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RFS Databook [ Bloodlines, Cursed Seals & Demons ]

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Aria Mournesong
Captain
PostPosted: Tue May 02, 2006 7:37 pm


Listed below are how Bloodline Limits, Cursed Seals and Jinchuuriki work in RFS.




All rights to the info below belong to Aria Mournesong, it cannot be reproduced or reused without her permission ^_^.
PostPosted: Mon May 08, 2006 8:37 pm


Demons
Within your character a demon has been sealed turning you into one of the Jinchuuriki. The Sealing process may have been done to you while you were but an infant or as a child or maybe you preformed the Sealing yourself but each Jinchuuriki is alike in a single sense: the human sacrifice. Perhaps the sealer sacrificed themself and transferred the essence into you, maybe you personally executed an individual to enact the seal, or maybe your own mother's life was used as the sacrifice during childbirth. Either way you are now the vessel for a very powerful, and very dangerous creature.


Demon Arts:
Thse are the abilities you are able to learn about the Demon trapped inside of you. When any of these are used your chakra aura changes from blue to the "perverse" chakra aura that your Demon resonates.
Genin, Starting Demon Arts: 1
Chuunin, Starting Demon Arts: 2
Jounin/Special Jounin, Starting Demon Arts: 3
ANBU Starting Demon Arts: 4
Sannin Starting Demon Arts: 5


Unawakened: This is the starting point of all Jinchuuriki. There is a Demon laying inside of you, however you are either unaware of it. Or are unable to tap into it's power. You must use one Demon Art point to remove this and begin picking actual Arts.


Fast Healing: While resting your body heals at an accelerated rate.
Stat Modification(s): Heal up to your Power Stat in Health points every hour.
Cost: None


Chakra Burst: In a fit of rage you release the power of your Demon in a massive wave of Chakra. This is used offensively and defensively at the same time. If something or someone is caught in the Chakra Burst they will be slammed backwards from the sheer power of the Burst. This can be used defensively to cancel out oncoming attacks.
Damage: Chakra Expelled + 5 (the 5 represents the Demon's Chakra)
The Damage total is also used to calculate how much damage the Chakra Burst "cancelled" out from an oncoming attack.
Cost: All Chakra Remaining in Current Pool


Disrupt Chakra: While under the effects of a Genjutsu you have learned that by disrupting the flow of Chakra controlling you with a greater force of power you can break free of it's effects.
Cost: 20 Chakra, 10 Stamina


Regeneration: In the heat of battle you have learned to tap into your Demon's chakra to heal your wounds.
Cost: 1 Chakra for every 2 points of Health healed


Accelerated Regeneration: In the heat of battle you have learned to tap into your Demon's chakra to heal your wounds.
Cost: 1 Chakra for every 3 points of Health healed
Requires Regeneration


Jinchuuriki Control: You have started down the road of controlling the Demon inside of you. The result of this training is an ability to temporarily boost your physical prowess. While in this state your eyes/features change to match the animal is inside of you.
You can not take Seal Break if you choose this.
Stat Modification: Temporarily increase your Power and Speed by 1 for 2 posts.
Each level of Jinchuuriki Control allows you to increase your stats by +1. So if you've learned up to JC level 3, you could increase your Power/Speed up to 3 points.
Cost: 5 Chakra, 5 Stamina

Jinchuuriki Control 2: With continued training you have learned to tap into the Demon's Chakra to refill your own Chakra pools. While using this ability your Chakra aura changes into the aura color of your demon.
Stat Modification(s): Refills your Chakra Pool to Full. This can only be used twice a day.
Cost: 15 Stamina

Jinchuuriki Control 3: At this phase of your training you have learned to to allow the Demon to "loan" you its enourmous Chakra temporarily for whatever task you need.
Stat Modification: Able to use any Jutsu you have learned, regardless of Chakra cost, without losing any Chakra from your personal pool. This can only be used once a day.
Cost: None


Seal Break: You intentionally risk your very self and tap into the raw power of the Demon inside of you. By temporarily allowing it to take over your body you become less you and more of the thing inside of your body. This is an extremely risky technique to use, and if used repeatidly could cause the Demon to completely devour your body.
You can not take Jinchuuriki Control if you choose this.
Note: You can't "power down" levels with this ability. Meaning, if you are at a Level 2 Seal Break, you can't "power down" to Level 1 to heal yourself.

Deactivation of the Seal Break(Any Level): Reduces your Stamina and Chakra Pool to 1. Shinobi's Power/Speed/Attack/Defense reduced by 50% for 12 hours.

Level 1: At this level your body becomes surrounded with the Chakra color of your Demon. Your eyes & body features change to match the animal that is inside of you.
Stat Modification: Power and Speed increased by 1, Maximum Chakra Pool Doubled(But not refilled), Gain 2 Health per post(if not at full)
Cost: 10 Stamina, 5 Chakra

Level 2: At this level the Demon's chakra aura around your body takes on the form of the animal that it represents. At this point it becomes hard for the shinobi to discern friend from foe as the Biju begins to take over the Jinchuuriki's will.
Dice: Add an Extra 10-sided Dice to your Posts. If you Roll Even then your actions will still be against your enemies. If you Roll Odd then your actions will turn against your closest ally.
Stat Modification: Power and Speed are increased by 2, Current Chakra is filled to the Maximum
Cost: 5 Health per post active

Level 3: At this level the Demon's aura sprouts a single tail. At this point the Biju has near-complete control of the Jinchuuriki's actions.
Dice: Using the same Extra 10-sided dice it determines what action you use for that post. This works in addition to the Even/Odd dice rolling above.
1 - 2 Rolled: Jinchuuriki is in control of their actions for one post and may attack however they choose.
3 - 4 Rolled: Jinchuuriki attempts to attack at melee range
5 - 6 Rolled: Jinchuuriki attempts to attack at mid-range (Can be done by "extending" the Chakra Aura around your body to hit someone, like Naruto did vs Sasuke. Strength + 20 Elemental Damage per, Rolled as a normal physical attack.).
7 - 8 Rolled: Jinchuuriki attempts to use a Technique attack
9 - 10: Jinchuuriki unleashes a massive Chakra attack (30 Elemental Damage, can be charged for one post to do 40 Elemental Damage or 2 posts for 50 Elemental Damage, 8 + Attack + Dice to determine the To-Hit, Mid to Long Range). This attack resembles this attack.
Stat Modification: Power and Speed are increased by 4, Chakra constantly replenishes itself, Able to add an extra 10 Chakra to the "Chakra Charge" in an attack.
Cost: 5 Health per post active




Changing Between Jinchuuriki Control and Seal Break
**You can "Unlearn" Each SB or JC level if you wish to change your control, or lack of control, with your Biju. The cost to "Unlearn" a level is the same to learn it**
Level 4 for both: JC - more like Yugito. SB - More like Gaara

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Wed May 10, 2006 11:31 am


Cursed Seals
**Still Tweaking Stats**
Only Orochimaru(Hidden Sound) and the Princess Izanami(Hidden Shadow) are capable of creating this Jutsu. Under no circumstances, and no exceptions, will I allow -anyone- to use a Cursed Seal unless you work directly under one of them.


Heaven Seal: Increases Speed, Power
Earth Seal: Increases Power, Speed
Sun Seal: Increases Intuition, Stealth
Moon Seal: Increases Stealth, Intuition
Fire Seal: Increases Attack, Power
Water Seal: Increases Defense, Speed
Bonus: For simply surviving the Cursed Seal process the shinobi is granted an automatic +1 to their Seal Attribute and +10 Stamina.

Level 1: Once placed, the seal will grant the wearer the ability to access their true power. The seal spreads black marks across the victim's body. As the marks begin to glow, the victim experiences an increase in chakra, and a sudden bloodlust. The curse seal also changes the chakra type of the person. A person with a cursed seal will also feel the presence of the one that gave them the seal and any others who have it.
Stat Modification(s): Primary/Secondary Seal Stat increases by 1, Maximum Chakra Pool Increased by 10. Able to add an extra 5 Chakra to the "Chakra Charge" of an attack. Gain access to your "Basic Seal Ability"
Cost: 20 Stamina, 3 Stamina per post
Seal Deactivation: Stamina is reduced to 1

Level 2: When intiated, the Level 2 power will also manifest physical changes in the wearer. The seal will end up covering their entire body, the skin color will change and protrusions will begin sprout from different parts of the body. With repeated and/or prolonged use, the person can lose control of their body, falling into madness.
Stat Modification(s): Primary/Secondary Cursed Seal Stat is increases by 2, Maximum Chakra Pool Doubles. Able to add an extra 10 Chakra to the "Chakra Charge" of an attack. Gain access to your "Advanced Seal Ability"
Cost: 30 Stamina, 4 Stamina per post
Seal Deactivation: Chakra and Stamina is reduced to 1



Basic/Advanced Seal Abilities
You can work out what these are with me. An example of a Basic Seal Ability would be if you had your Bloodline Limit potential at Basic naturally you could increase it to Intermediate while your Cursed Seal was actived.

An Advanced Seal Ability Example would be going from Basic Potential to Advanced in your Bloodline when you move up to level 2.
PostPosted: Wed May 10, 2006 11:45 am


Bloodline Limits
Starting Level of Bloodline Limits: Unawakened.
Every Level Above Unawakened Costs 3 Technique Points.

Cost: 5 Chakra to active
Kekkei Genkai ("blood inheritance limit", Sometimes called "bloodline limit," "advanced bloodline," or "bloodline trait") is any property passed down genetically through a specific clan that cannot be imitated or duplicated by any method, although it might be possible using genetic manipulation. Kekkei Genkai are often beneficial, and are employed commonly by shinobi to improve their chances in battle or other challenging situations.
It is important to state that Bloodline Limits are not techniques. Rather, techniques are developed from the use of the Bloodline Limit.

Example: The Mangekyou Sharingan; As the "perfected" form of the normal Sharingan it naturally allows the Uchiha to see-through any Gen/Nin/Taijutsu ability as well as copy them. However the Amaretsu and Tsukuyomi are not natural abilities of the Mangekyou, rather they are Jutsu that can only be used while the Mangekyou is active. The Tsukuyomi is basically a Jutsu used with the Eye of Hynosis, while the Amaretsu is an Advanced Fire Jutsu.


Using An Existing Bloodline Limit
See the Bloodline Limit thread for a list of available Bloodlines.
**You can not use more than one character with the same Bloodline at once.**

Creating A Home-Made Bloodline Limit
After days and days I can not for the life of me think of a proper system for Bloodline Limits. They are too vast and it's nearly impossible to have "guidelines" for all of them to follow.
Simply send to me, whether it's a Limit that is used through the eyes(Improves Intuition), or body (Improves Power or Speed). I'll work with each submission personally to set up the different traits your Bloodline can use.

Please make sure:
- You're not the "last of your Clan"
- To remember that Bloodline Limits do -not- function like Techniques
- The Limit is a genetic trait that anyone in your Clan is able to develop
- It is used to improve something that naturally occurs in the body
- Is not something ridiculous like growing wings, controlling bugs, shooting fire, etc. Those are Secret Clan Techniques not Bloodline Limits (Yes I repeated the first point for those that are paying attention)

Aria Mournesong
Captain
Reply
The RFS Databooks [Everything Combat System Related Is Here]

 
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