts. However, by utilizing either your squad, or the assistance of other class performers, or even yourself, this ability may have its duration increased by one post each time that performance is written in their post. Doing so costs an activation (or all activations in the case of a squadron) but no chakra, and can only a maximum of one activation may be spent this way at a time. Performance assistance from multiple sources doesn't provide more than a single post increase but does improve your chances for upkeep this effect uninterrupted.


Grand Illustrator: Performance can be more than just making a song or moving to beats. It is about telling a story that fills the imagination and inspires people. More than just simple bards, those of this discipline do not just recite limerick and spread history; no, characters of this discipline create history all their own, spreading tales of fantasy and adventure that embody the oldest and noblest of human tradition and traits. They are a storyteller, who has mastered the art of taking any tool at their disposal and using it them to create something never before seen. When taking this discipline, characters are allowed to korabo any type of jutsu with another, as opposed to the normal limitations of korabo. This leaves it possible to create things anything from imagination, such as a genjutsu that heals others and many other combinations. This ability is done for a single activation by paying the chakra cost for both abilities. The only restriction is that the korabo must be incorporated as part of the user's performance, not just used during it. An example of this would be using the explosion from katon jutsu as a firework. In addition, the user also gains access to the following song technique. The cooldown for this korabo is once every three posts.

▰ The Stage is Set [ Sutēji ga Settei ] | Rank X | Cost: Chakra
The cornerstone to set the ideal scene for the performer, this ability changes the entire thread it is used in, as prevents any other jutsu at the rank this was used at below from altering the thread once it has been laid. Similar to a keystone, this ability takes three effects of the user's choice to allow to the story. This could mean something like creating a swamp and then having that swamp has sticky properties to those that travel through it, requiring chakra paid to free oneself, whatever is desired. While being used this way, these effects may be korabo'd into the user's performance korabo for free, creating a three-way korabo between the jutsu. The limitations of this jutsu are listed below:

    • This jutsu must follow a storybook progression. Unlike a true keystone, this ability cannot have all of its effects active at one time. Instead, they must follow the progression order of a beginning, middle, and an end. When transferring to the next part of the story the previous part loses its power but can remain after, as an aesthetic effect if desired. Meaning once you reached the next part of your story, the swamp would lose its sticky power but could remain behind as a means to set the ‘scene’ without breaking the flow of the reading. Each separate effect cannot last more than [3] posts.

    • Storybook created items lack elemental properties that the performer does not possess when they interact with real-world items and beings. For instance, writing that a fireball falls from the sky will only deal blunt force trauma as opposed to burning, unless the performer possesses the fire element. Ninjutsu users may apply their enhanced element effects to these storybook creations as well.

    • Much the same as other custom effects, no storybook created effect may be written so that it is a direct auto-hit OR write the death of a character that isn’t initially part of the story. As in, you could not say: write that that their RPC starts out poisoned, but instead write they are traveling through a poisoned cloud.

    • Similar to other song jutsu, performers may utilize either your squad, or the assistance of other class performers, or even yourself, this ability may have its current effect duration increased by one post each time that performance is written in their post. Doing so costs an activation (or all activations in the case of a squadron) but no chakra, and can only a maximum of one activation may be spent this way at a time. Performance assistance from multiple sources does provide more than a single post increase but does improve your chances for upkeep this effect uninterrupted.

    • Kai may be used to free oneself from a storybook effect but does not end the use of the story jutsu itself. This freedom counts as immunity from all story effects for up to one post after the kai isu sed. After that, if the performance has been upkept, they are subject to its effects once more.


    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
Base Jutsu Limits:
▱▰▱10 Genjutsu slots.
▱▰▱10 Ninjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+10 Genjutsu slots.
▱▰▱+10 Ninjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Genjutsu slots.
▱▰▱+5 Ninjutsu slots.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Genjutsu slots.
▱▰▱+5 Ninjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Genjutsu slots.
▱▰▱+5 Ninjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Genjutsu slots.
▱▰▱+5 Ninjutsu slots.
 

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200

Kondo Kaicho
Vice Captain

Patriotic Capitalist

5,950 Points
  • Person of Interest 200
  • Autobiographer 200
  • Money Never Sleeps 200
PostPosted: Fri Jul 26, 2019 5:15 pm
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▰ Description:
A puppet user, or puppeteer, is a shinobi who utilizes their chakra in order to form strings which are attached to advanced ninja tools known simply as puppets. These puppets are controlled by the strings connected to them, which results in the puppeteer having much more need for finger coordination and global focus than brute strength or elemental prowess. The shinobi of this class train day-in-day-out in order to master a sub-sect of ninjutsu known as kugutsu ( Puppet techniques ). It is these techniques which help them mold the abilities needed to become an effective and deadly puppeteer.
As the puppeteer delves further into their studies, they eventually become strong enough to manipulate their puppets with a single string without any loss in overall performance. As thus, a devoted puppeteer is able to use ten puppets at once ( one per finger ) in their prime.
One must never forget that puppeteers are deceptive and crafty; able to make use of poisons and tools hidden inside their puppets as well as on their person, and above all else, able to lead others into traps. It should also be noted that because puppetry is a fighting style that requires the user to keep their hands free, close range combat is something these shinobi should avoid.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• Learn more about puppets through the puppetry system.
Kugutsu can be learned only by those of the Puppeteer Class.
• Kugutsu receives their own limitation numbers, displayed in each rank.
• You start with one wooden training puppet without devices. Specializing does not grant two wooden training puppets. You do not start with complex puppets with devices.
• Create and submit puppets and mechanisms using the puppet approval topic.
• You can use the crafting system to create more powerful mechanisms. NOTE: Mechanisms/Puppets created with this branch are entirely optional. If it is not desired to craft them then it is absolutely okay to just slap your puppet with its lesser mechanisms up for approval!
• Those of this class get unlimited basic mechanisms.
• This class grants a cap of [4] per stat unless you are of the Melee Marionette discipline which raises your cap to [6]. If your other class grants a higher stat cap then that cap supersedes this.
• Members of the puppeteer class naturally gain access to the puppet theatre branch of the performer career, raising their branch limit from [1] to [2]. If a PA is selected then members of the puppeteer class may have up to [3] performer career branches maximally. Additionally, members of the puppeteer class gain double the amount of puppet points and mechanisms awarded by puppet theatre branch titles.

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

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

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

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
Puppetry Benefits:
▱▰▱+8 Mechanisms
▱▰▱+3 Puppet Points
Base Jutsu Limits:
▱▰▱10 Kugutsu slots.
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Puppetry Benefits:
▱▰▱+8 Mechanisms
▱▰▱+2 Puppet Points
Jutsu Limit Increases:
▱▰▱+5 Kugutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Puppetry Benefits:
▱▰▱+6 Mechanisms
▱▰▱+2 Puppet Points
▱▰▱+1 Puppetry or Poison PA
Jutsu Limit Increases:
▱▰▱+5 Kugutsu slots.
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Puppetry Benefits:
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Point
▱▰▱+1 Puppetry or Poison PA
Jutsu Limit Increases:
▱▰▱+5 Kugutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Puppetry Benefits:
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Points
Jutsu Limit Increases:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Puppetry Benefits:
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Points
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Fri Jul 26, 2019 5:17 pm
User Image


▰ Description:
A class which takes its basis from well-known clans, such as the canine training Inuzuka family. To put it blatantly, this class relies on the unification and cooperation of a human and an animal in order to unleash unique and powerful fighting styles. A guide to tamers can be found here.
The animal that cooperates with the shinobi is often one that has had an extremely lengthy amount of time shared with said shinobi. Be it a childhood pet, sickly animal nursed to health, or what have you. The partner animals most often seen are dogs and cats, though the possibility of using a bird or a monkey as a partner is ever present. The only true restriction to which animal can be selected as a partner is their own maneuverability. It's not very likely that a shinobi would use a fish or massive beast because they have very restricted movement.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• Minimal required animals partners is one.
• If an academy student, then you may have one TA. That TA does not stack once you reach D-rank.
• Pets have any overwhelming properties the user has.
• Animals often grow to sizes much larger than their naturally occurring species. Small animals such as those like rodents and insects generally hit sizes of large predatory cats. Those of a medium size such as wolves, domestic animals, and some smaller like hares generally grow to sizes comparable to large bears or juvenile elephants. Larger animals such as bears, bovine, and deer can hit slightly larger sizes to those slightly similar to medium animals, if being still a bit larger.
• Pets have a body rank equal to the user's.
• Pets and tamers have automatic Korabo with one another.
• Tamers have exclusive access to the Tamer system that provide the use of TA, this is the fundamental element exclusive to your class and is mandatory to take heed to the system.
• This class grants a cap of [6] per stat. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.
• This class grants 2 tamer attribute points per body rank.
• Members of the tamer class naturally gain access to the monster tamer branch of the monster hunter career, raising their branch limit from [1] to [2]. Additionally, members of the tamer class gain double the amount of tamer points awarded by monster tamer.

Quote:
▰ Disciplines:
Synchronizing Schemers: You are and your pets are able to harmonize far easier than most tamers. Mirroring an element only takes a single tamer attribute instead of two, and mirroring one branch of the tamer’s taijutsu or bukijutsu only takes four tamer attribute points. Finally, it only takes three points to mirror one of the tamer’s genjutsu branches. In addition, korabo between tamer and pet for ninjutsu may only take one action either from the tamer or the pet at varying cool downs depending on the technique ranks for a single action. This cooldown applies to all pets.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

Chance Encounter: You are allowed to have a pet with a mythological aspect to them. This branch requires the pet has a minimal of four TA points, (points may be borrowed from later in the class if a single class, as well as bypass that rule of TA per body rank until C-ranked). This pet may have one additional Tamer Attribute. In addition, this pet gains an additional 25 chakra and stamina per the body rank of the user. Finally, this pet may be summoned and dismissed either the summoning jutsu, or by any means of calling a pet, (whistling, shouting at the heavens, etc), as long as the means makes sense within roleplay. The chance encounter also blesses you with one of two options; either every other rank you gain [10] Ninjutsu or Genjutsu or mixed slots for a total of [30] slots (D, B, and S), or, you gain [1] additional Taijutsu or Bukijutsu style every other rank for a total of [3], (D, B, and S).

Perfect Breeding: Due to your training and breeding focused on your pet's strengths your pet is stronger than most other animals of it's kind and probably even stronger than you. Your pet's custom techniques gain the overwhelming quality up to S-Rank. When your pet has been allotted 6 TA, in addition to mirroring Taijutsu and Bukijutsu of the tamer your pet may gain [2] Points to 2 of their stats, which can bypass their tamer's stat cap up to 10. When they have been allotted 12 TA their remaining 2 stats also gain this benefit. In addition, the user gets [2] more tamer attribute points every other rank beginning at D-Rank. (D, B, S.)

    ▰ D-Rank
Base Resource Pools:
▱▰▱225 chakra.
▱▰▱225 stamina.
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
Jutsu Limit Increases:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Kondo Kaicho
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