Personal Suna Mozou [Sand Mimic] Rank: B Type: Ninjutsu | Supplementary Element: Sand Description: In essence a clone technique, this creates something very different from the user. Instead of a copy of the one who cast the jutsu, the rising sand takes on the form of who, or what, the user is targeting with it. This could be another ninja, or it could be an animal. Just as sand clones, these copies do not change color to match the one they are copying, restricting themselves only to form.
The copies, while they do not possess any natural skills, will copy any technique the one they are mimicking has used while they are active. Physical moves are easiest, but they can occasionally copy minor ninjutsu by copying it's shape with sand in the area. The jutsu's normal effects obviously do not apply. Jutsu with no physical form obviously cannot be mimicked. The mimic's stats match those of the one they are copying, to a maximum decided by the user's own abilities. For speed, they can move up to the speed of the user's reaction speed. Their strength stat is decided by the user's sand abilities. (Any bonuses to sand equal one rank increase in strength, with default starting at two ranks below the user.) Durability is equal to that of a normal sand clone.
[b]Personal[/b] Suna Mozou [Sand Mimic] [i][b]Rank:[/b] B [b]Type:[/b] Ninjutsu | Supplementary [b]Element:[/b] Sand [b]Description:[/b][/i] In essence a clone technique, this creates something very different from the user. Instead of a copy of the one who cast the jutsu, the rising sand takes on the form of who, or what, the user is targeting with it. This could be another ninja, or it could be an animal. Just as sand clones, these copies do not change color to match the one they are copying, restricting themselves only to form.
The copies, while they do not possess any natural skills, will copy any technique the one they are mimicking has used while they are active. Physical moves are easiest, but they can occasionally copy minor ninjutsu by copying it's shape with sand in the area. The jutsu's normal effects obviously do not apply. Jutsu with no physical form obviously cannot be mimicked. The mimic's stats match those of the one they are copying, to a maximum decided by the user's own abilities. For speed, they can move up to the speed of the user's reaction speed. Their strength stat is decided by the user's sand abilities. (Any bonuses to sand equal one rank increase in strength, with default starting at two ranks below the user.) Durability is equal to that of a normal sand clone.
~ Shikaku ~
Personal Henge Kaigara [Henge Shell] Rank: D Type: Ninjutsu | Supplementary Prerequisites: Henge Description: The strongest weakness of the Henge technique, is that the user is often not the same shape as their disguise. This leads to little mistakes, which can often grow, and should an observer be sharp of eye, give away the disguise entirely. From little things like the grass not flattening under feet larger than the user's own, to a hand slipping through a railing because the fingers were too long, the shape becomes a difficulty, because it is not solid.
Henge Kaigara remedies that weakness. Used after casting a henge on yourself (Does not require a post action.), Henge Kaigara creates a shell of chakra in the same shape as the henge, allowing it to interact properly with the world around it. As useful as it is however, the shell is not perfect. If the shell is subjected to any sort of physical trauma, it will break, leading back to the same problems as before.
[b]Personal[/b] Henge Kaigara [Henge Shell] [i][b]Rank:[/b] D [b]Type:[/b] Ninjutsu | Supplementary [b]Prerequisites:[/b] Henge [b]Description:[/b][/i] The strongest weakness of the Henge technique, is that the user is often not the same shape as their disguise. This leads to little mistakes, which can often grow, and should an observer be sharp of eye, give away the disguise entirely. From little things like the grass not flattening under feet larger than the user's own, to a hand slipping through a railing because the fingers were too long, the shape becomes a difficulty, because it is not solid.
Henge Kaigara remedies that weakness. Used after casting a henge on yourself (Does not require a post action.), Henge Kaigara creates a shell of chakra in the same shape as the henge, allowing it to interact properly with the world around it. As useful as it is however, the shell is not perfect. If the shell is subjected to any sort of physical trauma, it will break, leading back to the same problems as before.
~ Nomiya Yasashii ~
Guild-Wide?: Personal Name of Jutsu: Snack Time Rank of Jutsu: E Jutsu's Element: Universal Description: A technique developed by Nomiya Yasashii. When questioned as to why he invented such a technique, his answer was simple. He was hungry. This jutsu, quite simply, creates an apple out of thin air. Nothing else, just a perfect red apple. The user forms their chakra into the shape of the apple, condense it, and it appears. Whether this truly creates an apple, or summons it is unknown, but the fact remains, that by using this jutsu, you receive an apple.
~ Guild Wide ~
Name of Jutsu: Zen Sand Rank of Jutsu: E Guild-Wide? Yes Jutsu's Element: Sand Description: A notable weakness of sand jutsu is that they retain the color of sand. Even a clone does not take on the coloration of it’s creator. Thus, a jutsu was created to counter that weakness. Named for the colored sands used in Zen Gardens, the Zen Sand jutsu changes the color of any sand to whatever the jutsu user wishes, allowing them to better disguise a sand clone, or even make it different colors entirely. The technique is capable of changing the equivalent of one clones worth of sand at a time. (Cannot be used on another person’s sand.)
Name of Jutsu: Filtration Mask Rank of Jutsu: D Guild-Wide? Yes Jutsu's Element: Wind Description: This jutsu creates a filter around the user of it, which cleans the air they are breathing. This effectively removes any airborne toxins, such as poisons, stink bombs (Or more generic bad smells), and even smoke, to prevent choking, before they can be breathed in. It won’t remove the effect from the air, but it will stop it from effecting the user of this jutsu. After three posts, keeping the technique active requires one chakra point per post, including the post in which it is cancelled. The technique can also be used on others. Only effective against toxins of equal or lower rank to the technique. Higher ranking toxins are not blocked.
Name of Jutsu: Sand Sight Rank of Jutsu: D Jutsu's Element: Sand Description: Sand Sight is a technique that allows the user to “See” through sand. This is accomplished in two different ways. One way, is that of a sense of sorts. The user is able to feel people moving across or through the sand within their range, and even pinpoint their general location. The second way, is that of literal vision. The user is capable of peering into the sand itself, and seeing things below the surface. This can be used for anything from spotting people below, to finding caves hidden by the sand. The way this works, is that the user makes a single hand seal, sending a pulse of chakra outward from them. The chakra travels through the sand, bouncing off of other objects and returning, much like sonar. Once the signal returns, it forms together into a comprehensible image the user understands as sight. The technique also works well for seeing through sand in the air, such as sandstorms, making it invaluable for crossing the desert safely.
While the technique can be used to see through sand techniques, it only works against the user’s own techniques, with the exception of those that make sandstorms. In any other case, the opposing chakra in the sand will repel the chakra pulse, making it impossible to see through.
As the user’s rank grows, so too does their ability with this technique. Genin - 15 feet Chuunin - 25 feet Jounin - 35 feet Kage - 50 feet Ichibi Host - 100 feet.
The Ichibi host has greater power over this technique, due to the simple fact that he is more in tune with the sand itself than anyone else could ever be.
This is a passive technique. Meaning it can remain active as long as the user is able to supply it chakra, regardless of what else the user does.
Name of Jutsu: Grinding Palm Rank of Jutsu: C-Rank Ichibi Only Description: The user creates a gauntlet of sand on his/her arm. Once the gauntlet has made contact with it’s target, small sections on the hand begin to spin rapidly. Once the sections start to spin the user is able to clench their hand and shred whatever is within. It can be used flat handed, but the effect will be much slower due to the lack of pressure from all sides. When used on stone or any form of earth this will create sand which can then be used for other techniques. Useless on metal unless it is very weak or rusted. It would make a good polisher though. The spinning points are located one to each segment of the user’s fingers, and three large points in the palm of the hand.
Guild-Wide?: Ichibi Name of Jutsu: Suna Ryuusei Rank of Jutsu: C Range of Jutsu: Fifty Feet Jutsu's Element: Sand Description: A massive attack spontaneously created by the Ichibi host David Greyson for the purpose of taking down insanely large enemies. This technique requires a massive amount of sand, and a long preparation time, making it only plausible in a desert area, and as a support technique. The user takes the time to gather a massive amount of sand around himself in a large ball first. This takes one whole post, but can be skipped in the event of a sandstorm or anything else that would cause sand to be all around the user. Like being under the desert. The second stage is lifting the ball high above the target. This takes another whole post. In the third, and final post, the user emerges from the top of the ball, and causes it to compact to the hardness of stone. He then forces the ball to shoot straight down at high speed, creating an insanely powerful impact from the height, size, weight, and speed. Launching the ball costs an extra jutsu’s worth of chakra, while simply dropping it does not.
Name of Jutsu: Heat of the Desert Sun Rank of Jutsu: C Jutsu's Element: Sand Village Genjutsu Description: This genjutsu, when cast will cause the victim to feel as if they are trapped beneath the desert sun. Blazing heat tears through their body, hot arid air becomes difficult to catch breath in, and any breeze feels like walking into a bonfire. Due to the heat, the victim will feel as if they are sweating to death, and become dizzy, unable to focus, and eventually they will succumb to heat stroke. The illusion also causes the visual effects of seeing heat vapor everywhere, and the sun will appear closer, and hotter than normal.
Name of Jutsu: Desert Expanse Rank of Jutsu: C Jutsu's Element: Sand Village Genjutsu Description: When this genjutsu is cast, the victim will see a gust of sand blow past them, obscuring everything from view for a few seconds. When the view finally clears, they will be alone in a massive desert, with no end in sight anywhere. Vultures circle in the air, but never land, always following the victim as they move through the desert. The only sound is the occasional call of the vultures, rattlesnakes from behind stones, and a light wind blowing through the desert. This is one of few genjutsu that last longer on the inside than out, and the victim could find themselves wandering for hours while mere minutes pass in the real world. The user must however keep up the genjutsu, and will be unable to move and deal a finishing blow if the enemy is trapped.
Eventually, being trapped in the endless desert will drive the victim mad, and their body will faint, ending the jutsu.
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Posted: Thu Apr 14, 2011 2:16 pm
~ Weapons ~
Name of weapon: Chakra Glaive
Who owns the weapon: David Greyson
Where it was found/Who made it: Buried in the sand of the dunes near a wrecked wagon. It was crafted by a typical blacksmith intended as a wagon axle, but somehow his metals got mixed up and he used chakra conducting material instead of steel.
The Range of the weapon: Melee range, about five foot. Sometimes six.
Weakness: Electric attacks could be channeled into the metal and affect the wielder if they aren’t careful. The pole is very heavy due to it’s material, and would give someone unable to compensate a very difficult time lifting it. If the pole becomes super heated one way or another, it would become very difficult, even impossible, to hold that portion of the pole.
Description: A four foot metal pole that looks suspiciously like a wagon axle. When chakra is put into it a blade forms at the end. The blade is about a foot long, making the total length five feet. Another blade can be made at the other end, jumping the length to six feet, but the range remains at five. The ability to form this blade is not actually built into the pole, but is actually caused by a slot on the tip of the pole. Chakra flowing through the pole shoots out through the crack, forming the blade. The chakra used to form the blade is held in stasis, meaning it does not disperse, and when the blade is released, the chakra returns to the user.
Chakra used: Six points of chakra per blade. If the weapon is forcibly removed from the users hands while the blades are active, the chakra will hold it’s form for ten seconds, then dissipate harmlessly.
Rpc Name: David Greyson Village: Sunagakure Rank: Genin
Puppet Name: Uwabami Description: A ten foot long snake like puppet made from three inch long segmented joints. It has a carved head with a jointed jaw that can open and close, fangs of about four inches built in. The joints are designed to lock together so closely, that despite the flexibility of the snake, not even dust could work it’s way in.
Weakness: The joints, in order to maintain their flexibility, are rather weak, and easy to pop loose in various ways. Having a few broken off won't stop the puppet, but once several are gone, it makes a major effect on the puppet's abilities.
Due to the special design of this puppet, it takes both hands to fully control even at a masters level. It can be controlled with one hand, but will not move nearly as smoothly as with two hands.
Abilities: A puppet built for maneuverability, it has no special abilities, other than it’s crushing grip when used to squeeze the enemy, and wooden fangs. The fangs have no poison, and are simply there to pierce flesh. The strength of the puppet’s squeeze is easily comparable to the massive snakes after which it is named.
Posted: Thu Apr 14, 2011 2:18 pm
~ Technology ~
Technology Name: Wire Cestus Technology Power Rank: D Price: 200 Description: The wire cestus is made of two parts. One, a cestus. A cestus is a leather glove with steel scales on the back and fingers, mainly used to enhance damage from punching. This cestus is special in that it also has scales on the palm of the hand. Part two is built into the wrist of the cestus. Twin reeling mechanisms capable of holding up to twenty feet of ninja wire or razor wire each. The reels are built in such a way that they wrap around the arm, thus taking up very little space and remaining almost entirely hidden. The reels are spring loaded, so that when a catch is released, they will reel in any wire attached to them. They also have a locking mechanism to stop wire from releasing without reeling it in. The release point is located conveniently on the inside of the wrist, as is the switch to activate, reel, or lock, the release. (It is unfortunately rather difficult to work the controls with the hand wearing the glove, so in most cases it is recommended to use both hands.)
In addition, by feeding chakra into the mechanism the user can make the reel pull with more strength. Chakra cost is equal to the ranked cost of a jutsu of the strength rank desired. Note: Even if a high strength is used, if the user does not have equal strength, and the object they are trying to pull would require that strength, the user will be pulled instead. The spring loaded mechanism alone is not powerful enough to reel in anything more than the wire itself. Does not come with wire.
Technology Name: Barbed Kunai Technology Power Rank: D Price: 20 Description: A simple kunai, with an extra mechanism hidden inside. When this kunai embeds itself in something it sets off a catch on the blade's surface, which causes two extra blades to punch out of it sideways, aimed backwards towards the handle. This makes it so that when pulled, the kunai will get stuck more instead of pulling out. By releasing the catch the blades will retract and free the kunai. The mechanism converts the momentum with which it impacts a target into power for the secondary blades, so it can release with enough power to latch into anything the user can pierce with it.
Technology Name: Chakra Pill Technology Power Rank: D Description: A small shell made specifically for storing chakra, these are capable of restoring a large portion of lost chakra, or giving a slight boost if ingested before using any. How they work: These pills can be bought at any ninja supply store, but when bought they are empty. They are made from a special material, so must be bought from a store to know you’re getting the real thing.
When the user holds the empty pill in their hand, it slowly drains chakra into itself, charging itself for later use. (Five chakra points per post, to a maximum of twenty points per pill.) Trying to force chakra into the pill to speed charging will destroy the pill, and cause a chakra backlash, so the full charge time must be taken.
Weakness: Due to the dangerous nature of these pills, it is illegal for a shop to sell more than five to a single buyer, and if you already have some, you cannot exceed the total of five.
These pills grant an instantaneous boost of chakra, recharging the entire body in an instant. After awhile however, this becomes dangerous. Taking more than one pill in quick succession(Two posts) will be too great a strain for most people to handle. Taking more than three pills in an extended battle will cause extreme pain as the bodies cells are forced to remain active, processing chakra unnaturally. Taking the full five during a single battle will most likely end in death from the sheer pain the user is subjected to. The pain from misuse of these pills is very similar to, and bordering on the level of the pain of the Konaga.
The pills work by restoring the chakra originally stored in the body to it again, granting a boost of power. Because of this, the chakra is not altered in any way from it’s original form. Taking a chakra pill charged by another shinobi is dangerous, as the foreign chakra will rebel, and fight the body. This results in extreme pain, and the ninja would be unable to operate through the pain.
Rules: Max five pills at a time per shinobi There must be at least two posts between taking pills, or the chakra will harm the body Pills are charged at five points per post while held in the hand Pills carry a maximum of twenty points If the pill is not fully charged, it will only return as much as was put into it Trying to speed the charge will destroy the pill Taking pills charged by another ninja will harm your body and not grant any chakra Taking more than two pills will harm your body in increasing degrees, until death or near death at the fifth pill
Technology Name: Tracking Chip Technology Power Rank: N/A Description: Contained within every Otogakure headband, or headband equivalent, is a small tracking chip. This chip keeps track of the location of the headband, and, subsequently, the wearer thereof. The information is relayed directly to the information center of the village, the back room of the Kariko Bar and Grill, where it is displayed as glowing dots on a map of the world. The chip reads it's wearer's chakra signature when worn, so if the user dies, or runs completely out of chakra, the signal alters, making the dot on the map flash, signaling to the person monitoring the system that something has gone wrong.
Weakness: While the map displays the location of the headband, if the headband is removed, it becomes useless. The map also only shows the general area, not the exact location. And the dots do not specify who is who. It would be up to the person using the map to remember who was where.
The chips are built to be waterproof, and resist most blunt trauma, and even be somewhat shock resistant, but severe damage to the headband or equivalent will eventually break the chip, making it impossible to track. Raiton techniques of B rank and up striking near the chip will also fry it, making it useless.
RPC Name: Nomiya Yasashii Rank: Jounin Technology Name: Blood Drinking Brush Technology Power Rank: E Description: A specially made brush, designed by Yasashii to enhance his sealing abilities. The brush is by all appearances a normal brush. However, the tip of the handle is abnormally sharp, able to pierce flesh easily. The brush is capable of absorbing any blood touched by the tip of the handle, and storing it within. Once blood has been obtained, it can be used in one of two ways. One, it can be released again through the handle, coming out in the same state as when it went in. The second way, is by releasing the blood through the brush itself, at which point it can be used for drawing seals.
The blood is held within a specially designed storage seal, making it possible to hold large amounts. For clarification, the brush itself is only six inches long.
Weakness: Being a simple brush, it is easily broken, unable to withstand any significant force. The brush can also hold as many samples of blood as the user wishes, but only has one holding chamber, so the blood will be mixed, making it useful only for making seals with multiple users. The brush also cannot simply suck a person dry of blood. It’s only able to take a small amount at a time, usually only enough for a single use.
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Posted: Thu Apr 14, 2011 2:18 pm
~ Seals ~
~ Personal ~
~ B ~
Personal Seal Type: Regular Seal Name of Seal: Repulsion Seal Rank to Learn: B Note: Requires knowledge of the Magnet Seal. Activation Cost: 5 Description: Developed by Nomiya Yasashii based on the basic Magnet seal, the Repulsion seal is the exact opposite. Where the twin seals of the magnet seal pull towards each other at all costs, the repulsion seals push apart from each other, and while active, will not allow themselves to be within a certain range of each other, which can be designated up to a max of fifteen feet. Upon activation, the seals will force themselves, and whatever they are drawn on, to push away from each other.
A skilled sealing master can alter a basic magnet seal into a repulsion seal with little effort, and vice versa.
Due to an irreparable error in translation, the repulsion seal does not work when placed on a living being.
Personal Seal Type: Regular Seal Name of Seal: Memory Transfer Seal Rank to Learn: B Activation Cost: 5 Description: The memory transfer seal was developed by Nomiya Yasashii based upon the abilities of the Yamanaka clan. The seal is placed on the back of the neck, and when activated, absorbs any memory the wearer desires to be seen. This can be used in two ways. If it is worn over a long period of time, it will act as a recording device, absorbing the memories as they occur and saving them in the seal. The other method is to have the wearer recall anything they want to be seen, and it will record the memories that way.
Once the memories have been recorded, the seal can be removed, and placed on the back of someone else’s neck. Once they activate it again, the memories will be transferred to them exactly as recorded.
Each seal can only hold 30 posts worth of memory.
Required Mediums/Ingredients: Sealing Paper Weakness: The memories are transferred exactly as recalled. Any feelings of pain, agony, remorse, anything felt by the wearer of the seal, will be transferred to the receiver exactly as if they had experienced it themselves.
Personal Seal Type: Regular Seal Name of Seal: Chakra Drain Seal Rank to Learn: B Activation Cost: 5 Description: The Chakra drain seal, when placed on any being possessing chakra, begins to drain their chakra at a rate of five points per post. The chakra is deposited into a battery seal which must be included to make it work. This seal is inefficient for weakening an enemy or prisoner, so it's primary use is that of attaining extra chakra for use in sealing arrays that the sealing master cannot afford to keep up on their own by stealing the chakra of vanquished enemies. When the drain is finished, or the user decides it has done enough, the battery seal can be removed and attached to another array, or simply drained into another battery seal to recharge it. Required Mediums/Ingredients: Battery Seal, Ink, Paper Weakness: Must be placed directly on skin. If it is placed on clothing, it will not work. No matter the skill of the sealer, the drain seal will burn out after it has finished it's job or is removed, making it impossible to reuse. The seal is not able to completely drain the supply of a living target, and will always leave a minimum of one eighth the victim's supply. On the dead however, this is not the case. This seal cannot be placed using the Sealing Hand benefit.
~ Guild Wide ~
~ C ~
Guild Wide Seal Type: Regular Seal Name of Seal: Blood Recognition Seal Rank to Learn: C Activation Cost: 3 Description: Unlike most blood based seals, this seal is not expressly restricted to being activated by the one who's blood was used to make it. Instead, the blood is used Simply to identify an individual. Whether it be a target or a user depends entirely on the array. The seal will only activate if the owner of the blood is found. This is an activation type seal, much like Catalyst and Trigger. Required Mediums/Ingredients: Blood Weakness: Requires the Blood Sealing rank benefit.
Guild Wide Seal Type: Regular Seal Name of Seal: Jutsu Seal Rank to Learn: C - Sealing Master Only Activation Cost: 3+ Description: This seal is capable of performing a single known jutsu when activated. The jutsu to be performed must be programmed into the seal, and can not be changed. The jutsu must be known by the creator of the seal, and must be a minimum of two ranks below the sealer. Excepting that rule, any jutsu may be programmed into the seal. Effects may vary according to jutsu used, and in what way the seal is used. Activating the jutsu costs the seal’s base cost of three points, with an addition of the full cost of the jutsu, with no chakra control bonuses. Weakness: To create this seal, the creator must be a sealing master with the “Advanced Sealing Theory” rank benefit. In addition, the seal, and any array attached to it, may only be activated by a sealing master.
Guild Wide Seal Type: Regular Seal Name of Seal: Jutsu Storage Seal Rank to Learn: C - Sealing Master Only Activation Cost: 3 Description: A storage seal specifically for jutsu, this seal will absorb a single jutsu when it is activated, and when activated again, will release the jutsu in the same state as it was sealed. Obviously, the jutsu may only be released once, and only one jutsu may be stored in a single seal.
Guild Wide Seal Type: Regular Seal Name of Seal: Transmitter Seal Rank to Learn: C Activation Cost: 1 Description: This seal is part of a larger system of seals. The transmitter seal, works much like a microphone, picking up sounds around it and sending them down the line to a receiver seal through a link seal. It can be used for several purposes, from use as a bug, to a less secure radio system, which will work for more people.
Guild Wide Seal Type: Regular Seal Name of Seal: Receiver Seal Rank to Learn: C Activation Cost: 1 Description: The receiver seal is meant to be used in tandem with the transmitter seal, and works as a speaker, playing the sounds picked up by the transmitter seal for all to hear.
~ B ~
Guild Wide Seal Type: Regular Seal Name of Seal: Recorder Seal Rank to Learn: B Activation Cost: 2 Description: The recorder seal picks up sounds from around it, and records them to be played back later. This can be used to leave messages behind, send audible messages, and various other uses. When linked to a transmitter seal, it will pick up it’s audio from that seal instead of the area around it. Likewise if linked to a receiver seal, it will replay through that seal instead.
A single recorder seal can only store up to 500 verbal words at a time.
Guild Wide Seal Type: Parts Seal Name of Seal: One Way Link Seal Rank to Learn: B Description: The one way link is much like the normal link, with the exception being that chakra is only allowed to pass through in one direction. Using these, the sealing master is capable of creating a more specialized array, where chakra is only allowed to pass through in one direction, rather than both. An array made with these seals at the proper points can be set to only activate from a single point, while regular link seals will allow an array to be activated from any point within the array.
Guild Wide Seal Type: Parts Seal Name of Seal: Gate Seal Rank to Learn: B Activation Cost: 1 point to change setting. 0 otherwise. Description: Much like the basic Link seal, the Gate seal is used for direct transfer of energy from one seal to another. The difference in this one being that it is capable of being locked shut, to prevent chakra from going through it. This allows a sealing master to control much larger sealing arrays, without having to activate all of the seals at once. Weakness: Due to the high level of skill and control needed to use an array made with these seals, only a sealing master can operate a gated array. If anyone was to use it, it would default to whatever setting the creator left it at.
~ A ~
Guild Wide Seal Type: Regular Seal Name of Seal: Chakra Exchange Seal Rank to Learn: A Activation Cost: 5 points when used to trade chakra between individuals. Description: The chakra exchange seal allows chakra to be passed from one point to another. This seal allows a sealing master to power jutsu from a reserve other than their own, such as a battery seal, or with consent, another ninja. The seal also allows chakra to be passed directly between two points, and can be used to restore one individual’s chakra, at the cost of the other’s. For this to work, the donating individual channels their chakra into the seal, and the receiver pulls it out, the seal converting it to be safe for their use.
Posted: Thu Apr 14, 2011 3:44 pm
~ Unapproved Customs ~
~ Seals ~
Guild Wide Seal Type: Regular Seal Name of Seal: Implosion Seal Rank to Learn: A Activation Cost: 6 Description: Based upon the Explosive Seal, an Implosion Seal works a bit differently. Where the explosive seal explodes outwards and just keeps on going, the implosion seal is contained. It explodes outwards just as normal for a short distance, which is set by the sealing master when drawing it, and then stops, and pulls back inwards, crushing anything that was caught inside. Maximum range is ten feet.
Personal Jutsu Theory Rank: B Type: Sealing | Supplementary Prerequisites: Advanced Sealing Theory Description: A skilled sealing master, with experience in all fields of the art, particularly the theory of it, begins to notice common principles between ninjutsu, and fuinjutsu. The two, once you understand the underlying principles, are so closely intertwined that for one who knows the proper methods, they are truly the same thing. Once a sealing master comes to understand this, they are able to study any existing jutsu, even ones they are unable to use, and “Learn” them. Once they have been learned, the master may use the new knowledge to create new seals based on the concepts, or, in the cases of some seals and jutsu, embed these jutsu they cannot use into an array, converted into seal form.
Learning “Jutsu Theory” adds an extra section to the user's jutsu list, labeled as such. Jutsu in this list cannot be performed, as they are jutsu the user does not have the element, bloodline, or demon to use. “Learning” these jutsu can only be done from a scroll, but takes the normal amount of learning posts. The only real use of these jutsu is placing them in seals such as the “Jutsu Seal”, which is capable of replicating any jutsu “Programmed” into it. Even when used in this method however, the jutsu will not work unless it is charged by someone with the proper chakra element.
Personal Infinity Seal Rank: A Type: Fuinjutsu | Storage Prerequisites: Storage Seal – Advanced, Space Time Sealing Activation Cost: Dependant Size: 24” Capacity: Dependant Description: Possibly the most advanced storage seal in the world, this seal breaks all known laws of storage sealing. All storage seals create a void pocket into which items are stored, and then close it off from the world with what is called a summon gate. If the storage space is too large, one risks losing whatever is put into it as it vanishes into the void, which is why normal storage seals are limited in size at all.
This seal evades that problem in a number of ways. First, it grows only to the size desired by the user, and no larger, and shrinks when the extra space is unoccupied. In this way, the pocket is always small enough to match the contained object, and will never lose it. Second, this seal operates on a stable gate rather than a summon gate, meaning as long as the seal has chakra keeping it enlarged, it is open and objects can be put in or taken out at will. And third, the void pocket has forcibly created gravity. This matches the gravity within the seal to the gravity outside, so if the seal is upright, objects will be held to the bottom of the seal. If the seal is tipped, they will fall out. As a result of this fluid gravity, it is not recommended to carry fragile or valuable objects in one of these seals. (Costs one chakra point per cubic foot of storage created. Seal remains active until objects or chakra are removed, or the seal itself is damaged. If damaged or chakra removed, the contents are lost to the void.)
~ Jutsu ~
Guild Wide Raijin Rank: S Type: Ninjutsu | Offensive/Defensive Element: Crystal/Lightning Range: Miles Description: This jutsu forms three kunai sized crystals directly in front of the user’s hand, aimed at the enemy. The three crystals slowly spin around a fourth kunai crystal in the middle. The jutsu is basically a lightning magnet at this point, and will draw in and absorb any lightning jutsu used in the area, to charge itself. As lightning is absorbed, the crystals will begin to spin around faster and faster, until they are nothing but a glowing ball of light and chakra. At this point, the jutsu is fully charged, and the crystals begin to resonate, releasing a high pitched whine. Once the crystals have begun to resonate, the crystal in the center absorbs all of the gathered lightning into itself, and is launched straight out in whatever direction the user is pointing. God forbid anyone be in front of it at this point, because there is no dodging or even blocking this technique. It will continue for upwards of three miles before finally slowing enough to break down and stop piercing through everything in the vicinity.
To fire, the jutsu must be charged with forty points of lightning chakra. Meaning…
D and E ranks are unable to charge enough power into the crystals to have any effect. If half of the required number of high ranking jutsu are added, it can be completed with lower ranking jutsu. Any combination can be used, so long as it matches up to the correct total. In the case that an exact half cannot be found, round up and add another.
Because this jutsu requires the hands to be occupied, the user cannot charge it himself. Lightning clones cannot be used to charge it either, as they are a solid entity, and the jutsu will not recognize them.
~ Weapons ~
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~ Technology ~
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Hinote Tosatsu Vice Captain
Eloquent Lunatic
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Hinote Tosatsu Vice Captain
Eloquent Lunatic
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Posted: Fri Apr 15, 2011 11:31 am
~ Yasashii's Journal ~
Preface: Why should I, a sealing "master", be restricted to traps a mere child could make? My art is so much more than that. A simple explosive trap is something anyone can make.
As a sealing master, or rather, a master of sealing, I take my art beyond that. Seals are intricate, infinite. More possibility than one man can ever know. Explosive seals and the arrays made with them are only the most simple of traps a true master can make.
A true master, never stops learning. Sealing is a journey I will never find the end of. The end, likely, will never be found. But in my journal, I will walk this path of discovery. From the most basic of seals, to the strongest arrays unfathomable.
Entry One: O xipa qapotaq i wanxuq ub zhainorm nxa ednowina zdura. Nxa zdura godd sa zivisda ub nijorm qiwima, it gadd it qaidorm on or gict ru zdura xit apah qhaiwn.
Ura sinnahc taid uvahinat nxa arnoha ihhic. Nxa ura gic dorj vhaparnt zxijhi bhuw saorm hawupaq bhuw nxa zdurat sinnahc, sen iddugt ircura nu zxihma on.
Nxa bohtn zinidctn taid ot tan nu hatvurq gxar nxa Jcueji taid dutat vugah, zxihmorm on nu wikowew zivizonc, wairorm gxarapah qiwima ot nijar, nxa taid ot habhatxaq, wijorm nxa zdura orporzosda ev nu on't ugr dapad.
Nxa tazurq zinidctn taid uvahinat nxa zxijhi akzxirma. Tan nu vedd zxijhi bhuw nxa sinnahc gxarapah i yente ot zitn, on iddugt nxa zdura nu zitn irc yente jrugr sc nxa uhomorid.
Nxa wawuhc nhirtbah taid iddugt nxa zura't wawuhoat nu sa hanehraq nu nxa uhomorid.
I tudoq, yente zitnorm, wawuhc nhirtbahhorm zdura, vuttosda gonx irc tudoq zdura yente. Bih sannah nxir apar nxa jima sertxor. Nxot nazxrolea godd hapudenourofa nxa gic ga bomxn or Unumijeha.
O raaq urdc zuwvdana nxa ditn bag taidt.
Entry Two: On uzzeht nu wa, nxin qatvona nxa towvdozonc gonx gxozx irc usyazn zir sa wiqa ornu i gaivur etorm i towvda akvdutopa taid, nxin apar nxin zuedq sa owvhupaq. Iqqorm nxa vhuvah taidt nu nxa ihhic, on zir sa nijar bhuw i towvda nowa qadic irq akvdutour, nu i zurnizn suws, zivisda ub vhazota nihmannorm.
Towvdc nija irc usyazn. Buh towvdozonoat tija, ir ivvda, irq iqq ir akvdutopa taid. Zurrazn nxin nu i zinidctn taid, tan nu mu ubb urdc gxar nxa ivvda xont nxa nihman. Cue rug xipa ir owvizn suws, seodn ornu i towvda ivvda. Nxot zir sa ivvdoaq nu idd tuhnt ub qobbaharn nxormt, towvdc sc zxirmorm gxin taid ot innizxaq irq gxin nxa zinidctn quat. Ura vuttosodonc saorm i wimran taid, gonx nxa zinidctn saorm nu sona nxa ivvda. Tuwaura sonat nxa ivvda, irq i tguhq muat nxhuemx nxaoh xaiq.
Hanehrorm nu nxa uhomorid zurzavn, O wetn idtu vurqah nxa vuttosodonc ub iqqorm i Xoje taid, uh apar yetn i wimran. Guedq nxa Xoje taid zieta nxa ivvda nu bdc nugihqt nxa nihman, nxirjt nu nxa gaomxn qobbaharza? Vahxivt run. I wimran guedq sa bih wuha hadoisda. O duuj buhgihq nu etorm xuworm ivvda suwst or sinnda.
Entry Three: Akvdutopa taidt. Nxa mhainatn gaivur or i nhea taidorm witnah't ihtarid. Ga zir dic nhivt, dehorm arawoat ornu i boadq ub akvdutopat. Eta akvdutopa taidt it i tazehonc waiteha ur tartonopa ihhict, apar dus ivvdat in vauvda, gxozx nxar akvduqa. Nxar nxaha't nxa towvda wanxuq, ub yetn tnozjorm ura tuwagxaha irq tannorm on ubb ur i nowah.
Sen nxaha ot idgict ura vhusdaw. Guedqr'n on sa zurparoarn nu vdiza ir akvdutopa taid ur cuehtadb, uh ir usyazn cue'ha goadqorm, irq eta on nxin gic? Ub zuehta on guedq. Sen ga zir'n, towvdc sazieta, on guedq jodd et.
Tu, nxa tudenour. Nxaha iha ngu vuttosda tudenourt nu nxot ottea. Ura, i towvda Jcueji taid. Vdiza nxa Jcueji taid ur cueh ugr suqc, irq on txuedq ramina nxa akvdutour tuwagxin. Mhain, sen gxin ob cue tan ubb ir akvdutour nuu dihma? Gxin ob i Jcueji taid gur'n tnuv ir akvdutopa runa vdizaq ur cueh ugr suqc? Gadd, wc irtgah ot i rag taid O wic qapaduv. Ir owvizn taid ub tuhnt. On guedq istuhs irc owvizn ven imiortn on, gonxuen xihworm gxin on ot vdizaq ur. Tu, gonx nxot, O zuedq vdiza ura ur wc xirq, irq tnuv nxa botn ub i nioyente witnah zudq. Vdizorm ura ub nxata erqah nxa akvdutopa taid womxn yetn sa aruemx nu tnuv nxa sditn bhuw xihworm wa.
Irunxah iqqonour guedq sa nu hadaita nxa owvizn dinah, i tnuhima taid ub tuhnt, nijorm ir owvizn, irq hanehrorm on. Gonx nxin, O zuedq tan ubb ir akvdutour, ngoza. Uh, ub zuehta, tnuv i nioyente innizj, irq hanehr nxa owvizn.
Entry Four: Or i vhapouet arnhc ub nxot yuehrid, O wiqa habaharza nu etorm ir ivvda it i gaivur sc evmhiqorm on gonx pihouet taidt. Nehrt uen O xipa sazuwa hinxah innizxaq nu nxin oqai, it O xipa samer qapaduvwarn ur i towvda yente nxin txued iddug wa nu zhaina nxuta ivvdat bhuw nxor ioh. Nxa nazxrolea ot i bora wokneha ub sitoz adawarnid zhainour yente, irq i niq son ub tewwurorm nxauhc, sen O sadoapa on godd guhj nu zhaina ir ivvda gxozx zir run urdc sa etaq it i waqoew buh xaoruet taidorm ihhict, sen i towvda trizj buuq it gadd. Ub zuehta, ob ircura apah itjt, O godd towvdc tic nxin O orparnaq nxa yente "Sazieta O git xermhc".
Entry Five: Zinidctn Duzj. Uh nu ven on or irunxah gic, Qeid Zinidctn Taidorm. I zinidctn duzj ot zhainaq gxar ngu uh wuha zinidctnt iha etaq or nxa tiwa taidorm ihhic, irq sunx wetn sa zuwvdanaq sabuha nxa ihhic godd iznopina. Ura towvda akiwvda ot nu eta nxhaa zinidctnt, irq i wimran, ur i quuh. Ngu ub nxa zinidctnt iha tan nu iznopina gxar tuwaura tnirqt ur nxaw, irq nxa nxohq iznopinat nxa wimran gxar on hazaopat vugah bhuw sunx "sennur" taidt, uvarorm nxa quuh.
Nxg gic nxot guhjt, ot nxin nxa bohtn taid xit i zurqonour nxin wetn sa wan, gxoda nxa tazurq haleohat i tomrid bhuw nxa bohtn. Nxa rewsah ot nhedc ohhadapirn, sen nxa wuha zinidctnt iqqaq, nxa wuha haleohawarnt wetn sa wan sabuha nxa ihhic ot iznopinaq beddc.
Irunxah taidorm wanxuq etorm wednovda zinidctnt ot nu xipa wednovda tctnawt herrorm ubb i tormda ihhic. Buh nxata, nxaha wetn sa i vugah tuehza, eteiddc i sinnahc, vugahorm nxa arnoha ihhic. Nxa zinidctnt iha nxar etaq it i tuhn ub duzj, xudqorm nxa vugah sizj bhuw nxa taid ernod zurqonourt iha wan.
Nxa vahbazn akiwvda buh nxot ot wc zdura nazxrolea. Ura zinidctn ot tan nu haizn gxar qiwima ot nijar sc nxa zdura, uh nxa Jcueji taid hert dug ur vugah, irq nxar hazxihmat on. Nxa unxah, herrorm ubb nxa tiwa sinnahc, ot tan nu haizn gxar nxa zdura samort qhigorm vugah nxhuemx nxa zxijhi akzxirma, nu vugah yente.
Sunx taidt xipa nxaoh ugr vehvuta, irq ura saorm iznopinaq godd run izzoqarniddc tan ubb nxa unxah. Nxet, Zinidctn Duzj. Nxa ihhic ot "duzjaq", ernod nxa zinidctn ot wan. Nxot vhorzovid zir sa etaq or wirc qobbaharn gict, gxanxah on sa nu zhaina i dihma ihhic beadaq sc i tormda sinnahc, uh i taid haleohorm wednovda zurqonourt sa wan.
Posted: Fri Apr 15, 2011 12:40 pm
~ RP Samples ~
Sand Sight: Due to the fact that my RPC is in fact the Ichibi host, this sample will be done from the viewpoint of a random Jounin.
Gate duty was always boring. You sat there for hours with nothing to do but wipe sand out of your face every few minutes. The only times anyone ever actually came through the gates, they either completely ignored the guards, assaulted the guards, or were a giant monster. But that only happened every once in awhile, and never on this particular man’s watch. He was bored. Every half hour or so, he would activate the sand sight jutsu he was trained to use when they assigned him this post, scan the area, and then go back to being bored. Stupid desert.
This time however was a bit different. Standing up as usual and walking twenty feet out of the gate, the man set his hands into the single hand seal required to activate the jutsu, and began his usual scan. As usual, all he could feel was the various scorpions and sand worms moving about above and below the sand. Sure, the sand worms were dangerous, but they never attacked, so that wasn’t a- wait a second! All of a sudden, as he turned his eyes towards where he felt one of the massive worms coming closer, he realized it was coming straight for him! The monster could be seen burrowing through the sand directly at him, at a terrifying rate. Diving backwards just in time, the man deactivated his jutsu and whipped out his sword to defend himself, the giant worm blasting out of the ground and high into the air, before bending back down, and going straight at him.
The jounin bravely rose his sword in defense, just as the worm reached him and - The End! { Just wait, I might finish this scene, in the actual RP. }
Grinding Palm: David grinned as he faced his latest victim, no, ‘opponent’. The man had charged him from the shadows, fought him with sneaking and dirty tricks, but now, the man was pinned. He had forced the man against a handy cliff wall where he could no longer run and hide. David chuckled lightly as sand rose from the earth, wrapping itself around his right hand, forming a rather unimpressive gauntlet. The boy was under the influence of the Ichibi at the moment, having given in to the cries of bloodlust back when his attacker decided to throw fire around like party favors. His eyes sparkled with the hints of insanity as his hand slowly rose to the man’s neck, a slight blurring effect visible on the inside of the hand, as if the sand wasn’t quite still.
Suddenly, he drove his hand forward, but luck was with the unfortunate soul. Instead of grasping flesh, David put his palm on the cliff, directly beside the man’s head. A horrible grating sound arose, as if the stone was being ground against itself, and out of the corner of his eye the man would be able to see David’s hand slowly sinking into the solid rock. The noise stopped as he pulled back his hand, revealing a smooth indent, perfectly shaped to his palm. It wouldn’t be so pretty once applied to the man before him. Panicked blubbering could be heard seconds later, the man’s final respects to the world paid with tears and incomprehensible mumblings as the boy’s palm made it’s way to his face.
And I will leave the rest to your sick twisted imagination.
Snack Time: It was noontime in the hot desert as Yasashii’s wagon rolled to a halt outside of the checkpoint to get into Suna. The guards reluctantly came out of the shade to do the routine checks over the wagon, which, unfortunately for them, was piled high with supplies. At the end of the half hour long check, one of the guards came back to the front of the wagon and nodded to Yasashii, wiping the sweat from his brow as he handed him the papers allowing him to enter the village with his load. Smiling and taking the papers, Yasa beckoned for the man to wait a moment as he turned and began fishing through a sack on the seat next to him. In his hand, hidden from the view of the guard, a ball of chakra formed, condensing and changing color, becoming hard and solid. Pulling his hand out of the bag, Yasashii handed the object to the guard. ”An apple for your troubles.” he said with a smile, before flicking the reins and sending the horses walking forward through the gates, leaving the guard to stare oddly at the apple in his hand. Hadn’t he searched that bag, and found it empty? Shrugging, the man took a bite out of the apple and headed back to his seat in the shade.
Hinote Tosatsu Vice Captain
Eloquent Lunatic
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Hinote Tosatsu Vice Captain
Eloquent Lunatic
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Posted: Thu Jun 30, 2011 9:56 am
~ Sneak Peek ~
Gaining Experience
In PotS, Experience is a measure of how strong you are, deciding everything about your character's stats, from start to finish. Learning certain techniques can only be done with certain levels of a stat, ranking up can only be done after reaching certain levels of overall power, and all of these things, require EXP. Experience can be gained in several different ways, in widely varying amounts and levels of ease.
① PVE, or Player Versus Environment. Defeating NPCs will grant EXP equal to the opponent's total SP.
② PVP, or Player Versus Player. Defeating another player in combat will grant EXP equal to double the opponent's total SP.
③ Missions and Alternative Missions grant 100 EXP per MP earned.
④ Teaching and leading missions grant 10 EXP per Teaching Credit earned.
➥ NPC EXP may be modified at crew discretion. This may occur for a variety of reasons, such as story lines, or special characters that give more or less EXP than normal.
➥ All PvP victories must be approved by an authorized Judge before EXP is awarded, to prevent cheating.
➥ EXP is split equally between all those who took part in a battle. If a party member is not able to gain EXP from the opponent defeated, their portion is removed from the total, not split among the rest. Furthermore, to receive your EXP, you must actively participate in the battle. Battle Judges may invalidate your claim to EXP if they feel you did not earn it. These rules are to prevent powerful players from siphoning EXP to weaker players unfairly.
➥ EXP from multiple opponents in a battle is split only with those who fought the same opponent.
➥ Every 1,000 EXP gained will increase your Character Level by one. If you are fifteen or more levels higher than your opponent, you will not gain any EXP from defeating them. Reversed, if they are fifteen or more levels higher than you, you gain double the EXP.
➥ Once you have attained enough EXP, you begin to gain SP as well. One Hundred EXP is equal to one SP. SP, Stat Points, can then be attributed to whatever stat you like.
➥ The maximum SP one stat can hold is 100 points. To improve beyond that, a limit breaker must be used.
Levels & Ranks
In PotS, there are two different types of Level to keep track of. These are Character Level, and Combat Level. Each has it's own requirements and effects, though if one is high, the other should usually be similarly high.
➥ Character Level: The first Level class is Character level. Character Level is increased by simply gaining EXP in whatever fashion the player sees fit. It is also the level that is taken into account when determining EXP gains as stated in the Experience section. A player with a high Character Level will gain little or no EXP from a lower level player, while a low level player could gain much more from the higher leveled opponent.
➥ Combat Level: Perhaps more important than Character Level, is a character's Combat Level. The Combat Level is determined not by EXP, but by how many SP have been placed into the character's stats. Every ten SP placed into stats raise a character's Combat Level by one. Additionally every single SP added increase the level by .10. Thus a character with 35 SP in stats will have a Combat Level of 3.5.
A character's Combat Level also determines their Rank. Every twenty Combat Levels increase the character's lettered rank by one. In turn, in game promotions of Chuunin or higher will require a Combat and Ranking level equal to the rank desired.
➥ E Rank: Levels One through Nineteen cover E ranked characters. E ranks are considered the weakest characters, and are expected to obey any higher ranked character and have limited right according to their village. E Ranks are normally Academy Students, but may become Genin should they pass their academy's graduation exam.
➥ D Rank: Levels Twenty through Thirty Nine cover D Rank. D ranks are beginner ninja, normally having passed their exams, this ranks is usually reserved for Genin, though some skilled Academy Students may attain the rank before graduation. D ranks have slightly more rights than E ranks, but not by much. Genin is the highest rank a D rank may aspire to.
➥ C Rank: Levels Forty through Fifty Nine cover C rank. C rank is considered the average level of ninja. Strong, but not spectacular, and still with plenty of room to improve. C rank characters are normally chuunin. Genin having achieved this level should promptly apply for a promotion exam as soon as possible. C ranks have significantly more rights than D ranks within their village.
➥ B Rank: Levels Sixty through Seventy Nine cover B rank. B ranks are considered to be highly skilled ninja, though they still have significant room for improvement. B ranks often gain extra rights and even powers within their village, taking on positions within the village leadership. Characters of B rank are often promoted to the official rank of Special Jounin, though this is not always the case and usually requires a significant amount of skill in a given area. This rank is thus often split fairly evenly between Chuunin and Special Jounin.
➥ A Rank: Levels Eighty through Ninety Nine cover A rank. A ranked characters are considered very powerful and strong, and usually have significant skill in a variety of fields. A ranks often have many more rights than ranks below them, and almost always gain a position of some power within their village. Characters reaching A rank may apply for a Jounin promotion, and all the rights and responsibilities that title entails.
➥ S Rank: Levels One Hundred and higher cover S ranks. S ranks are considered the strongest of all characters, holding immense power and skill. S ranks almost always gain a position of significant power within their village, as it is often considered foolish to dismiss the advice of one with that much experience. S ranks gain no official title and promotion, but are often referred to as Elite Jounin, should they have attained Jounin rank already. Unlike previous ranks, S ranks are divided even among their own. Every twenty levels beyond S rank the character gains one more letter to their rank, beginning with SE and looping through the entire ranking system until they reach SS, and beginning again with SSE. Characters of beyond S rank are rare and incredibly powerful. Characters of SS and higher are to be feared for their degree of power. No official titles are gained for ranks beyond S, but some characters of that level may decide to choose one for themselves, and who would stop them?
Stats and Their Uses
Now that we know how to gain them, what are stats? PotS utilizes a total of ten different stat fields, and several sub-stats, each of which have a different and significant effect upon a character. Points earned through EXP can be applied to any stat, with different arrangements significantly altering the style of ninja your character will be. Stats can be spread evenly across all fields, making a well rounded character, or focused on just a few, making a highly specialized character very powerful in some areas, but weak in others. Carefully choosing your stats is key to making a strong character.
Stat Fields
➥ Strength: The stat of choice for Taijutsu specialists, a character's strength determines how strong their physical attacks are. Every point placed into strength increases the character's ability to lift or push by ten pounds. In a battle of strength, the character with the higher strength wins.
➥ Agility: The speedster's stat, Agility determines how quickly a character can move. The speed of any physical motion is decided by this stat. Every point in Agility increases the character's top speed by 5 feet per second. Besides just speed, Agility covers a character's balance and ability to perform high speed maneuvers. For every 20 Points in Agility, the character gains one extra Free Action per post. They can however still be interrupted mid action, negating that benefit.
➥ Dexterity: If Agility is the speed of large motions, Dexterity is the speed of small motions. Dexterity judges how quickly and accurately a character is able to perform complex movements. This improves a character's overall accuracy, making any attack much more likely to strike as intended, from a punch, to a sword strike, to a thrown weapon. If a character's Dexterity is higher than the opponent's reflex, their attacks will almost always strike home.
➥ Stealth: The go to stat for Espionage Specialists, Stealth determines how well a character hides and sneaks about. If a character's stealth is higher than an opponent's Perception, they will be almost impossible to detect unless the Stealth character exposes themselves in some way. The higher a character's stealth, the more easily they are able to hide. Even a sensor cannot locate a sneaking character if the character's stealth is higher than the sensor's Sensory stat, unless the character in stealth uses chakra, giving themselves away.
➥ Perception: Perception determines how clearly a character perceives the world around them. Whether they can spot the little hidden things, or people, in the world, via any of their senses. Increasing this stat increases the five senses by a slight amount each point, allowing a character to more clearly observe the world. This is most notably useful in spotting characters using stealth to sneak about, as having higher perception than the opponent's stealth will allow a character to spot them more easily. The larger the difference, the more easily the sneaking character will be noticed.
➥ Intelligence: Intelligence is not linked to your character's actual intellect, but to their ability to learn and understand complicated and complex things. This stat has an effect on mind arts such as genjutsu, as well as being the main stat required for learning the art of sealing. This stat is also used to determine the effectiveness of some jutsu and skills.
➥ Power: The stat of choice for Ninjutsu specialists, Power determines both the strength of any ninjutsu, and what ninjutsu a character is able to learn. The power of any ninjutsu is limited only by the maximum level of this stat, allowing a character with a high Ninjutsu stat to cast highly powerful techniques, with relative ease. However, jutsu can only be learned if this stat meets the minimum requirements of that technique's rank, meaning a character cannot cast jutsu that are more powerful than themselves. The exact effect this stat has on most jutsu is listed in the jutsu itself.
➥ Genjutsu Power: Genjutsu Power is the stat that determines how strong a character's genjutsu are, as well as what genjutsu one can learn. The higher a character's genjutsu power, the harder it is for other characters to resist or escape from their genjutsu, making this an essential stat for any genjutsu specialist.
➥ Chakra Control: Chakra Control is a measure of how well one is able to control their chakra. Having good control reduces the cost of ninjutsu by one Chakra Point every ten points in Control. The price of jutsu cannot however be reduced by more than half. Furthermore, the strength of some techniques, primarily chakra control exercises or techniques requiring fine control is based upon a character's chakra control. Some chakra control intensive techniques can only be learned with certain levels in Control as well.
➥ Stamina: A measure of a character's physical energy, Stamina is one of the most important stats. Without stamina, a character cannot fight, and must rest to restore their stamina before doing anything. Stamina is reduced by performing physical techniques such as Taijutsu and Bukijutsu. Stamina is restored at a flat rate of one point per post outside of combat, a rate which can be increased by eating some foods, or via sleep or meditation.
Sub-Stats
Besides the normal stats, there are also several Sub-Stats. Unlike regular stats, these cannot be upgraded manually via SP, but instead are altered by other things. Usually sub stats are raised by raising other stats that they derive themselves from. Some however are naturally equal to another stat, and are altered only by various bonuses and penalties from types, professions, bloodlines, or demons. Most sub stats matter only to those who use them actively, while others can have a profound effect on a character's abilities. Sub Stats do not require Limit Breakers to exceed one hundred points.
➥ Chakra: Simply a measure of how much chakra a character has, increasing the Chakra stat increases how many ninjutsu or chakra exercises can be performed without rest. Chakra can be restored in a variety of ways, primarily via sleep, meditation, or eating certain things, such as soldier pills. Chakra is also restored at a flat rate of one point per post outside of combat, so long as at least three posts have passed since the last use of chakra, allowing characters to regain chakra simply by resting for long periods of time. All characters have a base Chakra level equal to their character level. This level can then be increased, or reduced, by various benefits available throughout the guild.
➥ Armor: The only stat not increased by SP or another stat, Armor can only be increased by wearing armor or using special jutsu to enhance one's defense. Armor reduces the strength of any physical attack against the character, specifically attacks striking the armored section of the body. Unarmored areas receive no protection from this stat. Every point in Armor reduces the strength of an opponent's attack equally, though it does not block any side effects.
➥ Reflex: Reflexes determine how quickly a character can react to the world around them. With low reflexes, a fast moving character cannot sufficiently react to things around them, and can easily be trapped, or caused to stumble. To change directions at high speed, a character must have equal Reflex to the speed at which they are traveling. Furthermore, having superior reflexes to an opponent's dexterity allows a character to dodge and evade attacks much more easily than without them, provided they have sufficient agility, while low reflexes result in being unable to react in time to fast moving attacks. Even with high Reflex however, a character must have superior agility to the attack's speed to dodge completely. This stat is derived from a combination of Dexterity and Perception, as it's total is the sum of Dexterity Plus Perception Divided by Two. [(Dex + Per) / 2]
➥ Genjutsu Resistance: A measure of how easily a character is able to resist genjutsu, the higher the level in Genjutsu Resistance, the easier it is for a character to detect and free themselves from genjutsu. The power of Kai usage is based upon this stat, as is a character's ability to detect the flaws in a genjutsu that reveal it to be such. This stat is derived from a combination of Perception and Intelligence, as it's total is the sum of Perception Plus Intelligence Divided by Two. [(Per + Int) / 2]
➥ Ninjutsu: There are many different branches of ninjutsu, from offensive and defensive, to special bloodline jutsu, to elemental techniques or ranged jutsu. Many different bonuses and penalties can be found for the varied types of ninjutsu, and each of these create a new Sub-Stat for a character when added. Ninjutsu Sub-Types all start with equal points to the Power stat, which are then raised or lowered according to the benefit or penalty added. When casting ninjutsu from a subtype the character has alterations to, the jutsu's power is derived from the sub type instead of the main Power stat. If the character has no alterations to that sub type, the Power stat is used as normal. The Power stat is always used for learning even if a sub stat is used.
➥ Sensory: As ninja gain power and experience, they learn not only to control chakra, but also to sense it. A skilled ninja is able to sense chakra around themselves. Some shinobi are better at this than others, due to bloodline or focus, but most are able to at least feel the presence of other ninja around them. They can also feel fluctuations in the chakra around them, such as a chakra level reducing in strength after casting a jutsu, or a signature's strength increasing when focusing chakra. If a character's Sensory stat is more than double the Chakra level of another, they can even judge a character's direction by sensing alone, though they cannot do this for higher chakra levels. For every point in Sensory, a character's sensory range increases by a single foot in radius. This stat is derived from a combination of Perception and Chakra Control, as it's total is the sum of Perception Plus Chakra Control Divided by Two. [(Per + Con) / 2]
Learning and Using Jutsu
There are two main ways to learn jutsu. One, is to acquire a scroll. To do this you must first gain enough gold to afford the scroll, and then buy it from your village library. The second method, is to be taught by another ninja. This can be more convenient as you do not need the coin, but you can only learn jutsu the shinobi you are learning from knows already.
Once you have acquired your scroll, or been taught by another member, you are allowed to add the jutsu to your profile. There are no learning posts required for learning. However, before you can utilize the jutsu, you must either post showing the character learning the jutsu, or allow a reasonable length of time to pass in the RP to where you could have learned the jutsu in the background. You cannot simply buy a scroll and immediately cast the jutsu.
Learning Requirements
Different types of jutsu have different requirements for learning, so characters with different focuses may have a more difficult time learning certain types of jutsu than others. All jutsu require an equal rank in a specific rank to the jutsu being learned to learn. The minimum stats per rank are as follows.
➥ E Rank: E Rank jutsu may be learned with a minimum of 1 Point in the appropriate stat. ➥ D Rank: D Rank jutsu may be learned with a minimum of 20 Points in the appropriate stat. ➥ C Rank: C Rank jutsu may be learned with a minimum of 40 Points in the appropriate stat. ➥ B Rank: B Rank jutsu may be learned with a minimum of 60 Points in the appropriate stat. ➥ A Rank: A Rank jutsu may be learned with a minimum of 80 Points in the appropriate stat. ➥ S Rank: S Rank jutsu may be learned with a minimum of 100 Points in the appropriate stat.
The stats required for each class of jutsu are as follows. All jutsu under the category listed use the listed stat, unless specified otherwise by the jutsu itself.
➥ Ninjutsu: Ninjutsu are learned via the Power stat. Some Ninjutsu utilize the Ninjutsu Sub-Stat instead. Refer to Sub-Stat for more information. ➥ Genjutsu: Genjutsu are learned via the Genjutsu Power Sub-Stat. ➥ Taijutsu: Taijutsu are learned via the Strength Stat. ➥ Bukijutsu: Bukijutsu are learned via the Dexterity Stat. ➥ Fuuinjutsu: Fuuinjutsu are learned via the Intelligence Stat. ➥ Medical Jutsu: Medical Jutsu are learned via the Intelligence Stat.
Using Jutsu
Once a jutsu has been learned, it can be used at any time. All ninjutsu require three things to cast. Incantation, Hand Seals, and Chakra. Taijutsu and Bukijutsu however require only Stamina to use. A Jutsu Incantation is simply the Japanese name of the jutsu, and must be spoken aloud and clearly, unless otherwise specified by the jutsu itself or another bonus.
All jutsu require a set amount of either Chakra or Stamina to use. Both types require the same value, with Chakra being used for Nin and Genjutsu, and Stamina for Tai and Bukijutsu. The Chakra/Stamina requirements are as follows.
➥ E Rank: E Rank jutsu require a total of 4 Points. ➥ D Rank: D Rank jutsu require a total of 8 Points. ➥ C Rank: C Rank jutsu require a total of 12 Points. ➥ B Rank: B Rank jutsu require a total of 16 Points. ➥ A Rank: A Rank jutsu require a total of 20 Points. ➥ S Rank: S Rank jutsu require a total of 24 Points.
Stat Based Effects
Some skills, abilities, and effects that are used by or occur to all shinobi, and even regular humans use stats to determine their effects. Most of these are rarely taken into consideration, only applying under specific circumstances. Some a character may never see happen, others they might run into constantly. Likewise, these effects can be good or bad, depending entirely upon the effect itself. The most common effects are listed below.
➥ Post Actions: Even for the best of ninja, there are only so many things one can do at a time. Every character is limited in the number of things they can do in a single post. These are measured by what we call Post Actions. There are Three types of post action, and by default, every character begins with one of each. A character cannot perform more actions in a single post than their post actions allow. The three types of action, and their uses, are as follows. Using any post actions in a post drains a character's Stamina by one point per action used.
➥ Move Action: The most basic of actions, the Move action is used for any non-violent combat maneuvers. Dodging, repositioning, or even running towards an opponent is counted as a use of one's Move Action.
➥ Standard Action: Standard actions are used primarily when your character attacks or defends. The use of jutsu of any kind, be in ninjutsu, genjutsu, taijutsu, or fuinjutsu, count as a use of one's Standard Action. Also encompassed by the Standard Action is the taking of combat stances for Tai or Bukijutsu. If no techniques of any kind are used in the post, the Standard Action may be substituted for an additional Free or Move action.
➥ Free Action: In addition to the Move and Standard actions, are Free Actions. The Free action is used for any action that does not quite fall under the purview of the other two action types. Free actions entail the use of non-jutsu attacks and maneuvers, such as throwing projectiles or performing a simple punch or kick not enhanced by a taijutsu move. While all characters receive one Free action at creation, they also gain an additional Free action for every twenty points in Agility.
➥ Exhaustion: Even the best ninja, in a long hard fight, can succumb to exhaustion. When a character's Stamina hits Zero, the ninja becomes exhausted, falling immediately unconscious and only waking once their stamina has regenerated to at least One Point. Furthermore, it is possible to continue using stamina draining techniques even if the character does not have enough stamina. Doing so however will reduce the character's stamina into negative numbers, according to how many extra points were used. While in negative stamina, a character's stamina regeneration is reduced by half, and will not return to normal until the character's stamina is completely full. After being exhausted, the character's Strength, Agility, and Dexterity are all reduced by 25% until they have regained full stamina. Sub-Stats are also reduced accordingly.
➥ Chakra Exhaustion: Similar to physical exhaustion, Chakra exhaustion takes place when a character's Chakra reaches Zero or lower. Like with Stamina, jutsu using Chakra can be cause even without sufficient points remaining, but set the character's Chakra to negative. While negative, the character's chakra regeneration is halved, and the Ninjutsu Specialist Chakra Regeneration benefit is disabled entirely. While at zero or less chakra, the character is paralyzed, becoming unable to move any part of their body except to talk until their Chakra has regenerated to at least One Point. This paralysis continues as a 75% reduction of all physical stats, with the penalty being reduced by 25% per post until it is removed entirely in the fourth post. After becoming exhausted, the character's Chakra Control, Power, and Genjutsu Power are all reduced by 25% until their chakra has been fully restored.
➥ Spot Check: Many objects are littered about the world, just waiting for an observant character to come and find them. If, while exploring the world, a character takes the time to search an area, they may roll five D20s, and quote a crew member. The crew member will then reference a top secret list, and then edit the player's post telling them what, if anything, they found, quoting the player. The player may then make another post, or edit the same post to show them finding the item/s granted. Removing the crew member quote from the post will invalidate your loot. Falsifying granted loot will result in a warning, and Ougoun if repeated.
➥ Dominant Handed: While most shinobi train themselves to become ambidextrous, some prefer to focus on utilizing their dominant side's strength, enhancing it instead of taking the time to enhance their weak side. As a result, these shinobi gain a 25% boost to Strength, Agility, and Dexterity when using their dominant hand, but suffer an equal penalty when using their weak hand. Characters desiring this trait may choose it as a third Shinobi Type, but must specify which hand is dominant.
➥ Throwing: Throughout their lives, shinobi throw many things, from the common Kunai and Shuriken, to trees and boulders, to their opponents or even allies. There are a few different aspects to throwing, all of which are determined by the character's stats.
A projectile's speed in flight is derived from the character's Strength and Agility combined. The object's speed is equal to the sum of the character's Strength Plus Agility, Divided by Two.
An object in flight also carries force, which is translated into impact strength. An object's impact strength is equal to it's flight speed, minus the distance it has flown, in feet.
➥ Jumping: Similar to throwing, jumping is something shinobi spend an incredible amount of time doing throughout their lives. And with the rather extreme training shinobi go through, they are quite good at it.
A character is able to jump vertically from a standing position, up to six inches per point in Strength. For every point in Strength a character also achieves .10 seconds of air time. A full ten points thus result in one full second of air time. Combined with Agility's 5 Feet per second per point, a moving character can make long jumps quite easily.
➥ Recording Jutsu: Character's with a high enough Intelligence are able to record any jutsu they know by describing it in writing on paper, essentially creating a jutsu scroll, which they can then do with as they wish, including selling it to a village, or another character. Characters can easily earn money by recording jutsu not in a village library to sell to the village. In order to do this, the character must have Intelligence equal to the stat required to learn the jutsu in question. The character must also have access to either a scroll or book and blank paper, and writing materials such as pen or pencil, all with enough charges to contain the jutsu. All jutsu require a different number of charges to record.
➥ E Rank: 5 Charges ➥ D Rank: 10 Charges ➥ C Rank: 15 Charges ➥ B Rank: 20 Charges ➥ A Rank: 25 Charges ➥ S Rank: 30 Charges
Tosatsu's NPCs You may or may not ever meet these NPCs. Some of them might train you, if you ask nicely. If you try to demand it from them, they will simply walk away. After hurting you. Badly.
Full Name: Tachi the Epic Age: 23 Gender: Male Village: Sunagakure Rank: ANBU Captain / High Jounin Element: Sand, Wind, Fire Bloodline: Uchiha About: Tachi is one of the strongest members of the Sunagakure ANBU. He tends to many duties within the village, mainly revolving around coordinating the ANBU. He has a fierce dislike of S ranked shinobi, as he feels many of those with the rank believe themselves above all else.
Abilities: Sand, Wind, and Fire Ninjutsu. Multiple sword styles. Chakra Sensing.
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Full Name: Kyoukan Gikou Age: 30 Gender: Male Village: Iwagakure Rank: Jounin Element: Fire Bloodline: Unknown About: Gikou is a retired member of the Iwagakure forces. After spending several years confined to the academy, he moved on in life. He still comes out occasionally to help out though. Gikou is a certified pyromaniac. During his time as an academy instructor, the building had to be replaced five times after he carelessly burned it to the ground. Many times, while teaching students fire techniques.
Abilities: Fire Ninjutsu and Genjutsu, Universal Ninjutsu.
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Full Name: Shinkou Arashi Age: 28 Gender: Male Village: Lightning Country Rank: Daimyo/Samurai Element: N/A Bloodline: N/A About: During a meeting with the Raikage, one of the Daimyo’s guards killed the man, and took over his position. This is he. Little is known of him beyond that.
Abilities: Sword Styles
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Full Name: Unknown Age: Unknown Gender: Male Village: None Rank: Bandit Element: N/A Bloodline: N/A About: Little is known about this man. He is a bandit that wanders the entire world, doing as he pleases. He has been seen going by many names, but nobody knows his true name. His motivations are unknown, as one day he will rob an entire caravan, and the next protect one without taking a thing, with no obvious distinction as to why.
Abilities: Unknown
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Full Name: Squirrel Overlord Age: ? Gender: Male Village: Thousand Mile Forest Rank: N/A Element: N/A Bloodline: N/A About: The squirrels of Iwagakure are unnaturally talented and organized, operating as if they were a ninja organization themselves. The one presumably responsible for this, has been dubbed the Squirrel Overlord. Under his command, the squirrels gather together anything and everything they find lying around the village and hide it in handy places, where they can get it at a moment’s notice. They also have an odd tendency to procure strange objects from thin air, though this has not yet been explained as to how.
Abilities: The Squirrel Overlord is abnormally strong for a squirrel, and is capable of wielding weapons three times it’s own size to devastating effect. The squirrels have developed an extreme level of team dynamics, and are able to operate as one massive body. Some of the squirrels may be capable of using ninjutsu, though this has yet to be seen.
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Full Name: Brutus Age: 45 Gender: Male Rank: Bartender Element: N/A Bloodline: N/A About: Assistant bartender of the Kariko Bar and Grill, Brutus knows far more about what's really going on behind the scenes than he lets on. Always seen by those of the village as a big brute, he keeps it that way. It makes it easier for him to conceal Yasashii's behind the scenes actions. Brutus is a man of few words, rarely speaking more than one at a time.
Abilities: Little is known about Brutus' abilities besides his extreme strength and durability.
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Full Name: Aki Yan Age: Unknown Gender: Male Village: Unknown Rank: Unknown Element: Unknown Bloodline: Unknown About: Aki Yan is a name that has cropped up countless times throughout history, always surrounded by death, and in the most horrible ways. Nobody around him is safe.
Abilities: Butoukai Sono Raijin [Dance of the Thunder God] (Mastered), Demonic Life Draining Sword