Abyssal Playground (open)
Jul 24, 2017 18:48:18 GMT -7
Post by ❥ cannibble on Jul 24, 2017 18:48:18 GMT -7
Rays of sunlight pierce the darkness from outside providing lacklustre illumination. These rays reflect from the water’s surface and with a small stream of water that sprays gently at the opposite end of the room. The entrance is a carved stone with intricate patterns with a chaotic design. In these patterns one will find words of a suggestive nature promising those who enter great glory. Written in an archaic version of the common tongue it is obvious the origins are demonic in nature to those who have witnessed their glory. The doorway would also emanate a large aura resulting from a creature’s chakra and evil influence. Those with a little common sense and the ability to detect such energies would know it is highly dangerous.The cavern itself is quite large with patterns of an identical nature to the door. These patterns however display a number of hyper realistic carvings of human faces. Each expression shows an intense fear that when focused upon with the patterns behind them creates a visual hallucination as though they were moving and shuddering. The design is quite deliberate and each face is hand carved by creatures from the abyss. The ceiling is 30m above the surface of the water whereas the floor underneath the water extends another 30m. Directly in the centre of the water is a dark pit that leads to a much, much deeper location however it is sealed off by a dark magical ward. The room itself has a radius of 40m with a small bottle neck that extends outwards towards the entrance. This entrance is the only section of the room that is above the water’s surface. No small sections of ground can be seen or used requiring a person to either swim in the incredibly dark water or walk along the top.Upon entry of the contender(s) the first subject of intrigue would be two small robed woman standing underneath the flowing stream. Their robes are torn and covered in a crimson that leaks with the flow of water. This displays how the water gained its incredibly dark tinge. The women in question are clones of the creature known as Freyja. It is a particularly vicious being from the Abyss and Her body serves as a conduit for its chaotic nature cursing her permanently. These provide her with both a large array of benefits and negatives that she must abide by or else her control over the vessel would be lost. With the Thousand Visage technique the Freyja's appearance resembles a woman of late teens with horrific wounds covering the exposed sections of flesh. Would anyone fall for this ruse?TRAITS:
Horned Demon
Rank: "B"
Skill: Heritage Trait
Effect: User is born with a horn that is a great strength and a great weakness.
Special: ---
Drawback: ---
Description: Many think of demons as the greatest of tempters and torturers. Despite this reputation, for some reason or another, the blood of the demons can be found among the humans. Powers that helped to grant demons their reputation can be found within the famous horns. The user is born with one or more horns coming out of their head. Each horn must be at least five centimeters long. These horns can be activated at will. When activated, any and all horns will glow bright enough to illuminate the area around the user. Activated horns will shed bright light in a 15-meter radius and dim light in a 15-meter radius beyond that. The color of the light can be different for each character. Horns cannot be deactivated on the same turn they are activated, nor can they be activated on the same turn they are deactivated. While a horn is activated and glowing, the user's GenJutsu gains a +2 bonus in difficulty against others, and the user also gains +20 bonus in attack damage. If the horn is struck by at least 20 armour points of damage, it will break. Broken horns can no longer be activated. Horns do not benefit from hardness or any other form of the user's damage reductions. If a horn is broken while deactivated, the user will get a -2 penalty to Will saves. If the horn is broken while activated, the user will be stunned for a round in addition to the will save penalty. Horns regenerate in 1 IC week. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Malleable Genetics
Rank: "C"
Skill: Heritage Trait
Effect: User's genetic structure is malleable and allows ample opportunity for Augmentations.
Special: ---
Drawback: ---
Description: Whenever the user picks an Augmentation, the Augmentation Ritual Point cost for that Augmentation is reduced by 1, to a minimum of 1. This Trait has no effect on Cosmetic Augmentations or on Augmentation Drawbacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Blink
Rank: "B"
Skill: Chakra Trait
Effect: The user can teleport a brief distance.
Special: ---
Drawback: ---
Description: The user has experienced or traveled through different planes of existence at a young age, and so formed an attunement with the fabric of space. Once per day per class level, the user may teleport 3 meters per Class Level in any direction. The blink teleport may be used in the air or underwater, but it doesn't teleport the user through or into solid spaces unless the user is incorporeal. This brief teleportation takes a weaving movement to use but is an instantaneous action. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Deranged
Rank: "C"
Skill: Heritage Trait
Effect: A trait that helps against Mind-Affecting effects, and immune to Confused condition.
Special: ---
Drawback: ---
Description: Compared to other creatures, humans are fragile and easily damaged; this sometimes results in their taking actions and engaging in behaviors that are very eccentric. Some of these humans have unusual cognitive processes that render them more resistant to mental attacks. They gain a +3 racial bonus to all saves against mind-affecting effects, and they are immune to the Confused condition. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
AUGMENTS:
Water Dependent
Rank: "C"
Type: Augmentation
Effect: User cannot live long outside of Water.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. User can survive out of water for 3 hours per Class Level. After that time, the user is subject to the equivalent of suffocation. The user can only take this Augmentation if they also have the Gills Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Pheromone Repulsion
Rank: "C"
Type: Augmentation
Effect: The Target releases pheromones that other creatures find repulsive.
Special: To perform: 12 hours; Duration: Permanent
Drawback: The Target cannot take this drawback if they have the Pheromone Attraction Augmentation.
Description: Neutral - Drawback – Gives back 1 Augmentation Point. The Target takes a +20 Ritual penalty on all Acting and Handle Training checks made against creatures within 10 meters of the Target.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Heat/Cold Susceptibility
Rank: "C"
Type: Augmentation
Effect: Target's body does not react well to particularly hot or cold temperatures.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 1 Augmentation Point. This ritual augments the Target's immune system dictating the actions of cold and heat. Target takes double damage from prolonged exposure to extreme heat or cold. (A Game Master's Discretion).
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Weaken Immune System
Rank: "C"
Type: Augmentation
Effect: User cannot live long outside of Water.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. User takes a -2 penalty on all Fortitude saves against poison, and disease.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Combat Fear
Rank: "C"
Type: Augmentation
Effect: Due to a chemical imbalance in the user's brain, they are gripped by an inexplicable fear whenever they face a dangerous or frightened situation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Before combat starts, user makes a Will Save (15). If the user fails the Will Save, user is shaken for the rest of the encounter.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Uncontrollable Rage
Rank: "C"
Type: Augmentation
Effect: User's body produces far too much testosterone and adrenaline, making it impossible to keep their anger from getting the better of them.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Whenever the user encounters a character who's attitude toward them that is not Helpful, the user must make a Will Save or attack that character. The Save of the save is based on the character's attitude. Friendly is 5, Indifferent is 10, Unfriendly is 15, and Hostile is 20.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Splintered Mind
Rank: "C"
Type: Augmentation
Effect: User's brain has separated into a series of smaller brains connected by crude ganglia.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 5 Augmentation Points. Any time the user makes a skill check, ability check, or perform an attack, the user must make a Will Save of 15. Failure indicates the user's action is forfeit and the user cannot act that round.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Thin Skin
Rank: "C"
Type: Augmentation
Effect: User is more susceptible to harm.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 5 Augmentation Points. User takes an additional 5 Armour Damage to all types of attacks.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Material Allergy
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Blood Hunger
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Ultraviolet Allergy
Rank: "C"
Type: Augmentation
Effect: Ultraviolet light burns the user's flesh and causes it to ignite.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 3 Augmentation Points. Ultraviolet light (including direct sunlight) burns the user for 12 Armour Points of Fire damage per round and causes any light, flammable clothing they are wearing to ignite.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Glowing
Rank: "C"
Type: Augmentation
Effect: Target give off a colored glow at all times.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 1 Augmentation Point. The Target radiates in a torch light glow and will illuminate in darkness. The Target will be able to see in the dark as if they had a torch with a bright distance of 10 meters and a shadowy distance of 20 meters. Creatures are able to spot the Target at a distance of normal sight distance.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Brittle Bones
Rank: "C"
Type: Augmentation
Effect: User's bones weaken such that you can no longer withstand hard or sudden impacts.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User cannot take this Drawback if they have the Skeletal Reinforcement Augmentation.
Description: Internal - Drawback - Gives Back 4 Augmentation Points. User takes a penalty of 5 Armour Points in Bludgeoning Damage. In addition, the user takes an additional 6 Armour Points of damage from a fall.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Hideous Visage
Rank: "C"
Type: Augmentation
Effect: User's body has become so scarred and deformed by Augmentation that they are absolutely hideous to behold.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 2 Augmentation Points. User suffers a -20 penalty on all opposed Acting checks against targets that can see the user. If an opponent cannot see the user, such as is the case over radio transmission, this penalty does not apply.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Exposed Vitals
Rank: "C"
Type: Augmentation
Effect: Some of the user's (normally) internal organs are on the outside.
Special: To perform: 3 hour; Dura tion: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 5 Augmentation Points. User's internal organs or an organ is now visible and can be seen visibly. A hit in these areas can lead to automatic death.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Psionic Shield
Rank: "S"
Type: Augmentation
Effect: User's mind evolves to reject intrusion, giving a distinct advantage over mind-affecting abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. User gains a +4 Ritual bonus to all saves made resist any mind-affecting Jutsus. Furthermore, the user can extend their Psionic Shield to all characters or creatures immediately adjacent to the user by spending a full round of concentration on maintaining the Psionic Shield. If in any round the user does not take the full round to maintain the shield, the bonus applies only to the user and not to thee adjacent allies.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Density Manipulation
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Internal - Takes up 6 Augmentation Points. Reduce Density: Gain the ability to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Thunder Fist
Rank: "A"
Type: Augmentation
Effect: User gains the ability to project a massive concussive force in addition to their normal damage when attacking a target unarmed.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 4 Augmentation Points. User gains the ability to project a massive concussive force in addition to their normal damage when attacking a target unarmed. Whenever the user makes an unarmed attack, the user may focus kinetic and gravity energy into their attack for greater effect. the user's unarmed attack deals an additional 6 Armour Points of concussion damage, and acts as an automatically successful bullrush attack. This attack may knock an opponent 2 meters back.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Famine
Rank: "A"
Type: Augmentation
Effect: User is able to instill an intense feeling of hunger and thirst in nearby beings, causing them to suffer from starvation and dehydration.
Special: To perform: 12 hour; Duration: Permanent
Drawback:
Description: Internal - Takes up 5 Augmentation Points. Everyone in a 10-meter-radius of the user must make a Fortitude save, 10 + 2 per Class Level + Indomitable Fortitude or become fatigued. Once characters are fatigued, they must make an additional Fortitude save each round, or suffer 1 ability point damage to Toughness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Enhanced Metabolism
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Internal - Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Filtered Lungs
Rank: "B"
Type: Augmentation
Effect: User's body develops certain discriminating filters that prevent toxins and harmful chemicals from entering their body through airborne means.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 2 Augmentation Points. Airborne poisons, toxins, chemicals, or any other threat that must be inhaled cannot harm the user. Furthermore, the user is immune to all forms of disease transmitted by inhalation. This allows the user to breathe normally in polluted or poisoned environments, without a need for air filtration systems.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Force Barrier
Rank: "B"
Type: Augmentation
Effect: User can generate an electromagnetic force field around themselves to deflect or absorb incoming attacks.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Without taking a movement, the user can generate an invisible electromagnetic barrier around themselves that provides Damage Reduction 15/— against incoming TaiJutsu attacks and Force effects. The barrier lasts a number of rounds equal to Indomitable Fortitude (minimum 1 round). User can create the force field 3 times per day. Portable electronic devices such as sensors, and headsets temporarily cease to function if held or worn by the user while the electromagnetic force barrier is in effect.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Pervasive Hearing
Rank: "B"
Type: Augmentation
Effect: User's hearing becomes sensitive enough that they can pick out conversations and noises several rooms away, despite walls or floors.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. User gains a +20 Ritual bonus to Observation checks pertaining to hearing. Furthermore, user may make Observation checks against characters in other rooms, on other floors of a building, or in areas otherwise separated by walls, stone, or other obstructions as though the barriers were not present. User suffers no penalties to Listen checks against targets in separate, enclosed spaces.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Adrenaline Jolt
Rank: "B"
Type: Augmentation
Effect: User can flood their bloodstream with extreme amounts of adrenaline to temporarily boost their Strength or Movements.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Once per day, without sacrificing a movement user can temporarily increase their Prowess or their Initiative by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + Indomitable Fortitude.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Disease Carrier
Rank: "B"
Type: Augmentation
Effect: User is able to carry and transmit a particular disease without suffering the negative effects of that ailment themselves.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. When selecting this Augmentation, also select a single disease that can be transmitted by injury. Whenever the user makes a successful attack while unarmed (or while using a natural weapon, if any), the user gains the ability to transmit the selected disease to the target. If the target makes the appropriate save to avoid contracting the disease, that target may not be affected by the user's disease transmission for 24 hours. Additionally, the user is completely immune to the disease they carry.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Internal - Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Armor Plates
Rank: "B"
Type: Augmentation
Effect: User's body develops thick armor plates just below the surface, blunting incoming damage and preventing serious harm from coming to their internal organs.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. User gains Damage Reduction 2/— due to their Armour Plates. Note: this can be combined with the exoskeleton Augmentation and other Augmentations that grant Natural Armour. Furthermore, this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including those of techniques, or armour.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Skeletal Reinforcement
Rank: "A"
Type: Augmentation
Effect: User's bones become more resilient, allowing the user to withstand greater amounts of punishment.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User cannot take this Augmentation Ritual if they have the Brittle Bones Drawback.
Description: Internal - Takes up 5 Augmentation Points. The user's Natural Armour is increased by +3. In addition, the damage the user takes from a fall is reduced by 25%. This Augmentation may stack with other Augmentation Rituals.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Fire Handler
Rank: "A"
Type: Augmentation
Effect: User has developed the ability to produce flames from their hands and feet.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 4 Augmentation Points. User has developed the ability to produce flames from their hands and feet, allowing the user to deal fire damage to enemies and set flammable objects ablaze. Whenever the user makes an unarmed attack against an opponent, the user may add 6 Armour Points of fire damage to their attack. Any flammable objects the user comes into contact with during such an attack immediately catch fire and burn. Additionally, the user may create flames from their hands at will, which clearly illuminate a 7-meter radius area. The flames themselves do not harm the user, but fires the user starts with these flames can still damage the user.
Heat Drain
Rank: "B"
Type: Augmentation
Effect: User develops the ability to suck the heat out of an object, causing it to become cold and brittle.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 3 Augmentation Points. Whenever the user makes a successful unarmed attack against an opponent, the user may add 6 Armour Points of cold damage to their attack.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Shocking Discharge
Rank: "S"
Type: Augmentation
Effect: User's body can store a minor electrical charge, sending it to any character or creature use has come into contact with.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 6 Augmentation Points. User gains the ability to deal 12 Armour Points of electrical damage to any creature the user damaged with an unarmed attack or natural weapon. Furthermore, if any opponent damages the user with a melee attack, the user may discharge 12 Armour Points of electrical damage to the opponent. The user may use this ability a number of times per day equal to 2 per Class Level.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Gills
Rank: "B"
Type: Augmentation
Effect: User grows a set of gills that can draw the oxygen out of water.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 2 Augmentation Points. The gills appear on the user's neck, chest, or back (near their windpipe or lungs). User can breathe both air and water. User can operate underwater indefinitely, with no fear of drowning.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Claws
Rank: "C"
Type: Augmentation
Effect: Target's hands are a Transmutation and can transform into sharp claws.
Special: To perform: 2 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 1 Augmentation Point. Target gains the ability to transform their hands into sharp claws gaining additional slashing damage per unarmed attack depending on the Target's size. a single claw attack that deals slashing damage dependent on your size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. Target's hands are treated as natural weapons. Having claws does not adversely affect the Target's manual dexterity. This Augmentation Ritual may be performed on 1 hand only at half the price, and half the amount of time to perform.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Extra Arms
Rank: "S"
Type: Augmentation
Effect: User grows an additional pair of arms. The extra arms behave exactly like their other arms.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: External - Takes up 6 Augmentation Points. For the purpose of combat, both extra arms take away the total amount of Movements the user may have. The user may gain multiple Claw Augmentations for these special arms and the Arms will gain Natural Claw attacks. Some feel this Ritual is worthless, however it is better to sacrifice Augmentation Ritual Points instead of sacrificing a whole Clan Slot for the Kumomusha.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Plant Traits
Rank: "A"
Type: Augmentation
Effect: User gains plantlike traits.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 5 Augmentation Points. User is not a plant, but their skin turns a ripe shade of green and their eyes are dull yellow. User gains a +2 Ritual bonus on saves against sleep, paralysis, stunning, and mind-influencing effects. User gains low-light vision.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Dual Brains
Rank: "A"
Type: Augmentation
Effect: User has 2 brains.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 5 Augmentation Points. User has 2 brains, 1 in their head and 1 located in another location. Whenever the user makes a Will Save, the user rolls twice and takes the higher roll.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
RITUALS:
Demon Weapon Gene
Rank: "C"
Type: Creation
Effect: A specialized ritual that harnesses the weaponized and absorption aspect of the Protean Blood Limit.
Special: To perform: 6 hours; Duration: Permanent
Drawback: Demon Weapon Gene impose a -1 penalty to Will Saves and -5 to Skill Category 3 Skills because being a Demon Weapon brings them closer to Insanity.
Description: This Ritual can be performed at any time of day or night. The Weapon Gene is what gives the Demon Weapon the ability to transform. There are two ways a member gains The Demon Weapon Gene. 1) By being a descendant of a family line that has the Demon Weapon Gene (Start Up Ryo is still Deducted). 2) By receiving the Demon Weapon Gene later in life. The Ritualist creates a concoction, using the flesh of Protean, and injects the blood of Protean into the target of the Ritual. The target of the ritual then makes a Pact with Death himself asking for further power as the blood and flesh overtakes the body of the target. The subject dies and is ritually buried in hallowed ground. After the interment, the Ritualist invokes a prayer to Death asking him to bestow a power of weapon and steel. At the conclusion of the ritual the subject is unburied as life is restored. There are no Type nor Subtype alterations to the target. After the Ritual has been performed the target is able to maintain all of its Bloodlimit Attributes if it has one. It can no longer take any additional Creation Rituals. The Target may learn all techniques in the Mabuki Clan. If the user learns a "Weapon Form" they may "Partially" transform a portion of their anatomy (usually the arm) into a single Non-Chakra Weapon within 1/2 a round. The Limb remains transformed for a number of rounds equal to 3 + Impeccable Will, and cannot change back until the duration ends. User may perform this technique a number of times equal to 5 per Class Level. The transformed limb has all the properties of the Weapon Form, but is considered a Natural Weapon for all purposes. This ritual is ruined if a Raise Dead Ritual is performed on the subject or if the Subject is beheaded before they are brought back as a Demon Weapon. Performing the Ritual leaves the Ritualist weakened for 1d10 days.
Limit: Must be a Mabuki. Must be a Ritualist for Creation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 12,000 Ryo
CURSES:
Regenerate, Critical Wounds [110]
Rank: "S"
Skill: NinJutsu
Effect: With a touch of the Healer's hand, they boost the subject's life energy, granting them the ability of fast healing for the duration of the Jutsu.
Special: ---
Drawback: Takes up "S" Rank worth of Handseals to perform.
Description: A touching technique. The duration of the technique is 10 rounds plus 5 rounds per Class Level. This Jutsu applies only to damage sustained during the Jutsu's duration, not to that from previous injuries. The Subject heals a Critical Wound per round until the Jutsu ends and is automatically stabilized if they were dying. Regenerate, Critical Wounds does not restore health from Starvation, Thirst, or suffocation, nor does it allow a creature to re-grow or attach lost body parts. The effects of multiple Regenerate Jutsus do not stack, only the highest Ranking Jutsu effect applies. Applying a 2nd Regenerate Jutsu of equal level extends the first Jutsu's duration by the full duration of the 2nd Jutsu. If applied to an Undead creature this technique will inflict damage instead of heal.
Limit: Must be a Medical Doctor. Must know Regenerate, Serious Wounds.
Status, Greater [50]
Rank: "B"
Skill: NinJutsu
Effect: A jutsu Doctors learn to keep a mental status on their patients and is able to give a helping hand.
Special: ---
Drawback: ---
Description: A touching technique. This Jutsu lasts for 5 hours per Class Level. A touching technique. This Jutsu lasts for 5 hours per Class Level. When the user needs to keep track of comrades who may get separated, Status allows the user to mentally monitor their relative positions and general condition. They are are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the Jutsu has been Performed upon the subjects, the distance between them and the User does not affect the Jutsu as long as they are in the same realm. If a subject leaves the plane, or if it dies, the Jutsu ceases to function for it. User can also perform a limiteed selection of Jutsus through the link, as if they were touching the target. The user may perform Jutsus that are harmless, "D" or "C" rank, help the Creature, and Jutsus have no range (Touch Jutsus). For example if the user is aware someone is dying they may perform a Healing Hands (Light) to try and help them. The number of creatures that may be affected is 1 per Class Level plus 1 for "B" and "S" Class making it a total 7 creatures at "S" Class.
Limit: Must be a Medical Doctor. Must know Status.
Delay Poison [10]
Rank: "C"
Skill: NinJutsu
Effect: The subject becomes temporarily immune to poison.
Special: ---
Drawback: ---
Description: The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the Jutsu's duration does not affect the subject until the Jutsu's duration has expired. Delay Poison does not cure any damage that poison may have already done. The duration of the Jutsu lasts for 5 hours per Class Level.
Limit: Must be a Medical Doctor. Must know Detect Poison.
Synchronize Senses [70]
Rank: "A"
Skill: Supplementary
Effect: The user can create an integrated sensory network with up to 5 willing creatures; all of these creatures are considered to possess every other participating creature’s sensory abilities.
Special: ---
Drawback: ---
Description: The user can create an integrated sensory network with up to 5 willing creatures within 10 meters; all of these creatures are considered to possess every other participating creature’s sensory abilities. For example, if the user performs See Invisibility and a synchronized ally has darkvision, the user and all other participating creatures can see invisible creatures and see in darkness. Furthermore, for the duration of this effect synchronized creatures cannot be blinded, deafened, or flanked, unless the condition applies to all participants simultaneously. Synchronization does not provide any special defenses against gaze attacks, sonic damage, or other sensory threats. For the purpose of this ability, an Animal Companion does not count as a separate creature. Starting a synchronization is a movement equal to the Jutsu rank in Handseals, but it can be maintained each round as a free action. Once started, participating creatures must remain within 30 meters of the user to remain synchronized. The user can use this ability for a number of rounds per day equal to 5 per Class Level. These rounds do not need to be consecutive.
Limit: Must be a Sensor Specialist.
Wings of the Planes [40]
Rank: "B"
Skill: NinJutsu
Effect: User gains the ability to fly.
Special: ---
Drawback: ---
Description: Target is Personal. Range is Personal. Duration if 5 hours per Class Level. User taps into their adopted soul and takes on more of its traits. User's soul gains wings and it carries the user aloft. User gains the ability to Fly with Good Maneuverability.
Limit: Must be a Soulcaster. Must have mastered Soulcaster.
Know All That Is [80]
Rank: "A"
Skill: NinJutsu
Effect: User sees past all the illusions in life and see the truth in all souls.
Special: ---
Drawback: ---
Description: Target is Personal. Range is Personal. Duration is 5 minutes per Class Level. User confers on the subject the ability to see all things as they actually are. The subject sees through normal and Chakra darkness, notices secret doors hidden by Chakra, sees the exact locations of creatures or objects under Blur or Displacement effects, sees invisible creatures or objects normally, sees through Illusion GenJutsus, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 40 meters. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the Jutsu effects cannot be further enhanced with known Chakra.
Limit: Must be a Soulcaster.
Doom Ward [100] [30]
Rank: "S" + 30 Training Points for Continuous training.
Skill: NinJutsu
Effect: The user's soul stands 1 step into the future and warns them of danger to come.
Special: ---
Drawback: User may have this technique active on one creature at a time unless they continue training into it.
Description: Target is 1 Creature. Range is Personal or Touch. Duration is 5 minutes per Class Level. This technique grants the user a powerful "sixth sense" in relation to themselves or another. Once this technique is performed they receive instantaneous warnings of impending danger or harm to the subject of the technique. the technique gives the user a general idea of what action they might take to best protect themselves unless the opponent is restricted from movement. When another target is the subject of the technique the user will receive warnings about the target. The user must communicate what they have learned to the target for the warning in order for it to be useful, and the target can be caught unprepared in the absence of such a warning. The target must also be within the same "Thread" as the user in order for this technique to work. At first the user may only have this performed one at a time, however if the user continues to further train into the technique they may increase the number per time of learning. If the user learns the continuous training 4 times they are able perform this technique on a total of 5 targets including themselves.
Limit: Must be a Soulcaster.
Soul Split [100]
Rank: "S"
Skill: NinJutsu
Effect: User can make a clone of themselves that can act independent of themselves.
Special: ---
Drawback: ---
Description: Target is Personal. Range is Personal. Duration is 5 hours per Class Level. With a great show of will the user rips their soul in half effectively making a copy of themselves. By performing this Jutsu the user makes a full size copy of themselves. This copy is the user as much as the user is its copy. The user takes their chakra and splits it in half. This means that the user must now work with half of their energy, and half of the capabilities when dealing with Soulcaster techniques. All the user's other abilities and skills stay the same. At any time 1 of the copies can dismiss the other no matter what the range. If one is dismissed or if they are killed it does not bring back the chakra or energy, however the user will know. If one of the copies is killed the other copy is stunned for 1 round. If dismissed or killed any extra items they are carrying drops to the ground as the copy vanishes.
Limit: Must be a Soulcaster.
Unseen Strike [60]
Rank: "B"
Skill: GenJutsu
Effect: User strikes their foe, then immediately fade from sight.
Special: "Handseals"
Drawback: ---
Description: Affects anyone who sees the target. The user is able to perform this technique on the user. The duration of this technique lasts for 5 hours per class level. This Jutsu may be negated. This Jutsu has no immediate effect upon the user. However, the next time the user delivers a successful melee attack, they instantly turn invisible (as the Invisibility Jutsu). If the user does not make a successful melee attack within 5 hours per class level of performing the Jutsu, the effect ends.
Limit: Must know the Glamour Perception. Must know Invisible
Umbral Fortification, Greater [60]
Rank: "B"
Skill: GenJutsu
Effect: A stronger version of Umbral Fortification.
Special: "Handseals"
Drawback: ---
Description: Affects 1 creature touched. The user is able to perform this technique on a willing target they touch. The duration of this technique lasts for 5 rounds per class level. As minor umbral fortification, except that greater umbral fortification grants 40 temporary Armour Points or it can be used to grant 2d4 points of temporary Prowess, Toughness, or Initiative to the subject of the Jutsu, at the user's choice.
Limit: Must know the Shadow Perception. Must know Umbral Fortification
Umbral Aura [10]
Rank: "C"
Skill: GenJutsu
Effect: Shadow energies wreathe the subject of this Jutsu in a protective aura that stretches 1 foot from the subject's body.
Special: "Handseals"
Drawback: ---
Description: Affects anyone who sees a willing creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 5 hours per class level. Shadow energies wreathe the subject of this Jutsu in a protective aura that stretches 1 foot from the subject's body. This protective aura grants the subject the following benefits: While under the affects of the umbral aura, the subject of the Jutsu acts as if he is 1/4th cover (due to the quasi real nature of the aura) and is considered to be under 1/4th concealment (10% miss chance). In addition, the umbral aura provides the subject a +20 to Stealth checks. The umbral aura does not interfere with the subject's sight. If an opponent attacks with a melee weapon and misses their Will Save by 2 or more, the umbral aura is hit instead and takes damage from the Jutsu used in the attack. Area of effect Jutsus also damage the aura, but as long as the subject fails their Save by more than 1 the aura only takes half/damage. When created the umbral aural has an amount of Armour Points equal to the user’s Armour Points from other Techniques including Temporary Armour Points.
Limit: Must know the Shadow Perception.
Wraithform
Rank: "D", "C", "B", "A", "S"
Skill: GenJutsu
Effect: User can make the subject of this Jutsu partially insubstantial, in truth making them only 1/5th real.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 willing creature touched and those who interacts the creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 5 minutes per Class Level. While in Wraithform creatures that interact with the subject feels they are attacking normally, however they are actually hitting much less than normal when it comes to TaiJutsu attacks. Being Wraithformed has several effects:
Depending on the Rank the user knows (and the rank they perform) depends on the Reduction in TaiJutsu Damage.
"D" Rank reduces Attack damage by 10 Armour Points.
"C" Rank reduces Attack damage by 20 Armour Points.
"B" Rank reduces Attack damage by 30 Armour Points.
"A" Rank reduces Attack damage by 40 Armour Points.
"S" Rank reduces Attack damage by 50 Armour Points.
Non-Chakra attacks suffer percentile chance of missing versus the Wraithformed creature depending on the user's knowledge of this technique.
"D" Rank gives a 10% chance of miss.
"C" Rank gives a 20% chance of miss.
"B" Rank gives a 30% chance of miss.
"A" Rank gives a 40% chance of miss.
"S" Rank gives a 50% chance of miss.
Takes a certain amount of damage on Chakra Techniques depending on the user's knowledge of this technique. Only Pure Chakra techniques affect normally.
"D" Rank reduces Chakra damage by 10 Armour Points.
"C" Rank reduces Chakra damage by 20 Armour Points.
"B" Rank reduces Chakra damage by 30 Armour Points.
"A" Rank reduces Chakra damage by 40 Armour Points.
"S" Rank reduces Chakra damage by 50 Armour Points.
There is only 20% chance that Wraithformed creatures leave behind footprints, their scent, or make a sound while moving no matter the rank the user knows.
The creature seems to be floating however they are not. If the creature has the natural ability to fly then the Wraithformed creature is able to fly.
Limit: Must know the Shadow Perception. Must have mastered Shadow Perception.
Beastland Ferocity [10]
Rank: "D"
Skill: GenJutsu
Effect: User unleashes the savage will to survive inherent in every creature.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 5 minutes per class level. This technique may be negated. The subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying. The creature can still die normally.
Limit: Must know the Enchantment Perception.
Boost of the Athlete [10]
Rank: "D"
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of stamina and health through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects anyone 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. The blood pumped through Hedrick’s veins. He could hear the staccato sound of his heart beating, and he felt remarkably well. He knew that he had the stamina to accomplish anything right now… This Jutsu allows the recipient to tap hidden reserves of stamina and health through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu, the user is able to raise the Toughness of one subject by 1 per Class Level (+5 Maximum boost).
Limit: Must know the Enchantment Perception.
Boost of the Defender [10]
Rank: "D”
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of tactical knowledge through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. Jadred was a seasoned warrior. He knew all the ins and outs of battle. Ever since the GenJutsu Master had performed the Jutsu, though, Jadred had seen things in a new light. He dodged in and out of the battle, parrying and weaving like never before… This Jutsu allows the recipient to tap hidden reserves of tactical knowledge through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu, the user is able to give a Dodge bonus of one subject by +1 per Class Level (+5 maximum boost).
Limit: Must know the Enchantment Perception.
Boost of the Fame [10]
Rank: "D"
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of confidence through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. Dharyk had always been somewhat afraid of crowds. They were vicious judges of character, pouncing on every mistake made, like a panther pounces on its prey. But today was different. He knew that no matter what, he could speak to them and say the right words… This Jutsu allows the recipient to tap hidden reserves of confidence through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu, the user is able to raise the Presence of one subject by +1 per Class Level (+5 maximum boost).
Limit: Must know the Enchantment Perception.
Boost of the Quick [10]
Rank: "D"
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of speed and agility through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. Garrett felt quick. In fact, he felt faster than he had ever felt before. Ever since the GenJutsu Master had performed the Jutsu, he could see straighter, and he knew that when the time came, he would be ready to move like the wind… This Jutsu allows the recipient to tap hidden reserves of speed and agility through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu, the user is able to raise the Initiative of one subject by +1 per Class Level (+5 maximum boost).
Limit: Must know the Enchantment Perception.
Boost of the Sage [10]
Rank: "D"
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of reasoning power through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. The GenJutsu Master sat in his library. Ever since he had learned the Jutsu, he had used it when push came to shove. He could remember the most obscure comments and passages written in the ancient texts… This Jutsu allows the recipient to tap hidden reserves of reasoning power through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu, the user is able to raise the Composure of one subject by +1 per Class Level (+5 maximum boost).
Limit: Must know the Enchantment Perception.
Boost of the Strong [10]
Rank: "D"
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of strength through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. As Linsa heard the mystic words, she felt stronger both in spirit and in body. She knew that she was strong enough to accomplish the task set before her… This Jutsu allows the recipient to tap hidden reserves of strength through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu, the user is able to raise the Prowess of one subject by +1 per Class Level (+5 maximum boost).
Limit: Must know the Enchantment Perception.
Boost of the Warrior [10]
Rank: "D"
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of tactical knowledge through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. Hester knew that he just had to wait for the right opening. How he knew this was unknown to him. He had never trained in the arts of war. Libraries and lectures were more his style, but somehow he knew what to do… This Jutsu allows the recipient to tap hidden reserves of tactical knowledge through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu the user is able to raise the Attack Damage of one subject by +1 per Class Level (+5 maximum boost).
Limit: Must know the Enchantment Perception.
Boost of the Wise [10]
Rank: "D"
Skill: GenJutsu
Effect: This Jutsu allows the recipient to tap hidden reserves of intuition through sheer mental power.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 2 rounds per class level. This technique may be negated. Call it intuition, but Cera knew what was going to happen if her foolhardy companions continued along the way. She had tried to warn them, but her words went unheard… This Jutsu allows the recipient to tap hidden reserves of intuition through sheer mental power. The subject believes in this so strongly that the effect actually manifests. Through use of this Jutsu, the user is able to raise the Acuity of one subject by +1 per Class Level (+5 maximum boost).
Limit: Must know the Enchantment Perception.
Bless, Greater [10]
Rank: "C"
Skill: GenJutsu
Effect: A stronger form of Bless.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 5 minutes per class level. This technique may be negated. This Jutsu functions like Bless except that the bonus is equal to +1 per Class Level to a maximum of +5. Greater Bless dispels Greater Bane.
Limit: Must know the Enchantment Perception. Must know Bless.
Burning Gaze [10]
Rank: "C"
Skill: GenJutsu
Effect: This Jutsu causes the user's eyes to glow dull red. Each round, the user of this Jutsu may meet the gaze of a single living creature.
Special: "Handseals"
Drawback: ---
Description: Affects 1 creature every round. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 5 rounds per class level. This technique may be negated. This Jutsu causes the user's eyes to glow dull red and allows the user to make a single gaze attack, as a weaving movement. The target of the gaze attack automatically suffers 5 Armour Point of fire damage per Class Level and must make a successful Will save or be blinded for 1d4 rounds +1 round per Class Level. Blindness inflicted by a successful gaze attack can last beyond the duration of this Jutsu.
Limit: Must know the Enchantment Perception.
Aid [10]
Rank: "C"
Skill: GenJutsu
Effect: Target gains Morale bonus against fear effects, and can sustain minor damage for a brief period of time.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 5 minutes per class level. This technique may be negated. Aid grants the target a +1 morale bonus on Attack Damage and saves against fear effects, plus temporary Armour Points equal to 8 + 4 per Class Level (to a maximum of 20 Armour Points at Class Level "B").
Limit: Must know the Enchantment Perception.
Divine Protection [10]
Rank: "C"
Skill: GenJutsu
Effect: A technique that gives divine protection to the target.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects all creatures within 10 meter radius burst. The user is able to perform this technique at a distance of 30 meters plus 15 meters per class level. The duration of this technique lasts for 5 minutes per class level. This technique may be negated. Allies gain a +1 morale bonus to their Dodge and on Saves.
Limit: Must know the Enchantment Perception. Must know Aid.
Eriador’s Permanent Levity [10]
Rank: "C"
Skill: GenJutsu
Effect: This Jutsu fills the subject with extremely good spirits and a jovial nature—a state which has both benefits and drawbacks.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique on the target they touch. The duration of this technique is permanent. This Jutsu fills the subject with extremely good spirits and a jovial nature—a state which has both benefits and drawbacks. The subject gains a +4 circumstance bonus to Saves against any mind-affecting Jutsu. User gains a similar +20 circumstance bonus to Evidence Analysis, and Perform checks, except in special situations where levity is considered inappropriate (such as at a funeral). However, the subject cannot initiate combat. If attacked, the subject can defend themselves, and can then make attacks and act normally. But they cannot take any movements that directly begins combat, nor can they take an offensive movement against a foe that has not attacked them.
Limit: Must know the Enchantment Perception.
Mental Strength [10]
Rank: "C"
Skill: GenJutsu
Effect: A technique that strengthens the mental state against GenJutsu.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique at a distance of 30 meters plus 15 meters per class level. The duration of this technique lasts for 5 rounds per class level. This technique may be negated. User imbues the recipient with Chakra energy that fortifies their will, granting them a +8 resistance bonus on all Will saves.
Limit: Must know the Enchantment Perception.
Sympathetic Bond [10]
Rank: "C"
Skill: GenJutsu
Effect: When this Jutsu is performed, the subject and the user are mentally linked in a crude way.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature other than the user. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 5 rounds per class level. This technique may be negated. Calistan could feel his mind merge with that of Trent, and could feel the power of Trent's will flowing through him. As he looked to the wizard, he could feel his own will power slowly start to fade. He felt himself start to succumb to the Jutsu of the evil one. Suddenly, he could feel the will of the priest once again. He used the energy lent to him from Trent to ward off the evil effects of the Jutssu... When this Jutsu is performed, the subject and the user is mentally linked in a crude way. Any further Jutsu that has the "Mind-Affecting" descriptor will use the higher save of either the user or the subject. However, if the save is failed, then the other person (User or Subject) has a -2 to their save when attempting to resist the same Jutsu. Furthermore, this Jutsu allows a type of empathy to be shared between the two. Both will know the general feelings of the other, but no communication is allowed. The user and subject will also know the general direction of each other. The range for the empathy and Jutsu effects is 5 miles per Class Level.
Limit: Must know the Enchantment Perception.
Dazing Aura [50]
Rank: "B"
Skill: GenJutsu
Effect: User creates a Dazing Aura around themselves.
Special: "Handseals"
Drawback: ---
Description: Affects anyone within 3 meters of the user. The user is able to perform this technique on themselves. The duration of this technique lasts for 1 minute per class level. This technique may be negated. A flaring aura of pale white energy surrounds the user. Any creature making contact with this aura by means of a melee attack must make a save or be dazed per the Jutsu. Beings of up to the user's Class Level be affected by this daze and, if it succeeds, the melee attack that prompted the save is negated. The aura can also ward off a Jutsu attack or Jutsu like effect that specifically targets the user. If the attacker fails the save against the daze, the Jutsu is wasted and the attacker suffers the daze effect. Again only an attacker that is the same class or lower than the user is affected by this Jutsu. Also, if the Dazing Aura successfully wards off a Jutsu, it instantly ends as well.
Limit: Must know the Enchantment Perception.
Heroism, Greater [80]
Rank: "A"
Skill: GenJutsu
Effect: Advanced form of Heroism.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 1 hour per class level. This technique may be negated. This Jutsu functions like Heroism, except the creature gains a +4 morale bonus on Attack Damage, Saves, and +20 to Skill checks, +5 to fear effects, and temporary Armour Points equal to 5 per Class Level.
Limit: Must know the Enchantment Perception. Must know Heroism.
TECHNIQUES:
Glamourer: A Thousand Visages
Rank: "A"
Skill: GenJutsu
Effect: A Glamourer gains the ability to change their appearance at will.
Special: ---
Drawback: ---
Description: The user's appearance changes, including clothing, armor, weapons, and equipment. The user can seem 1 size category smaller shorter or taller, thin, fat, or in-between. The user cannot change its body type. For example, a human user could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to the user. A minor feature could be added or obscured, such as a mole or a beard, or the user could look like an entirely different person. The Jutsu does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the user or its equipment. A battleaxe made to look like a dagger still functions as a battleaxe. The user does not have to perform Handseals when using Glamourer: A Thousand Visages, however it does take the amount of time equal to "C" Rank worth of Handseals.
Limit: Must know the Glamour Perception. Automatically gained once Mastered Glamour Perception.