Post by Ryutatsu "Sakurai Sword" on Dec 14, 2017 21:25:03 GMT -7
Ryutatsu was of course in his fire resistant pants and shirt that was overlay-ed with Mithril armor. Over that was his Leg Rig and Tactical vest. On his back was his two favored swords Nightin Gale and Abyssal Shard. Nightin Gale was easily identified by it's exquisite copper plated sheath with etchings. He also wore a cloak against the sea air and autumn turn.
In his pouches and pockets were an array of gadgets, grenades, and weapons that make mos people blanch. Ryutatsu however wore the weight like an old friend. He honestly was carrying more than he needed to but it was alright. He didn't want any thieves or other trouble makers thinking they could get away with anything at his booth. He maybe ten years old but his five foot six frame was enough to deter those types especially with all the weapons.
Ryutatsu would be hoping on a ship bound for the Land of Hot Springs. Tydeus Sea would be the sea he traveled upon. It was a many day journey but now he was a seasoned traveler.
-Travel to Hot springs-
-Has a map and compass-
Augments:
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
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
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
Material Allergy (Billberry)
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
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
Achilles Heel (Between big and middle toe on right foot)
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
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
Density Manipulation - Dense
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
Techniques:
Rank: "C"
Skill: Kekkai Genkai Ninjutsu
Effect: Allows the user to manipulate electrostatics and electric charges.
Special: Rat, Dragon, Ram, Tiger, Monkey, Dog, Horse, Rabbit once per 5 turns.
Drawback: Objects must be visible. While actively using this ability, the user must remain perfectly still, and no other jutsu may be used while the user is attempting to manipulate charges. Only metallic objects or semi-metallic objects can be manipulated.
Description: Allows the user to manipulate and control electrostatic, which is by definition electricity at rest. This gives the user the ability to move around both positive and negative charges on objects, which, in the end, can result in the ability to either repel or attract objects to and from each other. It must be noted that this jutsu strictly follows the concept of the Conservation of Charges. That means that without influence, all charges within nature are balanced at zero. Only when acted upon do these charges change. This ability is a requirement for all members of the Kyoudo Clan. When the user first gains this ability, they have only the ability to affect one object at a time within five meters of their person. At maximum, the user may move 10% of an object’s positive or negative charges to another object. While actively using this ability, the user must remain perfectly still, and no other jutsu may be used while the user is attempting to manipulate charges. Due to the relative electrical field produced by every person Kyoudo cannot affect people, and due to the low electronegativity of non-metallic objects, only metallic objects can be affected. It is only through mastery over the element of thunder that one can obtain this ability.
Limit: Kyoudo Clan only
Sutatikku Nou (Static Awareness)
Rank: B
Skill: Ninjutsu
Effect: Allows a member of the Kyoudo blood limit to manipulate and control electrostatic charges even out of their range of sight, in their personal static field.
Special: -
Drawback: One can only use this ability if it is in the range of their own electrostatic field. Only useful if one has trained Kyori Keiko a number of times. All manipulation of sensed objects is still, of course, limited by the other Kyoudo techniques.
Description: Normally one can only use their Sutatikku Nagare ability on objects they can see. However with much training and experience eventually a member of the Kyoudo become so attuned with their static field that they can 'feel' objects around them. All objects in nature carry an electrical charge even if it's at zero. An experienced Kyoudo can sense such things and manipulate them as long as it is within their own static field. This grants the user the ability of complete static awareness in their field. This is directly correlated to the amount of times one has learned Kyori Keiko (Distance Training).
Limit: Sutatikku Nagare (Static Current) ability, 500 tp in the Kyoudo clan. Once you have 500 TP of Kyoudo jutsus, this is automatically "learned".
Uncanny Dodge
Rank: “B”
Skill: Supplementary
Effect: The user is no longer be flat-footed.
Special: –-
Drawback: –-
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any Defensive benefits if the attacker is invisible. The user still loses their Defensive benefits if they are immobilized. A user with this ability can still lose their Defensive Abilities if an opponent successfully uses a feint attack. If the user already knows Uncanny Dodge from a different source, they may automatically learn Improved Uncanny Dodge.
Limit: Must learn from a Master of Busōsen (Arms Flash).
Heaven Shapeless: Dodge
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: A technique used to dodge and evade attacks.
Special: ---
Drawback: ---
Description: The user learns how to proficiently dodge and evade flying objects as well as oncoming weapons through predicting the attacks. A very useful technique since the Heaven Shapeless: Stance (Single) has no defensive capabilities. The user will stand in one position and learn the minimum amount of movements required to avoid an attack. The bending of the body at a rapid pace is essential to this technique as well as ducking, side-stepping, jumping, and bobbing/weaving. Each rank the user learns the user is capable of effectively knowing how to evade a technique equal in rank.
Limit: Must learn from a Master of Tensora (天空 Heavenly Sky), Must know Heaven Shapeless: Stance (Single).
Tsuyosa Ryuu: Kikoesankei (Renowned Mountain Range)
Rank: "C", "B", "A"
Skill: TaiJutsu
Effect: A technique that enables the user to withstand knock back and knockdown techniques.
Special: ---
Drawback: User still feels effects of the technique and still feels the same pain within the technique. Must have both feet planted on the ground and not become unbalanced.
Description: The user basically becomes that of a mountain, a sense of being who is unable to be pushed because of perfect balance. This technique enables the user the capability of withstanding techniques without falling down or being pushed back. The user stands in a perfect formation having both feet planted down on the ground. The user has their knees bent as they concentrate their energy around their body. The user does this and tightens all muscles within their body the moment an attack occurs. The user is capable of being pushed back but will not fall and would simply slide back against the ground. This technique works against all knockdown, and push back techniques. Each rank the user learns they are able to withstand that rank technique that deals with knockdown and/or knockback.
Limit: Must Learn from a Master of Burēdono Kenseijin
Nameru (To Taste)
Rank: E, D, C, B, A, S
Skill: Taijutsu
Effect: The user, through the sharpening of their five senses and an instinctual knowledge of flow, becomes aware of their surroundings and capable of defending against attacks.
Special: --
Drawback: Can only be learned up to your current Character Rank.
Description: The user strives to expand their senses, taking in data from all five senses and treating each of them as equally important. Through a combination of peripheral vision, hearing, and measurement of air pressure changes, the user becomes capable of perceiving threats around them and reacting accordingly. At E rank, the user can only perceive such threats as traps or projectiles. However, at the following levels, the user becomes capable of perceiving strikes from a foe of an equal level to the rank they have learned. Therefore, a B rank ninja could strike a C rank user of this technique and the user would not be able to perceive them via this technique and lose the majority of the benefits, though their dodging would benefit from the heightened awareness nonetheless. The user may only learn this technique up to their character’s rank. Thus, a C rank character could only learn up to the C rank version of Nameru. Nameru is limited to threats within twenty meters of the foe, as anything that doesn’t enter that radius is beyond the senses of a human to perceive. However, threats are perceivable once they enter that range.
Limit: Must learn from a Gintsuki no Seikou Mai Master. Must know Hyouuryuu Yuki (Drifting Snow).
Layout of normal wear:
Head
Crest of Forehead - Goggles - X-Ray Lenses
Around Neck
- Wireless Radio w/ earbud to ear.
- Headgear(Village Headband)
1 Half Pouch
Gem of Reflection
Torso (Front)
- Mithril Perfected Torso Armour Piece (Overview)
- Mithril Perfected Arm Armour Piece (Overview) x2
- Mithril Perfected Shoulder Armour Piece (Overview) x2
Shirt - Fire Resistant
No Slots
Cloak, Battle
50 Half Pouches
- Dancing Star Grenades x3
- Stormstone Grenades x9
- Northern Wind Grenades x3
- Samum Grenades x1
Vest, Tactical
11/16 pouches
- Pouch 1 - Bag of Metal Shavings
- Pouch 2 - Bag of Metal Shavings
- Pouch 3 - Bag of Metal Shavings
- Pouch 4 - Bag of Silene Seeds
- Pouch 5 - Bag of Silene Seeds
- Pouch 6 - Bag of Silene Seeds
Pack, Waist - Pouches 7 - 9
7/7 Slots
Slot 1
- Knife (Overview) - Steel
- Tanto - Knife (Overview) - Steel
Slot 2
- Kunai - Steel
- Kunai - Steel
Slot 3
- Flint x20
Slot 4
- Bo Shuriken x15 - Steel
Slot 5
- Hira Shuriken x15 - Steel
Slot 6
- Caltrops x16 - Steel
Slot 7
- Marbles, Small x50 - Steel
Scroll Pouches
Pouch 10
- Scroll: Map: National (Good Quality) (Land of Hot Springs)
Pouch 11
Quick Loader Pouch
Pouch 12
Pouches 13 -16 not attached
Torso (Back)
Copper-Plated Sheath down the Spine- Nightin Gale (Katana) - Arandur
Black Leather Sheath down the back canted- Abyssal Shard (Katana) - Mundane Crystal
Legs- Mithril Perfected Leg Armour Piece (Overview) x2
Pants - Fire Resistant
4 Pockets = 2 Slots
2 Half Pouches installed
0/2 Pouches installed
Pocket 1 = 1/2 Slot- Flashlight, Penlight
Pocket 2- Tracers x8
Pocket 3- Obfuscating Eye x2
Pocket 4
Plenty Stone
Half Pouch 1 Leg
Fortress Gem x2
Half Pouch 2 Leg
Swarm Amber
Leg, Individual Equipment
2/3 pouches installed - x2 Utility Pouches
Utility Pouch 1 Rig- x4 Magazines Dancing Star Explosive Tip Bolts
Utility Pouch 2 Rig- x4 Magazines Northern Wind Explosive Tip Bolts
Holster- Crossbow, Pistol (Overview) - Internal Configuration
Feet
Footwear
1 Half Pouch installed
Arms- Gauntlet (Overview) with attached Hidden Blade [Claw (Overview)] - Steel