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It was the dead of night. The middle of Kaminari no Kuni, the weather was a bit cold and it had just rained earlier and the ground was still damp. Trees lined along the road in which the swordsman was travelling. It was a service path that lead from one main city to the next. The Hyuuga donned his entire get up, his armor and weapons including his bow, sword and quiver with arrows. His leg pouches carried his secondary weapons, some explosives strung to kunai for harder situations. The soft paved gravel shifted under his shoes as his gait took him forward towards Ni no Kuni. He had just finished a mission and was on his return home.
As he got a bit closer he'd notice a small opening to his left, another beaten path that obviously led to the waterfall crashing down into the lake nearby. Standing approximately 40 meters away from it. Stopping, he'd stare for a minute to soak in the tranquility of nature around him. He was usually so bent on taking missions and doing his duty that he forgets that this is life. It isn't just a task, he had to stop occasionally to smell the roses. Hopefully no one would mess that up.
Post by ❥ cannibble on Aug 2, 2017 18:24:31 GMT -7
Each step produced a squelch unique to moist soil. This would be bizarre to those witnessing Miss Reikoku's form as her thigh high boots should produce a more distinctive sound. Luckily it was night and the Imp would not suffer from a number of ailments due to exposure to light. Instead she produced her own light hidden away via mastery of the glamour perception. Using the Thousand Visage technique she was able to produce an appearance that betrayed her Abyssal heritage.
Without truesight a person would be witness to a beauty with bright pink hair and violet eyes. Across her body was an outfit with a childish charm the black suspenders dangled draped acrss brown shorts and a white sleeveless top. The Imp's true appearance was something akin to a flayed demon wearing nothing at all and a strange chitinous material growing over the flesh similar to a body suit only jagged in design. There are a number of sections missing from the chest cavity of the woman exposing her glowing dark red heart. With each beat of the heart a dark energy can be seen pumping throughout the veins this being little more than a visual representation of her evil power. Two large black horns protruding from her faceplate pulsate with this same energy exposing too focus points of her power quite prominently.
Upon reaching the end of her path she noticed a man ahead taking in the scenery. Immediately her body went into a fit of rage the influence of Nenyana forcing the desire of pain once more. However unlike most of the faith Momoiro has taken to distinct distaste to the entire experience believing the addiction is slowly warping her mind. This chemical reaction brought fear to her mind as she began to lose all control. Her eyes narrowed at the man and her body stiffened. The Imp searching for any signs of either faith or shinobi origin. If he were to be found wearing a headband the woman would surely attack.
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.
Last Edit: Aug 2, 2017 18:27:23 GMT -7 by ❥ cannibble
As he enjoyed the view he faintly heard a noise and felt a presence. His Byakugan went into full effect (1) and even before he saw he he felt the chakra. It was immense. She was a powerful foe. He could instantly tell. The demon was 20 meters west of him. Without as much as a thought he threw a quick kunai (2) as he turned towards her. Godly legs carried him towards her in two flashes (4). Strides so mighty they pushed the earth from under him ripping it asunder with the sound reminiscent of lightning. Once in front of her his arms rose and stabbed at her body quickly in hope of rendering her chakra points. 64 quickly with a heavy blow at the end made of pure explosive chakra that could send her flying (11).
If the foe was sent flying he would unsheathe his blade and send 3 waves of slicing chakra at her flying at inhumane speeds capable of sundering stone and flesh all the same. Cutting through whatever was in it's path like butter. (14). Hopefully nothing would be left but lumps of flesh but he knew better. He kept his doujutus trained on her carefully the whole time to make sure that any surges of chakra would be seen by him.
Byakugan (Learned 5 Times) Rank: "C" (Special, See Description) Skill: NinJutsu Effect: An jutsu when activating allows the user the ability to constantly see chakra. Special: --- Drawback: May Learn at a maximum of 5 times. Description: Picture An Eye jutsu for the Hyūga Clan. When activating the user's eyes dilate in the same white color as veins bulge out of the corner of the eyes. The user can activate this technique as a "C" Rank technique taking up handseals. The user is able to see through and thus ignore lighter forms of concealment, such as smoke or mist. The user may concentrate for an amount of Handseals equal to a "C" Rank Technique while their Byakugan is active to gain the See Chakra and See Through Chakra effects for as long as the user concentrates and their Byakugan remains active. Deactivating this Ability takes up no movements. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the last time they train it as a "C" Rank Jutsu +20 Training Points. Limit: Must be in the Hyūga clan.
All-Seeing Eye Rank: "B" Skill: Supplementary Effect: The user sees all that is around them, and nothing can escape their all-seeing eye. Special: --- Drawback: User gains a small blind spot located at the back of the neck above the first thoracic vertebra. Description: Picture Taking the time of a "B" Rank Technique in Handseals the user may activate this technique. By activating this ability the Byakugan gives the user a near 360° field of vision, except for one blind spot at the back of the neck above the first thoracic vertabra. The distance of this vision is 1/5th of the user's knowledge in Telescopic Eye (Maximum Distance 40 Meters). Please note that the further the user may see, the larger the blind spot becomes. User is still subject to eye attacks. Limit: Must be in the Hyūga clan.
Killer Rank: "C" Skill: Combat Trait Effect: User has made their first kill at a very young age and found the task of war or murder to their liking. Special: --- Drawback: --- Description: User either takes a particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize the target's pain. The user deals +20 Armour Points in striking damage in trait bonus against vital areas. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Taijutsu Techs Used: Shunshin 2/13 Hakke: Rokujuuyonshou (Eight Trigrams: Sixty-Four Palms) Rank: B Skill: Taijutsu Effect: The user strikes and seals sixty four tenketsu on the opponents’s body. Special: -- Drawback: Requires six movements to perform. The opponentmust be within the Hakke to perform this technique. Description: The user visualizes the Hakke, or Divination Field, standing in the center of the ying-yang. The Hakke is about five meters in radius. The user then settles into a wide-footed, elegant stance. They then move forward and strike two of the foe’s tenketsu with precise, chakra-infused fingers, sealing them. They then seal four, then eight, and so on until sixty-four tenketsu have been sealed. This causes the majority of chakra activity in the body to shut down, causing immense pain and stopping the opponent from molding their chakra. The only way to reopen the tenketsu is through medical treatment or having them unsealed by a Jyuuken user, or by an intense rush of chakra, like the Gates. Limit: Must learn from a Jyuuken teacher or at the Hyuuga Mansion. Must be a Hyuuga. Must know Jyuuken Tenketsu C Rank, must know Hakkeshou: Nankan, must know Jyuuken Advanced Stance.
Hakke Dai Inpaktou (Eight Trigams Greater Impact) Rank: “A” Rank Skill: Taijutsu Effect: Allows the user to perform a more powerful version of the Inpaktou. Special: Must be used from the Jyuuken Advanced Stance. Drawback: If the opponent moves quickly enough, they are capable of avoiding either one or both of the blasts. Description: When the user first learns Inpaktou, they slowly gain true mastery of the Jyuuken. By the time that they have mastered this technique, they will have perfected the art of inflicting internal damage upon the opponent. Dai Inpaktou releases an additional burst of chakra, making the total count of chakra releases increase to three. The first one acts in a manner similar to the first release of the normal Inpaktou, sending chakra into the opponent’s body in order to damage internal organs and potentially close off tenketsu. It is the second wave that differentiates now. This wave will be released and travel through the opponent, where it will remain stationary. Immediately following the release of the second wave, the third wave will be released, which acts in accordance to the regular Inpaktou’s second wave, pushing the opponent forward. However, the combination of the second and third wave will cause the opponent to be caught between the two waves of chakra, which both push on the opponent, which presents enough force to knock the wind out of the opponent as well as further damage the area that received internal injuries. Limit: Must have the Jyuuken Advanced Stance. Must know Daiharichakra. Must know Hakke Kuusho. Must know Inpaktou. Must be a member of the Jyuuken Main house, and must learn from the Main House dojo in Konoha.
Keihatsu Ryuu: Ryusen (Dragon Strike) Rank: ["B", "A", "S"] Skill: TaiJutsu Effect: User takes a step back and cuts the air in front of them through a dimensional rift in a sphere shape. Special: --- Drawback: --- Description: Picture The user stands in the Keihatsu Ryuu: Battōjutsu no Kamae (Art of Drawing the Blade Posture). Grabbing the handle of the sword near the Tsuba, the user thereafter steps forward with the front leg while unsheathing the blade in a horizontal attacking motion across the body. So swift is this technique that it is akin to a "flash", taking no movements to perform. When striking, the user is able to use air to slice enemies, focusing a current of wind, to the point where it takes on a sharp edge, which the user launches at foes. Upon sheathing the sword, the user must sacrifice a movement to do so. Depending on the user’s Class Level depends on the distance of the strike. "D" Class - Travels 10 Meters "C" Class - Travels 15 Meters "B" Class - Travels 20 Meters "A" Class - Travels 30 Meters "S" Class - Travels 40 Meters Limit: Must learn from a Master of Busōsen (Arms Flash). Must know Keihatsu Ryuu: Battōjutsu (Art of Drawing the Blade).
Post by ❥ cannibble on Aug 4, 2017 23:25:12 GMT -7
In an instant the armoured individual threw a kunai at her. Rather than dodge such a pathetic attack she would activate the Onigami blood within her veins. In an instant the purple eyes of Momoiro were blood tinged and viciously fixated on the man. Even with her Thousand Visage disguise her expression was monstrous. A smile spread across her face in an unntural width. Her smile was so disproportionate to her face that it began to tear away at her gums covering her pearly whites in the same red. Her eyes began to grow misty eyed as if in a state of ecstacy. As the smile would finish forming the kunai would hit her body only to bounce off with no effect not even a single scratch.
As an immediate response to his attacks she would flood her body with adrenaline and channel the energy from her demonic heritage into physical prowess. In this same moment a small barrier would form over the woman protecting her from physical attacks whilst entering a boxers stance. The body of the woman also became incredibly dense allowing for further reduction of physical attacks. Her eyes would watch as the speed of his movements would make him seemingly disappear leaving little else but a cloud of dirt in his wake. Knowing full well she would not be able to match his speed Momoiro focused chakra into her hand with extreme speed but at a large cost. With his hands moving incredibly fast towards her body she would predict but a single movement to cause contact. This would leave a number of his attacks successful but due her defensive measures the effects would be rendered null and void.
On impact the chakra stored within her hand would release into the man like a mental disease. This release of energy would appear as a claw so that it may also inflict physical harm. An intense madness would overwhelm the subject on contact. This madness would leave him in a dazed state unable to move or comprehend the world around him. This was all provided the subject's will could not resist her enchanted touch. With her attack complete the Imp teleported fifteen meters away facing towards his back. With the time taken for him to turn around and begin his assault again she would have prepared yet another one of enchanted parried regardless of the chakra drain as she knew it was of no concern.
Momoiro would not attempt to parry this time. With his arrival she would step towards him as he attacked allowing for three quick consequtive jabs. Each attack would send a shockwave of concussive force that would leave the target with a variety of different elemental effects. On impact a shock will be sent throughout the area of impact that ignites the target temporarily before rapidly cooling down to freeze the location. On a successful hit it she would send her target two meters back and the force would be immense despite how little force she put behind it. This maneuver would more than likely give away that she disregards her own life for the thrill of combat.
Damage reduction is 8 before density manipulation which brings it up to 28. Force barrier adds a further 15 that stacks with both for taijutsu and force effects for a total of 53DR. The will save on my tech is 24. Didn't take any damage due to the teleport before the completion of your tech. I used still jutsu with the reduction technique in order to make it an incredibly fast cast at D rank handseals in time but S rank chakra cost.
JAB DAMAGE: 20+20+20+10+6+6+6+12 = 90 each hit granted unless you have knockback resistance it won't hit more than once due to the knockback effect.
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
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
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
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
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
Adaptive Body Rank: "S" Type: Augmentation Effect: User's body can adapt to better absorb different types of weapon damage. Special: To perform: 12 hour; Duration: Permanent Drawback: --- Description: Internal - Takes up 6 Augmentation Points. User gains one of the following types of Damage Reduction (User’s Choice): Damage Reduction 10/Bludgeoning, Damage Reduction 10/Piercing, Damage Reduction 10/Slashing. At the start of the user’s round, without sacrificing a movement, the user can alter the type of Damage Reduction, choosing a different type from the list above. The change persists until the start of the user’s next round. Limit: Must be a Ritualist for Augmentation Rituals. Cost: Market Price: 48,000 Ryo Performing Price: 36,000 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. Limit: Must be a Ritualist for Augmentation Rituals. Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Parrying With the Gloves [10] [20] [70] [70] [100] Rank: "D", "C", "B", "A", "S" Skill: TaiJutsu Effect: To parry a user must know how to parry. They must know and see the attack coming towards the user. The user must also know when the attack is going to come. Special: --- Drawback: Depending on the rank the user knows in this technique depends on how well they may Parry without harming themselves. Description: NOTE: Only works when the user is parries with their gloves or hands. When the user learns this technique, depending on what technique an opponent hits against them the user is able to parry without taking a hit. This means in order to parry attacks that are "C" rank, the user must know Parrying With the Gloves "C" rank. The problem with this technique is that the user will not know if they can parry an attack or not. It the user parries an attack that the user is incapable of doing so the attack goes through and smashes into the user. If the user is able to, then the user may simply move the attack to another direction making a counter come easier against the opponent. Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch.
Speed Jab [20] [40] Rank: "C", "B", "A" Skill: TaiJutsu Effect: This jab gives a fighter high mobility and is often used with the intention of scoring points. Fighters use this variation of the jab when they want to preserve the mobility and balance of their stance. Special: --- Drawback: User is unable to use this attack with other attacks. This means user cannot jab, and then hook with the same lead hand while performing the speed jab. User cannot use strength attacks either with Speed Jab. Description: The speed jab is a variant in which the user takes the time to make fast pacing attacks making the jab come out and attack an opponent much faster. When the user first learns this technique they are able to jab twice in a single movement with their forward hand only performing jabs. When the user then learns the "B" rank version of this technique the user is able to attack three times in a single movement with their lead hand only performing jabs. When the user learns the "A" rank version of this attack the user is able to attack four times in a single movement with their lead hand only performing jabs. Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know the Four Punching Basics.
The Jab [10] Rank: "D" Skill: TaiJutsu Effect: A quick, straight punch thrown with the lead hand from the guard position. Special: --- Drawback: --- Description: Picture Stand with your feet hip distance apart. Step your right foot back 18-24 inches with the weight of your right leg on the ball of your foot (right heel is somewhat elevated and the knees are slightly bent). Bring your right fist close to your right cheek bone and your left fist slightly in front of it about jaw height. Pull your elbows in towards your ribs so that they line up somewhat below your fists. Push off of the ball of the right foot, bend the left knee slightly and start to extend the left hand in a pushing type motion (there should be a subtle rotation as your left hand goes forward your right shoulder moves back). You may also rotate the fist so that when it reaches the desired destination your left palm will be facing down. Retract the left hand as fast as you extended it and return to the original position. Remember before punching relax the hand, snap it forward and clinch before making contact. Do your best to strike with the first two knuckles and keep your wrist in neutral position upon impact. Aim six to eight inches beyond your target. Extend the arm only about 90-95 percent. Keep your chin tucked down toward your chest--this protects your jaw from exposure to being hit. Bring your hand back as fast as you throw it. Move your head on an angle as you throw the punch. Limit: Must learn in a gym that teaches Bokushingu (Boxing), Must know Upright Stance or Semi-Crouch
Still Jutsu [100] Rank: "S" Skill: Supplementary Effect: User can perform Jutsus without moving. Special: --- Drawback: --- Description: A Stilled Jutsu can be performed with no Handseals. Jutsus without Handseal components are not affected. Still Jutsu cannot be reduced by Efficient Jutsu Enhancement Technique, Easy Jutsu Enhancement Technique and similar Jutsus. Jutsu Handseal/Chakra Increase: 1 Rank. Limit: Must learn from Universal NinJutsu.
Clawed Jutsu [30] Rank: "C" Always 30 Training Points Skill: Supplementary Effect: The hazy image of translucent claws forms around your hands when the user performs touch Jutsus, dealing damage in addition to the Jutsu's normal effects. Special: --- Drawback: --- Description: Claws of force appear around the user'shands. All clawed Jutsus with a range of "touch" deal 6 Armour Points of additional damage per Class Level. Even non-damaging Jutsus or Jutsus that do not deal Armour Point damage (such as Touch of Idiocy) prepared as clawed Jutsus deal this additional damage. This additional damage is a force effect and can damage incorporeal targets. An incorporeal creature does not have the normal 50% chance to ignore the damage from a clawed Jutsu performed by a corporeal Chakra Master. Jutsu Handseal/Chakra Increase: 1/2 Rank. Limit: Must learn from Universal NinJutsu.
Easy Jutsu Enhancement Technique [30] x 3 Rank: "C" Always 30 Training Points Skill: Supplementary Effect: One of the user's Jutsu Enhancement Techniques is easier to use. Special: --- Drawback: --- Description: Choose a Jutsu Enhancement Technique the user already possess. When performing a Jutsu modified by that Technique, lower the Jutsu Handseal/Chakra Increase cost by 1/2. User may never reduce the Jutsu Handseal/Chakra Increase below 1/2 Jutsu Handseal/Chakra Increase. May learn multiple times. Each time learned user may choose a different Jutsu Enhancement Technique. Limit: Must learn from Universal NinJutsu.
Quicken Jutsu [100] Rank: "A" Skill: Supplementary Effect: User can perform Jutsus in a fraction of the normal time. Special: --- Drawback: --- Description: Performing a Quickened Jutsu turns a Jutsu into a "D" Rank Jutsu for handseal performing purposes. A Jutsu with a performing time of more than 1 round or a full round cannot be quickened. Jutsu Chakra Increase: 2 Rank. Limit: Must learn from Universal NinJutsu.
Trial of Pain [70] Rank: “A” Skill: Supplementary Effect: The user’s brain is rewired to where pain causes a reaction where the pleasure areas in the brain are stimulated. Due to diminishing returns of subsequent experiences of pain a strong addiction to pain is created. The user still experiences pain as every other person, bus also experiences a rush at the same time. Renders the user immune to damage and pain from Cult of Nenyana jutsu, meaning that jutsu from this religion only work on those who are not a part of the Cult. Special: --- Drawback: The longer the user goes without pain, the stronger the desire to experience it becomes. If the user goes without pain for six weeks (IC) they will go into a frenzy where self-harm will occur until the user has satisfied him or herself. Description: This is the initiation to become a Follower of the Cult of Nenyana. The user meditates for a month (IC) at least at the Main Temple of the Cult. After this meditation the user is brought to the Mother of Torment where he or she receives a personal message and a bit of chakra from Nenyana herself. This induces a state of terrible pain for a while where the user has to bite through for a while as his body becomes attuned to the wiles of the Goddess. From now on, whenever the user experiences pain the user will also experience a rush in addition to the pain. However, due to the diminishing return of these rushes the doses of pain need to be larger every time to approximate the previous rush, creating a severe addiction to pain. This jutsu enhances the kidneys, which instead of adrenaline, will now produce a substitute of this hormone when the user experiences pain. It is this that causes the changed perception to pain. In addition, the kidneys also affect the chakra that flows through them, eventually changing all of it into a new variety of chakra that responds differently to the chakra from Cult of Nenyana techniques, absorbing it when it comes into contact with each other rather than be harmed by it. Limit: Must have joined the religion as an acolyte to learn. Must be learned at the Main Temple of the Cult of Nenyana.
Blessing of Pain [10] [40] [70] Rank: ‘C’, ‘B’, ‘A’ Skill: Supplementary Effect: The heavier the wound on the user, the larger the rush and the effect. Special: --- Drawback: The user still experiences pain as everyone else, including its debilitating effects, making the experience horrible in a way. This technique does not free the user from the detrimental and lethal effects of wounds and pain. Description: The more the user flirts with death, the larger the risk, the larger the reward. When hurt the user goes ‘misty eyed’ as the rush takes control. Some become extremely aggressive, whereas others retract themselves within their mind and become ruthlessly efficient. The rank of the wound, whether sustained or inflicted, determines how much the user gains. Upon infliction the rush starts and the users movements per round increase. The user gains 1 movement per rank learned for a D-ranked wound, 2 movements per rank learned for a C-ranked wound, 3 movements per rank learned for a B-ranked wound, 4 movements per rank learned for an A-ranked wound, 5 movements per rank learned for an S-ranked wound. Also the user gains chakra, equal to three times the rank of the wound. In addition the hormonal release heavily stimulate the users chakra system to produce new chakra, which equals the rank of the wound times the amount of times this jutsu has been learned. So if a user who has learned the A-ranked version sustains a C-ranked would they gain three times a C-ranked amount of chakra, which is worth a B and C ranked amount of chakra. Limit: Must have ‘Trial of Pain’. Cannot be learned beyond the users class.
Invigorating Pain [40] [70] [100] Rank: ‘B’, ‘A’, 'S' Skill: Supplementary Effect: When sustaining a wound, rather than succumbing to the pain, the user becomes more alert as the high enhances the users senses. Special: --- Drawback: The user still experiences pain as everyone else, including its debilitating effects, making the experience horrible in a way. This technique does not free the user from the detrimental and lethal effects of wounds and pain. If the user for example sustains an S-ranked wound they will be able to block out the pain for certain time, this does however not prevent the user from dying as a result of the wound before this time limit runs out. Description: The more the user flirts with death, the larger the risk, the larger the reward. When hurt the user goes ‘misty eyed’ as the rush takes control. Some become extremely aggressive, whereas others retract themselves within their mind and become ruthlessly efficient. The rank of the wound, whether sustained or inflicted, determines how much the user gains. Once wounded the he user will be able to block out the pain of a wound up to the rank learned plus the pain of any subsequent wounds. In addition the pain activates the users fighters instinct, raising the awareness of the user. The world becomes a brighter place as everything lights up and colours intensify. The user becomes exceptionally sensitive towards motion, being able to spot a fly a several tens of meters away, gaining a +5 bonus to Observation checks when this jutsu is active per rank of wound sustained. This sharpening of all senses allows the user to more expertly sense when an attack is coming by. Within a range of ten meters per rank learned the user is able to sense if an attack is incoming, preventing the user from being caught unaware. The user is not able to sense incoming attacks from opponents that are higher ranked than the rank of this jutsu learned, plus the rank of wound sustained. When first hurt these effects kick in for the duration of three rounds, After these effects have worn off the user has to wait four turns again before being able to use this effect again. Limit: Must have ‘Trial of Pain’.
The Power of Pain [70] Rank: 'A' Skill: Supplementary, Ninjutsu/Genjutsu/Taijutsu Effect: When sustaining a wound the user is able to channel the agony of the pain into a more powerful strike, increasing the power of one attack or jutsu. Special: --- Drawback: The user still experiences pain as everyone else, including its debilitating effects, making the experience horrible in a way. This technique does not free the user from the detrimental and lethal effects of wounds and pain. For every wound this jutsu can only be used once. Description: The more the user flirts with death, the larger the risk, the larger the reward. When hurt the user goes ‘misty eyed’ as the rush takes control. Some become extremely aggressive, whereas others retract themselves within their mind and become ruthlessly efficient. The rank of the wound, whether sustained or inflicted, determines how much the user gains. Once wounded the he user will be able to channel the pain and agony of the wound into power, enhancing the power of a single technique with the rank of the wound. When hurt the user takes the rank of the wound sustained and channels the power that is released from the pain into the next technique they perform. In the case of Ninjutsu and Taijutsu this is done by simply adding the rank of the wound sustained to the original rank of the technique, in the case of Genjutsu this only enhances how difficult the jutsu becomes to break. Per rank of the wound 1 point are added to the User's die roll (So 1 points for a D-ranked wound, 2 points for a C-ranked wound and so on.) Limit: Must have ‘Trial of Pain’.
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
Last Edit: Aug 5, 2017 0:11:01 GMT -7 by ❥ cannibble