Mountainous Ponder [T][O]
Nov 16, 2016 19:42:56 GMT -7
Post by Father 'Suke on Nov 16, 2016 19:42:56 GMT -7
AugmentationsDaichi Kangoku No Jutsu (Earth Prison Technique)
Rank: "D","C","B"
Skill: Ninjutsu
Effect: Raises Earth in a circle radius around the person of the user's choice. It can have a maximum base diameter of 3 meters.
Special: "Hand Seals, Hold Rabbit"
Drawback: The earth prison is not closed at the top, so it is possible for the victim to escape.
Description: Earth rises up around the targeted person quickly to a maximum height of 4 meters, trapping them inside. At D rank this technique is little more then a distraction or simple defense, only able to absorb a simple "D" ranked attack before it crumbles. Only the part that is attacked will collapse, unless the structural integrity of the entire prison is compromised. At C rank it becomes much harder and resists attacks better, but with persistence victim can break free (1 C rank). At B rank the prison is extremely hard and thick, made of solid rock. It is very difficult to break and will reflect most ninjutsu techniques back upon the victim. Although this attack is only B ranked, its is extremely tough and will stand up to most jutsu, including all B ranked techniques. Piercing jutsu will be most effective in breaking the wall.
Limit: Earth release.
‘Suke looked around the grounds, his eyes focused on what the surrounding was while at the same time holding some method of commonality to himself. His eyes keen to focusing on what he was doing for the moment and that was the land around him. A steady and gripping sense around himself as he curled a hand together and punched his fist into the ground with a gripping and enticing manner. The earth shuddering and rising with a potential and rather growing mannerism. The earth grew upon the punch, spiking up with such a manner as he kept his eyes on the growing stone.
‘Suke smiled at the spikes, the full eternal knowledge behind the earth release was creating a prison, and that was something of which he knew all too well. He needed to be capable of encasing and imprisoning people and the first thing to do was gather that knowledge into one essential building. His lips curling as he pushed his chakra down into the earth and shot the lifting piers up as he smiled with it and enjoyed the idea with his chakra condensing the earth and swirling it around into a few spiraling piers. It was an interesting aspect after all.
‘Suke looked around and saw a small bunny, normally most creatures would be in pitfall traps or the like as what they’d be trapped in and ‘Suke on the other hand had other ideas. He lifted the earth around the bunny, the creature immediately bolting into another direction all of a sudden. As ‘Suke tunneled the different pillars up he redirected the cage as best he could into all different directions with the aspect as best he could. His eyes narrowing in ever closer as his jutsu ever closer into this against the foe as best he could.
The earth had risen up many times, having shot upwards with the aspects of such that ‘Suke only continued to smile with it. The earth soon connecting and lifting as he now had the foolish rabbit trapped into the cage of which he now had it set. He smiled and looked into the cage as the rabbit was caught with a steady and connected manner of thought. He only smiled and grinned with a steady ease as the manner of training appropriately connected itself. He had the understanding and thought processed so that at least was held strong.
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- Radio Receiver
Rank: "C"
Type: Augmentation
Effect: The electronic impulses in the Target's brain transform to allow the Target's mind to pick up radio signals in their vicinity.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. The Target's mind acts as a portable radio, allowing the Target to pick up radio broadcasts of all kinds. Additionally, by tuning their mind to the correct frequency, the Target can pick up walkie-talkie and other portable radio signals, allowing the Target to do everything from eavesdrop on Ninja radio bands to picking up the radio communications from fellow party members.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo - Radio Transmitter
Rank: "B"
Type: Augmentation
Effect: The electronic impulses in the user's brain transform to allow them mind to broadcast speech and sounds generated by their mind across common radio frequencies.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. User's mind acts as a portable radio broadcaster, allowing them to send out words and sounds directly from their mind across radio frequencies. The user spends a full-round attuning their mind to a particular radio frequency, after which they may broadcast their thoughts and any sounds across that frequency without a movement. At any time, the user may will the transmission to cease (no movement taken), but the user must spend another full-round attuning their mind again if they wish to resume broadcasting.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo - Scent
Rank: "B"
Type: Augmentation
Effect: User can detect approaching opponents, sniff out hidden opponents, and track by sense of smell.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. User can also identify familiar odors the way humans do familiar sights. User gain the Scent technique "D" Rank. Please look in the Scent Technique Tree for more information. User may learn all techniques within the Technique Tree.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Supplementary (Active)
- "Chakra Well"
Rank: B-ranked
Skill: Ninjutsu, Passive
Effect: Clan members gain a well of chakra to use.
Special: ---
Drawback: This reserve of chakra can only be used toward clan techniques, and is the first amount of chakra the user expends during battle. The user generates a “chakra well” once per day. Outside techniques, substances or buffs, such as “Solider Pills”, cannot be used to further increase this amount. This set amount, and will not stack with preceding days.
Description: With their unique body type, and constant use of chakra, the Masamune clan has adapted to the constraints of continuous chakra consumption. Known as a “Chakra Well” the Masamune clan is granted a reserve of chakra to be used for their techniques. This is an innate reserve of chakra dedicated to clan abilities, used to compensate for the continuous demand of chakra from said abilities. All clan members are granted the extra chakra based on their specialist type. This is a reflection on their body’s demands for spiritual energy; which gives them a set amount. The user is granted a single “S-ranked” amount of chakra PLUS an additional “B-ranked” amount of chakra if the user is a ninjutsu non-specialists, a “A-ranked” amount of chakra if the user is a ninjutsu specialists or a “S-ranked” amount of chakra if the user is a ninjutsu master. For example, a ninjutsu non-specialist is granted a single "B-ranked" plus a "S-ranked" amount of chakra. This reserve allows the user to last longer during fights, where their bodies would demand the extra amounts of chakra or be spend toward a single powerful attack, which will not end up devastating the user's chakra reserves completely.
Limit: Masamune Clan. Automatically gained by the user after 500tp within the clan. - Scent
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Special: ---
Drawback: ---
Description: The creature can detect opponents within 10-meters by sense of smell. If the opponent is upwind, the range increases to 20-meters; if downwind, it drops to 5-meters. Strong scents, such as smoke or rotting garbage, can be detected at x2 the ranges noted above. Overpowering scents, such as skunk musk, can be detected at x3 normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a movement to note the direction of the scent. Whenever the creature comes within 2-meters of the source, the creature pinpoints the source’s location. When finding Herbs and Animals (random), Scent may improve searching for them (must have Scent of object previously before searching). Learning "D" Rank allows the user to search for Common things, while "S" for Nearly Impossible. Each rank user learns increases chance of finding by 2% for the Rank of Herb, and increases per Rank thereafter. Example: At "S" Rank User gains 10% increase chance in finding Common Herbs and Animals but only 2% Increase for Nearly Impossible Herbs and Animals.
Limit: Must be an Animal, Fey, Monster, or Vermin. Innate Animal Jutsu. - Great Fortitude
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is tougher than normal.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Fortitude Saves.
Limit: Must learn from Universal Miscellaneous. - Poison Healer
Rank: "C"
Skill: Supplementary
Effect: Poison is not always bad for the user.
Special: ---
Drawback: ---
Description: Any time the user succeeds on a Fortitude save against a poison, the user heals a number of Armour Points of damage equal to their Fortitude.
Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude. - Healing Hands, Lay on Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User is able to heal themselves more quickly than they can heal others.
Special: ---
Drawback: ---
Description: Once every round the user can perform a Healing Hands technique on themselves as if it were 1 Rank less than normal while still experiencing the full effects of the Jutsu.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Healing Hands, Shared Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User has learned that sometimes, the healer needs to be healed too.
Special: ---
Drawback: ---
Description: When the user performs a Healing Hands technique, they may choose to gain any amount of the healing to themselves, rather than give it to the subject of the Jutsu. User may decide to do this after seeing how much damage they have healed on the creature.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Healing Hands, Reinforced Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User can add a little extra heal to their Healing Hands technique.
Special: ---
Drawback: ---
Description: When the user performs a Healing Hands technique on a subject, the user may also affect the subject with any "D", or "C" Rank Jutsus they are currently able to perform that is a touch, range of touch, and a harmless effect. For example a Medical user is able to perform a Healing Hands technique while performing a Cleanse Paralysis, Cleanse Disease ("D", "C" Rank), Cleanse Fear, Cleanse Poison ("D", "C" Rank), Cleanse Blindness/Deafness, Cleanse Spirit, Lesser, or Etc.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Chakra Scalpel: Painless
Rank: "C"
Skill: Supplementary
Effect: Using the concept of Ease Pain, the user may make their Chakra Scalpel feel painless when cutting.
Special: ---
Drawback: ---
Description: A simple technique that allows the user to perform Chakra Scalpel without it causing pain to those the user cuts. This technique was developed for Field Medics who do not wish to inflict more pain on those they are trying to help.
Limit: Must be a Medical Doctor. Must know Chakra Scalpel. Must know Ease Pain. - Empower Healing
Rank: "B"
Skill: Supplementary
Effect: The user can perform Healing Jutsus to greater effect.
Special: ---
Drawback: ---
Description: A Jutsu that works like Empower Jutsu, however the user is only able to perform this technique while performing Healing Jutsus. This Jutsu does not make the user perform Healing Jutsus with higher Handseals count.
Limit: Must be a Medical Doctor. Must have Mastered the Medical Profession. - Bravery (Learned at A-class)
Rank: "C"
Skill: NinJutsu
Effect: User gains a bonus against Fear based attacks.
Special: ---
Drawback: ---
Description: When the user first learns this technique (if "D" Class) they will gain a +1 bonus on Saves against Fear based attacks. This bonus increases by +1 per Class Level.
Limit: Must be a Medical Doctor. - Slippery Mind
Rank: "B"
Skill: Supplementary
Effect: A user gains the ability to shrug off Chakra effects that would otherwise control or compel them.
Special: ---
Drawback: ---
Description: If a contemplative with Slippery Mind is affected by an Enchantment and fails their save, 1 round later the user can attempt their save again. The user only gets this 1 extra chance to succeed on their save.
Limit: Must be a Medical Doctor. - Field Healer
Rank: "B"
Skill: Supplementary
Effect: The user has become an adept at administering First Aid quickly and while under duress.
Special: ---
Drawback: ---
Description: User is able to make a First Aid: Healing check to provide First Aid in Half the Rate, instead of the Normal rate. Example: First Aid: Healing (Advanced) allows the user to perform critical care 4 minutes/wound. With this technique user may perform critical care 2 minutes/wound. Expert allows the user to perform critical care 3 minutes/wound, but with this technique the user may perform critical care 1.5 minutes/wound. The user will no longer be penalized by distractions or stress.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Advanced). - Trauma Care
Rank: "B"
Skill: Supplementary
Effect: User uses the First Aid: Healing ability to improve ability conditions.
Special: ---
Drawback: ---
Description: When the user first learns this technique the user must spend 1 minute on the patient using their First Aid: Healing skill. Afterwards the user is able to repair ability damage done to the target (Handseals Reduction, Movement Reduction, Saves Reduction) by 1d4. This also removes the fatigued condition and improves the exhausted condition to fatigued. When the user becomes "B" Class they are able to restore 1d8 instead of 1d4 against any sort of ability damage. It also allows for a new save versus a poison, or disease that does not count against the subject on a failed save. When the user becomes "A" Class the medic's trauma care restores all ability damage to a single type of Ability Damage, and removes the exhausted, nauseated, and stunned conditions.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Master). - Hippocratic Oath
Rank: "C"
Skill: Supplementary
Effect: Due to a sacred oath of saving lives, the Doctor is more determined to do just that.
Special: ---
Drawback: User loses effects if they take a life even in self defense.
Description: User gains a -20 in their Die Roll in determining any and all Medical Skills, Identify Poison, and Alchemy when creating restorative creations. The user's Healing Hands Techniques are reduced by 1 rank when determining Handseals. The Doctor loses this bonus for 1 year if they kill a human being. This includes killing a human in self-defense. This penalty does not apply to anything that is not a human. This includes Constructs, Animals, or other beasts of similar nature.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Master). - Technical Path I
Rank: "B"
Skill: Supplementary
Effect: User gains bonuses to certain skills and gain the ability to craft better to their specified Craft.
Special: ---
Drawback: ---
Description: The skills Observation, Disable Device, Forgery, and Lockpicking gain +5 and the user gains a +1 per Die roll. Next they also gain the ability to increases the speed of progress when crafting items. When determining the progress of work on an item, add +5 per Class Level to the skill when Crafting. The user can use one of any of the Artisan techniques in conjunction with item creation with no extra cost in time, or effort. So they can choose to add one Hidden Meaning, Fool’s Prerogative, or a Tame the Savage Breast ability to any item for free. Lastly the user also gains a +10 to their Appraisal and Skills to Decipher Scrolls, and also may learn Skill Focus on a different area of Craft to their primary one. The user may also learn Artisan Skill Bonus, Mastercraft, and all other Artisan Techniques in this second craft as much as in their first.
Limit: Must be an Artisan. Must choose Technical Path. - Pious Path I
Rank: "B"
Skill: Supplementary
Effect: User gains bonuses to certain skills and the user has the ability to implement a Light or Darkness ability into their items.
Special: ---
Drawback: ---
Description: Must already have the ability to perform Religious techniques. The skills Divine Lore, and Religion gain +5 and the user gains a +1 per Die roll. Next they also gain the ability to craft their items with the ability of Daylight or Darkness. The object sheds light as bright as full day or radiates shadowy illumination in a 20 meter radius. This ability lasts for 50 minutes per Class Level before having to be reactivated. Creatures that take penalties in bright light also take them while within the radius of this chakra light. Despite the name, this ability of Daylight is not equivalent for the purposes of creatures that are damaged or destroyed by bright light. Daylight brought into an area of Chakra darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness Jutsu of equal or lower level, such as Darkness. Darkness counters and dispels any light Jutsu of equal or lower level, including Daylight. Adding the ability to be used for Daylight or Darkness to a work has an intrinsic cost of 10,000 Ryo.
Limit: Must be an Artisan. Must choose Pious Path. - Tune Tools
Rank: "B"
Skill: Supplementary
Effect: An artisan may use their tools with better proficiency.
Special: ---
Drawback: ---
Description: If given materials sufficient to make improvised tools (Component) for their craft, the tools so improvised give no penalty to skill instead of the normal -40. If given a Basic Component for their art, they can spend an hour and hone them into implements that will grant a +10 circumstance bonus to the user's skill. If given Masterwork Component for their trade, they can use the same customization process to allow them to grant +15 circumstance bonus for their own use, though the tools in question will still only grant the normal bonuses to other individuals. For every additional quality the room will grant a +5 bonus while using the Component, giving a +30 for a Perfected Component.
Limit: Must be an Artisan. - Quick Draw
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Must be a Venator. - Combatless Judgment
Rank: "C"
Skill: Supplementary
Effect: The Venator's Judgment may be activated without the need of combat.
Special: ---
Drawback: ---
Description: A Venator is no longer bounded by using a Judgment while in Combat. With this technique and by sacrificing 1 extra usage of Judgment per day allows the user to activate their Judgment abilities at any time, even if they are not in combat. Combatless Judgment have a set duration of 2 rounds per Class Level. Combatless Judgment must follow all other rules of the normal judgment rules. If a Battle occurs the user keeps their Judgment until the rounds end.
Limit: Must be a Venator. Must know Judgment. - Righteous Healing
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: Any healing techniques are more potent when the Venator has a Judgment active.
Special: ---
Drawback: ---
Description: If a user performs a healing Jutsu while a judgment is active, the user treats their healing technique as 1 rank higher than normal (Healing Hands, Light becomes Healing Hands, Minor and so on).
Limit: Must be a Venator. Must know Judgment. - Third Judgment
Rank: "B"
Skill: Supplementary
Effect: The Venator gains the ability to perform 3 Judgment at the same time instead of 2.
Special: ---
Drawback: ---
Description: Whenever a Venator uses their Judgment, they can select 3 different Judgment, instead of just 2. This only consumes 1 use of their Judgment ability. Taking the amount of time to perform Judgment, she can change one of these judgments to another type.
Limit: Must be a Venator. Must know Second Judgment. - Judgment Focus [Accuracy]
Rank: "C"
Skill: Supplementary
Effect: User is an expert with 1 particular judgment.
Special: ---
Drawback: ---
Description: User Selects 1 judgment they know. The user is treated as if they are five 1 Class Level higher for the purposes of determining the bonus granted by this Judgment. This bonus does not stack with the bonus to effective Class Level granted by the Slayer or Greater Slayer. This Technique can be taken multiple times. Its effects do not stack. Each time it is taken, the user increases their effective level when determining the bonus of 1 specific judgment.
Limit: Must be a Venator. Must know Judgment. - Extra Judgment
Rank: "C"
Skill: Supplementary
Effect: The Venator can call on their mystic Judgment more often.
Special: ---
Drawback: ---
Description: The user can use their Judgment 1 more time per day. User may learn this technique multiple times. Each time learned increases the time by 1 more time per day.
Limit: Must be a Venator. Must know Judgment. - Strong-Willed
Rank: "C" Always 30 TP
Skill: Supplementary
Effect: The Spellbreaker can gain 2 rolls for mind-affecting effects.
Special: ---
Drawback: ---
Description: A Spellbreaker is able to stand strong against Chakra effects that seek to control, compel, or persuade them. The Spellbreaker rolls twice and takes the best result when making a Will save against mind-affecting effect.
Limit: Must be a Venator. Must be a Spellbreaker. - Defense Against Chakra
Rank: "B"
Skill: Supplementary
Effect: A Spellbreaker gains defense against a type of Release or Perception.
Special: ---
Drawback: ---
Description: A Spellbreaker picks a single type of Release or Perception. If it is a Perception the user gains a +1 bonus on saves against them. If it is a Release technique the effective Jutsu is reduced by +10 Armour Points. For every Class Level the user may pick a new Perception or Release.- D-Class: Pattern
- C-Class: Figment
- B-Class: Enchantment
- A-Class: Charm
- S-Class: Compulsion
- D-Class: Pattern