Higher Planes and Thoughts [Invite][T][Travel]
Dec 28, 2016 0:28:06 GMT -7
Post by Father 'Suke on Dec 28, 2016 0:28:06 GMT -7
Fūinjutsu (Passive)
An addiction, yes perhaps that was what he needed to figure out the word of. So now he had the two words, "always" and "addiction" but there was still no reasonable way to figure out the driving word for the always and the addiction has not quite made sense yet. He tsk'd for a moment and then nodded in some manner before rolling his shoulders. With some matter to this he began to figure on the word for some fluid mannerisms that brought themselves about in this sense as he did his best to figure out that one word found here.
That operative word being compescere as it was something he couldn't quite understand yet but there had to be no compromise to it, nor contradictive action. He was curious on this matter and slowly formulated some hypothesis on it with what there was already being given to him. Perhaps... no couldn't be. Could it actually be to curb the addiction? His mind rattled on the hypothesis as he wondered on the first word a bit more to understand just what was going on and what was being chosen. His words slowly curbed themselves and further carved into what he needed...
Always having to curb the addiction but there had to be a curiousness to this nonetheless as he worked his mind on it further. The wording here was curious, he had to figure it out to some degree. The last word being from the "always" and he felt there was something to fix that up to some degree. Perhaps to curb, or to function, but neither of those made sense to the repetition here. Perhaps this time go to strive as a better word occurred in his mind enough now. So now he knew the phrase to pick out: always strive to curb the addiction.
0|20 - Post 5
0|125
Byakugō no In: 015 charges
- Byakugō no In (Strength of a Hundred Seal)
Rank: "S"
Skill: Fūinjutsu
Effect: A seal that allows the user to channel a plethora of amount of Chakra within a single seal to be used for later purposes.
Special: ----
Drawback: If the user uses the Chakra within the Seal completely the user must re-perform the Strength of a Hundred Ritual.
Description: Picture By storing a vast amounts of chakra over an extended period of time into a specific point on their body — usually the forehead — the user creates this seal, which manifests in the form of a rhombus-like marking. Once the seal is formed, the user's already impressive chakra control allows them to perform techniques without any wasted energy. When released, the seal will either spread across the user's face (Yin Seal: Release) or wrap around their entire body (Strength of a Hundred Technique). The stored chakra is then released into their body, greatly amplifying their medical techniques by 1 Rank. A user may use a portion of the seal's chakra to maintain their youthful appearance. For every 5 posts a user makes the user may channel Chakra equal to Healing Hands (Moderate). User may store enough Chakra equal to 120 Healing Hands (Moderate) (600 Posts). If the user does not sacrifice Chakra within 5 posts they will lose Chakra equal to 10 Healing Hands (Moderate) until the Seal reaches 0 and the Seal disappears. Once the user reaches the 120 Healing Hands (Moderate) threshold the user no longer needs to sacrifice Chakra and the seal will hold the power for 1 full OOC year before dispersing 10 Healing Hands (Moderate) per 5 posts. (Yin Seal: Release) The user can also release any amount of chakra with this technique by dispersing the seal and pumping the stored chakra back into the user's body. The user of this technique can also transfer the chakra from their seal into another individual, with the Strength of a Hundred pattern spreading around the body of the recipient.
Limit: Must know Strength of a Hundred Ritual. - Chakra Stored: 66/600 posts (13/120 Healing Hands (Moderate))
Passive/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